Rules Thread
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Rules Thread
This is the thread that contains the latest revision of the rules.
If you are a new player, you should probably refer to the Simplified Rules Thread first.
Please feel free to post any questions you have regarding the rules in the BA Discussion Forum.
As many quests are handled on Discord, it is highly recommended that every player possesses an Discord account in addition to one of the forum.
There is frequently at least one long-time member on Discord, and most are quite receptive to helping new players with starting out their characters and with any problems they might have.
Most of us hang out over on Discord chat where quests are run. {We should add a Discord link here or some manner of contact info}
Please make sure you agree to the site Legal Policy.
Contents:
Character Creation
Equipment and Modified Stats
Advanced Battle Rules and Mechanics
Shop Rules, Combos and Absorbs
Other Stuff To Do, Alternate Thread Types
Status Effects
XP and Leveling
Abstandard Battle Systems and PC Types
Moderation, Autoing, and Formalized Site Procedures
If you are a new player, you should probably refer to the Simplified Rules Thread first.
Please feel free to post any questions you have regarding the rules in the BA Discussion Forum.
As many quests are handled on Discord, it is highly recommended that every player possesses an Discord account in addition to one of the forum.
There is frequently at least one long-time member on Discord, and most are quite receptive to helping new players with starting out their characters and with any problems they might have.
Most of us hang out over on Discord chat where quests are run. {We should add a Discord link here or some manner of contact info}
Please make sure you agree to the site Legal Policy.
Contents:
Character Creation
Equipment and Modified Stats
Advanced Battle Rules and Mechanics
Shop Rules, Combos and Absorbs
Other Stuff To Do, Alternate Thread Types
Status Effects
XP and Leveling
Abstandard Battle Systems and PC Types
Moderation, Autoing, and Formalized Site Procedures
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- Site Admin
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Re: Rules Thread
Character Creation
Everyone can have up to three characters.
Step 1-
Choose a Name:
Give your character a name.
Step 2-
Choose an Element:
You need to select an element from the list-
Earth
Air
Fire
Water
Hope
War
Light
Darkness
Magic
Technology
Electrical
Ice
Physical
Psychic
Acid
Energy
Moon
Truth
This element has no effect in and of itself, but some items react differently based on your element, you can substitute your element for the element of your weapon when using an elemental attack, and your starting gear is of your elemental type. Pick any element from the list that you want. None are intrinsically more powerful than others. There are more elements, however they're not offered to starting characters. The ones listed above are known as the Base Elements.
A full list of elements and explanations are listed here: A List of Elements
Step 3-
Choose a Subtype
Choose a Base Subtype from the available subtypes. You may not select Holy One, Fiend, Immortal, or Serpent Blessed.
This is similar to elements in that it has no effect in and of itself, but some items react differently based on your subtype.
A full list of subtypes and explanations are listed here: A List of Subtypes
Step 4-
Divide Your Stat Points:
A character's stats include-
STR (Strength)
AGI (Agility)
CON (Constitution)
MIN (Mind)
SPI (Spirit)
New PCs do not currently start with SAN, INF, or RES.
HP= CON*25
MP= MIN*25
SPI affects most magical attacks and (following a cosmic rules-altering event that shifted it from AGI) typically determines who goes first
STR affects most melee attacks
AGI affects most ranged attacks
When creating a character, all 5 of the main stats have a starting base value of 1. You get 55 points to distribute between them as you choose. Once you are done dividing the 55 points, you should have a total of 60 points in your stats. These become your base stat scores for each stat. Each time you gain a level, your base stat score is added to each of your stats, and you gain an additional 10 points to distribute however you choose.
Step 5- Describe Your Character-
You should also type up a basic physical description and short background for your character. This doesn't have to be long. Reading the setting info thread is heavily suggested
Step 6- Post Your Character in This Thread:
Character Sign Up Thread
Step 7- Wait for Approval:
After that is done, a mod will either accept or reject your character. This shouldn't take too long. They will then give you your starting equipment and cash assuming the character has been accepted, or they'll post what you need to revise if the character is rejected. After a character is accepted and the character's stats have been added to the stat thread, then you can start playing.
I hope you all enjoy the Battle Arena!
Everyone can have up to three characters.
Step 1-
Choose a Name:
Give your character a name.
Step 2-
Choose an Element:
You need to select an element from the list-
Earth
Air
Fire
Water
Hope
War
Light
Darkness
Magic
Technology
Electrical
Ice
Physical
Psychic
Acid
Energy
Moon
Truth
This element has no effect in and of itself, but some items react differently based on your element, you can substitute your element for the element of your weapon when using an elemental attack, and your starting gear is of your elemental type. Pick any element from the list that you want. None are intrinsically more powerful than others. There are more elements, however they're not offered to starting characters. The ones listed above are known as the Base Elements.
A full list of elements and explanations are listed here: A List of Elements
Step 3-
Choose a Subtype
Choose a Base Subtype from the available subtypes. You may not select Holy One, Fiend, Immortal, or Serpent Blessed.
This is similar to elements in that it has no effect in and of itself, but some items react differently based on your subtype.
A full list of subtypes and explanations are listed here: A List of Subtypes
Step 4-
Divide Your Stat Points:
A character's stats include-
STR (Strength)
AGI (Agility)
CON (Constitution)
MIN (Mind)
SPI (Spirit)
New PCs do not currently start with SAN, INF, or RES.
HP= CON*25
MP= MIN*25
SPI affects most magical attacks and (following a cosmic rules-altering event that shifted it from AGI) typically determines who goes first
STR affects most melee attacks
AGI affects most ranged attacks
When creating a character, all 5 of the main stats have a starting base value of 1. You get 55 points to distribute between them as you choose. Once you are done dividing the 55 points, you should have a total of 60 points in your stats. These become your base stat scores for each stat. Each time you gain a level, your base stat score is added to each of your stats, and you gain an additional 10 points to distribute however you choose.
Step 5- Describe Your Character-
You should also type up a basic physical description and short background for your character. This doesn't have to be long. Reading the setting info thread is heavily suggested
Step 6- Post Your Character in This Thread:
Character Sign Up Thread
Step 7- Wait for Approval:
After that is done, a mod will either accept or reject your character. This shouldn't take too long. They will then give you your starting equipment and cash assuming the character has been accepted, or they'll post what you need to revise if the character is rejected. After a character is accepted and the character's stats have been added to the stat thread, then you can start playing.
I hope you all enjoy the Battle Arena!
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Re: Rules Thread
Equipment and Modified Stats
On your character sheet you will notice the various categories of items. For these items to have any effect, you must equip them. You may equip items at any time between battles and quests. Items are generally equipped in Slots, each of which may hold a single typical item of the appropriate slot.
Step 1- What You Can Equip:
A standard character possesses the following slots-
2 Weapon Slots
1 Armor Slot
5 Accessory Slots
5 Spell Slots
5 Consumable Slots
1 Pet Slot
1 Transformation Slot
If an item has Weaponx2 instead of Weapon as its descriptor, this means that it takes up 2 Weapon Slots. This applies for all item types.
Your abilities don't have to be equipped. They are always considered present and functional unless otherwise noted.
If an individual cannot use a non-unique transformation, pet, or summon due to it having a higher effective level than its possessor can use after level adjustment is included, then it may be set at the highest controllable level at the beginning of a thread should such a level exist and be present in the Zoo Record should such a Level exist.
A converted equip slot cannot be converted into a different type of equip slot again unless explicitly specified.
Step 2- Setting Up Your Modified Stats:
For posting your equipment and modified stats, you should follow the following format.
[*quote]
Your stats without any modifiers.
The stats of every item you have equipped.
[*quote]
All of your stats and bonuses with the equipment's effects added in.
[*/quote]
[*/quote]
Only with the "*"s removed. When you are done, in should look something like this-
Up-to-date example needed
MODIFIED STATS:
Up-to-date example needed
A note on Critical, Dodge, Enemy Miss, To Hit, and Resilience Modifiers:
To Hit- Improves your character's chance of hitting the opponent
Enemy Miss- Is not currently used. Notify Gadigan if this appears in the text of something.
Dodge- Increases your chance of avoiding the opponent's attack
Critical- Increases the chance of getting a Critical Hit and doing x3 damage to the opponent
Resilience- Decreases the chance of an opponent getting a Critical Hit
Player characters have natural values of 100% To Hit, 1% Critical, 1% Dodge, and 0% Resilience before modifications.
Notes on caps and stacking:
The max Melee Attack Bonus a character can receive from a single item, spell, or ability is equal to the character's modified STR.
The max Magical Attack Bonus a character can receive from a single item, spell, or ability is equal to the character's modified SPI.
The max Ranged Attack Bonus a character can receive from a single item, spell, or ability is equal to the character's modified AGI.
The max Defense a character can can receive from a single item, spell, or ability is equal to the character's modified CON x 2.
The max stat damage of a single type that a character can deal while not in a transformation per action (not per hit) to each individual target is the character's (Mind / 5).
Items providing a higher bonus can be equipped, but they provide a bonus equal to this cap as opposed to their full bonus.
No character may have a modified stat greater than 10 times said character's unmodified stat.
Characters may not have any pets or summons of higher level than themselves equipped or summoned at any time.
Bonuses like "5% to Hit" and "10% to Hit" do not stack with each other, only the higher bonus applies.
Bonuses like "+5% to Hit" stacks with other To Hit bonuses
A PC may not benefit from more than +#% to Dodge, Resilience, To Hit, or Critical than twice said PC's Level at any given time. This does not include #% bonuses, only +#% bonuses. If a PC would have more of a +#% bonus than said PC can benefit from, said PC maintains said higher bonus while treating it as though it is said lower bonus; the value is increased, reduced, and modified numerically as though it is said higher bonus.
Step 3- Post Your Modified Stats in Your Character's Thread:
Go to the "Player Stats" sub-forum and find the thread made for your character. Post your modified stats as a reply to it.
Please remember to update this post every time you change what you have equipped. It may seem like a hassle to keep it constantly updated, but it helps the mods a great deal and gets battles done much more quickly than before posting modified stats was required.
Starting an Arena Fight and Fight Basics
One of the most important ways to train your character, getting XP and items so that you can be better prepared for quests, is to fight arena battles. You can fight an arena battle at any point in time that your character isn't doing anything else.
Step 1- Make Sure You Aren't Doing Anything Else:
A PC has the following slots:
1) A battle slot
- Usable for battles, event matches, special matches, mini-quests, and the like.
2) A player thread slot
- Usable for standard player quests.
3) A major quest slot
- Usable for official quests and megaquests so that we don't have to force PCs through threads when those hit.
4-A to 4-Z) A mod-run slot for each mod running worlds
- One per PC per mod who is running worlds.
Note: The Tavern Bulletin Board, Shop (including waiting for combos), and Ability Shop do not count as taking up any of these slots.
Step 2- Select Your Opponents:
Choose up to 8 opponents. They can either be different foes, or they can all be the same. Enemies are found in this thread-
Enemy List
Step 3- Post Your Battle:
Go to the Battle Threads and Randomized Quests forum. Choose to post a new thread. Title your thread "Your Name" Vs. "Enemies".
Players may choose to fight battles together. If you agree to fight a battle with up to 5 allies, simply include the names of all the characters participating in the thread title.
There are also event matches and special matches available to do, they have their own rules though.
Event Matches
Special Matches
Step 4- Post Stats:
In the first post of the thread, include a copy of your modified stats (which are covered in the last part of the rules) and a copy of each enemy that is participating stats.
Step 5- Begin Combat:
Post what action your character is taking and what the character is targeting if your character is going first. The following actions are available to all characters from the start:
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
Change Stance
Up-to-date wordings for these abilities can be found in the Ability Shop.
When it is time for one of your characters to act, declare what action you are using. It is typical to include a short role-played description of what your character is doing if desired.
Step 6- Monsters Act:
Once all of the players who act before the enemies in the battle have posted their actions, the players wait for the monsters to act. One of the mods should, before too long, post the actions of the monsters, as well as the results of that part of the combat round.
Step 7- Post Your Actions for the Next Round:
Post the next action your character takes along with a role-played description of it on next round (or continue the first round if PCs are acting after some monsters act on that round).
Step 8- Battle Continues:
The fight will continue between player and monster turns until one side wins.
Step 9- Claim the Spoils of Battle:
If a PC side wins a battle, each non-replicated, non-Temporary, non-Mercenary PC on it receives the rewards for the match, which generally include a mix of Gold, experience, and items, but vary based on drop chances and the specific match or quest in question. If those PCs in it have any items, pets, or summons that can be Leveled up, their controlling player should post whether the PC, one of its items, or one of its pets/summons is claiming the XP. One of the mods will update the respective PC's stat sheet with the winnings. Once the battle is over, the PCs in it are no longer considered to be in battle and are free to either begin a new battle or go do something else with their slot.
Players have a 75% chance per monster per character in normal arena battles of said monster dropping Gold and a separate 75% chance per monster per character of said monster dropping treasure. Mods have a 90% chance of getting treasure and Gold from a monster in a normal arena match as opposed to 75% chance.
On your character sheet you will notice the various categories of items. For these items to have any effect, you must equip them. You may equip items at any time between battles and quests. Items are generally equipped in Slots, each of which may hold a single typical item of the appropriate slot.
Step 1- What You Can Equip:
A standard character possesses the following slots-
2 Weapon Slots
1 Armor Slot
5 Accessory Slots
5 Spell Slots
5 Consumable Slots
1 Pet Slot
1 Transformation Slot
If an item has Weaponx2 instead of Weapon as its descriptor, this means that it takes up 2 Weapon Slots. This applies for all item types.
Your abilities don't have to be equipped. They are always considered present and functional unless otherwise noted.
If an individual cannot use a non-unique transformation, pet, or summon due to it having a higher effective level than its possessor can use after level adjustment is included, then it may be set at the highest controllable level at the beginning of a thread should such a level exist and be present in the Zoo Record should such a Level exist.
A converted equip slot cannot be converted into a different type of equip slot again unless explicitly specified.
Step 2- Setting Up Your Modified Stats:
For posting your equipment and modified stats, you should follow the following format.
[*quote]
Your stats without any modifiers.
The stats of every item you have equipped.
[*quote]
All of your stats and bonuses with the equipment's effects added in.
[*/quote]
[*/quote]
Only with the "*"s removed. When you are done, in should look something like this-
Up-to-date example needed
MODIFIED STATS:
Up-to-date example needed
A note on Critical, Dodge, Enemy Miss, To Hit, and Resilience Modifiers:
To Hit- Improves your character's chance of hitting the opponent
Enemy Miss- Is not currently used. Notify Gadigan if this appears in the text of something.
Dodge- Increases your chance of avoiding the opponent's attack
Critical- Increases the chance of getting a Critical Hit and doing x3 damage to the opponent
Resilience- Decreases the chance of an opponent getting a Critical Hit
Player characters have natural values of 100% To Hit, 1% Critical, 1% Dodge, and 0% Resilience before modifications.
Notes on caps and stacking:
The max Melee Attack Bonus a character can receive from a single item, spell, or ability is equal to the character's modified STR.
The max Magical Attack Bonus a character can receive from a single item, spell, or ability is equal to the character's modified SPI.
The max Ranged Attack Bonus a character can receive from a single item, spell, or ability is equal to the character's modified AGI.
The max Defense a character can can receive from a single item, spell, or ability is equal to the character's modified CON x 2.
The max stat damage of a single type that a character can deal while not in a transformation per action (not per hit) to each individual target is the character's (Mind / 5).
Items providing a higher bonus can be equipped, but they provide a bonus equal to this cap as opposed to their full bonus.
No character may have a modified stat greater than 10 times said character's unmodified stat.
Characters may not have any pets or summons of higher level than themselves equipped or summoned at any time.
Bonuses like "5% to Hit" and "10% to Hit" do not stack with each other, only the higher bonus applies.
Bonuses like "+5% to Hit" stacks with other To Hit bonuses
A PC may not benefit from more than +#% to Dodge, Resilience, To Hit, or Critical than twice said PC's Level at any given time. This does not include #% bonuses, only +#% bonuses. If a PC would have more of a +#% bonus than said PC can benefit from, said PC maintains said higher bonus while treating it as though it is said lower bonus; the value is increased, reduced, and modified numerically as though it is said higher bonus.
Step 3- Post Your Modified Stats in Your Character's Thread:
Go to the "Player Stats" sub-forum and find the thread made for your character. Post your modified stats as a reply to it.
Please remember to update this post every time you change what you have equipped. It may seem like a hassle to keep it constantly updated, but it helps the mods a great deal and gets battles done much more quickly than before posting modified stats was required.
Starting an Arena Fight and Fight Basics
One of the most important ways to train your character, getting XP and items so that you can be better prepared for quests, is to fight arena battles. You can fight an arena battle at any point in time that your character isn't doing anything else.
Step 1- Make Sure You Aren't Doing Anything Else:
A PC has the following slots:
1) A battle slot
- Usable for battles, event matches, special matches, mini-quests, and the like.
2) A player thread slot
- Usable for standard player quests.
3) A major quest slot
- Usable for official quests and megaquests so that we don't have to force PCs through threads when those hit.
4-A to 4-Z) A mod-run slot for each mod running worlds
- One per PC per mod who is running worlds.
Note: The Tavern Bulletin Board, Shop (including waiting for combos), and Ability Shop do not count as taking up any of these slots.
Step 2- Select Your Opponents:
Choose up to 8 opponents. They can either be different foes, or they can all be the same. Enemies are found in this thread-
Enemy List
Step 3- Post Your Battle:
Go to the Battle Threads and Randomized Quests forum. Choose to post a new thread. Title your thread "Your Name" Vs. "Enemies".
Players may choose to fight battles together. If you agree to fight a battle with up to 5 allies, simply include the names of all the characters participating in the thread title.
There are also event matches and special matches available to do, they have their own rules though.
Event Matches
Special Matches
Step 4- Post Stats:
In the first post of the thread, include a copy of your modified stats (which are covered in the last part of the rules) and a copy of each enemy that is participating stats.
Step 5- Begin Combat:
Post what action your character is taking and what the character is targeting if your character is going first. The following actions are available to all characters from the start:
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
Change Stance
Up-to-date wordings for these abilities can be found in the Ability Shop.
When it is time for one of your characters to act, declare what action you are using. It is typical to include a short role-played description of what your character is doing if desired.
Step 6- Monsters Act:
Once all of the players who act before the enemies in the battle have posted their actions, the players wait for the monsters to act. One of the mods should, before too long, post the actions of the monsters, as well as the results of that part of the combat round.
Step 7- Post Your Actions for the Next Round:
Post the next action your character takes along with a role-played description of it on next round (or continue the first round if PCs are acting after some monsters act on that round).
Step 8- Battle Continues:
The fight will continue between player and monster turns until one side wins.
Step 9- Claim the Spoils of Battle:
If a PC side wins a battle, each non-replicated, non-Temporary, non-Mercenary PC on it receives the rewards for the match, which generally include a mix of Gold, experience, and items, but vary based on drop chances and the specific match or quest in question. If those PCs in it have any items, pets, or summons that can be Leveled up, their controlling player should post whether the PC, one of its items, or one of its pets/summons is claiming the XP. One of the mods will update the respective PC's stat sheet with the winnings. Once the battle is over, the PCs in it are no longer considered to be in battle and are free to either begin a new battle or go do something else with their slot.
Players have a 75% chance per monster per character in normal arena battles of said monster dropping Gold and a separate 75% chance per monster per character of said monster dropping treasure. Mods have a 90% chance of getting treasure and Gold from a monster in a normal arena match as opposed to 75% chance.
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Re: Rules Thread
Advanced Battle Mechanics and Rules
Actions
An action is considered to be anything that uses up an individual's action in order to be used. This includes the use of an Active ability, the use of an ability from something's Abilities section that is not a PC, or the use of an ability in the format of a non-PC ability that has been granted to a PC somehow.
When an individual is able to take an action, said individual may, if a non-transformed PC, use any active ability or any other ability or effect that is stated as taking up an action that said individual possesses as an available option. If said individual is an enemy, transformation, pet, or summon, then said individual may use an ability or any effect that is stated as taking up an action that said individual possesses as an available option.
Any individual, unless explicitly noted otherwise, may choose not to take an action when otherwise able to do so. Doing so, as is probably expected, does not count as taking an action. Effects that would occur before or after said action still occur in the case of said action being skipped.
If an individual is killed or defeated during the middle of an action, said action finishes resolving. Preemptive counters, which occur before an action, stop the action from triggering at all if they kill or defeat the initiator of said action.
During the beginning of a battle or a round of battle, only actions specifically usable at those times and direct counters to those actions may be taken. Any other action assigned to an individual at those times is lost.
If an individual is given an action during another action, including as a counter to that action, but not as a preemptive counter to that action, said newly-given action occurs after said other action unless it is specifically noted as occurring at another time (such as inside the action). If the word 'immediately' is used in reference to the action being granted, the granted action is placed before other actions that (occur or have been placed) after said other action, but said word is not an indicator that it happens within said action.
Actions After a Side Wins a Battle In Threads that Contain Multiple Battles
If a condition for the ending of a battle is met, the battle immediately ends unless otherwise noted, with nothing else occurring in it.
Action Offensiveness
If an individual conducts an action that deals Healing of some type, but said healing causes negative effects (such as damage, HP, MP, or stat reduction, or the inflicting of a debuff) for its target, said action is considered to be an offensive action for purposes of the portion of it that targets said target.
An action is capable of being offensive and non-offensive to different individuals at the same time. If an action's offensiveness is being checked, but not in relation to a specific individual, it is an offensive action if it is offensive to any individual.
Additional Actions (AKA Bonus Actions)
No individual may get more than one bonus action within the same round from the same ability or effect coming from the same source unless explicitly specified.
'Additional' Values
Anything that adds 'additional' damage of some type to an action, effect, or attack, only adds said damage if said action, effect, or attack already is capable of naturally dealing some sort of damage unless otherwise noted.
If something adds something 'additional' to an 'action' or 'attack' said additional instance of the thing is added to the first instance of the thing in each action or attack (respectively) that the individual performs, not into each instance of said thing in the action or attack.
Example: A character has a weapon equipped that causes all of said character's actions to deal 50,000 additional damage. The character attacks an enemy with a Ranged Attack action that deals 3 hits against 1. The additional damage would be added to the first hit of the attack and not to the other two.
If a source of added damage does not specify what it is added to (example: "Wielder deals an additional 250,000 Destruction element damage") it is added to every instance of damage with its possessor as a source.
Something 'additional' is only added to instances of things that already include one of the thing that the 'additional' one is being added to unless otherwise noted.
Allies
An individual considers other individuals on the same side of battle as allies unless otherwise noted.
An individual does not consider individuals on other sides of battle as allies unless otherwise noted.
An individual does not consider itself to be an 'ally' unless specifically noted.
Application of Defense Against Damage that is Not Part of a Non-Flat-Damage Attack
Defense is applied whenever an individual takes an amount of damage, unless otherwise noted.
Artifacts and Artifact Aspects
An Artifact's Primary Aspect is the one that shares the Artifact's name.
If a PC Type can equip an Artifact's Primary Aspect, it can equip all of its Aspects.
Up to 200 of each nonunique aspect of an artifact may be brought into a thread (following all other rules for bringing items into threads).
Attacks
An attack is something that is labeled as an attack when generated. Any targeted effect that uses an action and has a damage value as part of it (including MP Damage, Gold Damage, XP Damage, Stat Damage, Healing, and other types of 'Damage') generates an attack to incorporate said damage-value-containing portion and all portions attached to said damage value. Note that whether damage can actually be dealt is irrelevant so long as the damage value is present. While attacks are usually contained within actions, they do not have to be. An action may contain multiple attacks. Anything that states it is an attack that does not fall into this category is still considered an attack. Anything that falls into this category that states it is not an attack is not an attack.
Damage values present on standard Enemy-style attacks are considered to be Static Damage.
Attacks using Static Damage perform damage calculations as though they were Enemy attacks, even if a PC is performing them, but are not inherently considered Flat.
Any Flat or Static Damage value that is part of an ability or Constant Effect, but not an item, is considered to be a Listed Damage Value.
Something being an 'Attack' subtyped ability does not mean that actions that involve it are attacks. Things referring to an 'attack' don't refer to those abilities unless they refer specifically to 'Attack subtype abilities' or something similar wording-wise.
Automatic Level-Based Combat Advantages
Entities have a (Level - (Target Level + 10))% chance of auto-hitting their targets with the first hit of the first attack they make each round.
Damage dealt by entities equal to (Entity Level - (Target Level + 10))% of the total Damage dealt in each instance of damage dealt by those entities automatically bypasses the Defense of their targets.
Damage dealt by entities equal to (Entity Level - (Target Level + 10))% of the total Damage dealt has an (Entity Level - (Target Level + 10))% chance of being unhealable and unregeneratable except from sources of equal or greater Level to said entities.
If an individual is afflicted with a major negative status effect by a lower-Level source, said individual may, as an irremovable effect, reduce its Max HP by (The source's Level * 100,000) and then replace that major status effect's effect text with the text of a minor negative status effect of its applier's choice (with said status effect still counting as a major negative status effect of its original type for removal purposes). If Charm's text is selected, said major status effect has a 25% chance of being automatically cured at the end of each action controlled by said effect (or at the end of each action skipped due to said control).
An individual possesses a per-round chance of recovering from debuffs from lower-Level sources with a percent chance of recovery per stacked instance equal to (Possessor's level - said effect's source's Level at the time of application), with said recovery chance being checked at the start of each round.
Entities may choose to prevent entities 10 or more Levels below them from obtaining Death Attacks.
If a battlespace contains only entities 10 more more Levels lower than an entity, that entity may target entities in that battlespace.
Awareness of Information
Listing of who knows what information when in battle threads:
In event matches and encounter areas (both excluding those where enemy stats are not listed either on the enemy list or the match or area description), and special matches (excluding boss rushes):
Players and enemies are aware of the current HP and MP totals on all individuals, the current stats of all individuals of battle, the full results of all actions, everyone's stat sheets and abilities, what side of battle every individual is on, when each individual of battle is performing an action, what actions are considered counters, what individuals are in battle, what row each individual is in, what individuals in battle are considered dead or defeated, as well as all non-explicitly-hidden effects and pieces of equipment on all individuals in battle. In essence, both sides of battle should be fully aware of what is occuring. Either side may request an explanation of how something is working (including whether an action missed, was resisted, failed due to a percent chance, etc).
In boss rushes, random quests, mini quests, and both encounter areas and event matches where enemy stats are not listed either on the enemy list or the match or area description:
Enemies are aware of the current HP and MP totals on all individuals, the current stats of all individuals of battle, the full results of all actions, everyone's stat sheets and abilities, what side of battle every individual is on, when each individual of battle is performing an action, what actions are considered counters, what individuals are in battle, what row each individual is in, what individuals in battle are considered dead or defeated, as well as all non-explicitly-hidden effects and pieces of equipment on all individuals in battle. In essence, the enemies should be fully aware of what is occuring. The moderator running the battle may request an explanation of how something is working (including whether an action missed, was resisted, failed due to a percent chance, etc, though the moderator should probably know all of this already).
Players are aware (barring circumstances that specifically state otherwise) of the full text of all buffs and debuffs on them (but not on enemies, excepting the full text of player-side-generated debuffs on enemies, which they are aware of), their current HP and MP totals, the full text of all pieces of their equipment and abilities, their current stats, the numerical damage dealt by any effect (whether this be stat damage, Gold damage, HP damage, or MP damage), what status effects are currently effecting each individual in battle, what side of battle every individual is on, when each individual of battle is performing an action, what actions are considered counters, what individuals are in battle, what row each individual is in, and what individuals in battle are considered dead or defeated. Players are aware of all of these things regarding their pets, summons, and other side-members also. If a player action fails to produce an expected result, the reason for this failure need not be disclosed save if the action was stopped due to a preemptive counter, in which case such must be mentioned, or the action missed, in which case such is stated (though the reason why the action missed, if something other than standard miss chances is involved, need not be mentioned). If a player suspects that something should have worked, but is told that it failed to, said player may make a request for Gadigan to examine the thread and action in question to ascertain if everything is running as it should be or not.
In RP threads, moderator / admin judgment is to be used regarding what knowledge is known to what parties.
All individuals are also aware in all non-RP threads of what Zones are present, what Terrains and Phantom Terrains are present, and what effects are attached to all such Zones, Terrains, and Phantom Terrains.
All individuals are aware of who or what is being targeted by each action.
Battlespaces
Each battle possesses one battlespace, the main battlespace for that battle, upon its creation. The main battlespace of a battle may not be destroyed unless specifically noted.
Individuals may not target things in other battlespaces unless otherwise noted. Individuals may not move between or be moved between battlespaces unless noted.
Effects only effect entities that are either in the same battlespace as their source or that are currently targeting their source as part of an action, attack, or other method of targeting. Effects that can explicitly cause a side to win or lose a battle through non-standard victory conditions are considered to globally apply to all battles in all aspects unless otherwise noted.
Battlespaces are not buffs. Battlespaces may not be carried between battles and do not persist between battles.
Beginning-Of-Battle Effects
All things that occur at the beginning of battle occur in an order chosen by the side of battle which triggers them, assuming they are non-hostile things. Hostile things are placed, as is determined by an amalgamation of all opposing sides of battle, either all at the beginning or all at the end, in an order chosen by said opposing amalgamation. The beginning-of-battle-things on the side which possesses the member with the highest turn-order-determining stat prior to beginning of battle effects taking effect has its effects trigger in the chosen order first, with other sides then having their effects trigger in a descending order based on the turn-order-determining stat of their highest-turn-order-determining-stat-possessor. Effects listed as occurring at the beginning of a thread occur in a similar manner, occurring as at-the-beginning-of-battle effects if a thread is an arena match, special match, or event match.
Bosses
Entities on the Boss List may be selected as opponents in the set-up of regular Arena Matches as though they were on the Enemy List. They do not count as being on the Enemy List during said matches. They may not be selected in this manner for Special Matches unless the match specifically permits such.
Bound Items
If an item is considered Bound to an individual, that individual may not trade it, and it may not be stolen from that individual.
Broken Items and Item Destruction
Any item that is 'broken' or 'breaks' is destroyed at said time unless otherwise noted. Anything that could 'restore' or 'repair' a 'broken' item can un-destroy an item destroyed through methods that do not include either the item's own effects, the item's wielder using it to pay for a cost of something, the item running out of charges, or the methods which state that they do not count as breaking it.
Any method of an item being destroyed persists between threads unless otherwise noted, with said destruction not being able to be undone in threads that it did not occur in unless explicitly noted. Methods of 'breaking' an item that do not involve destroying it do not persist between threads unless it is noted that they do.
Buffs and Debuffs
Multiple stackings of the same buff do not take up additional buff slots and may be carried in a single buff slot.
Stats, HP, MP, or defense raised through buffs can exceed equipment stat caps (they have no limit on how high they can raise your stats, only on how many can be active at once).
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
All buffs and debuffs that do not have stated caps stack a max of 200 times
If a buff is applied to an individual who already has the maximum stackings of said buff, the recipient of said buff chooses which source of its applications is considered to be the source, with the source being the highest Level source of it if said source cannot make a decision.
If a debuff is applied to an individual who already has the maximum stackings of said debuff the highest-Level non-allied source of it chooses which source of any of its applications is considered to be its source, with the source being the highest Level source of it if said source cannot make said decision or if no such source exists.
Debuffs are carried between battles. They do not take up buff slots.
Any entirely positive effect applied by some source or any partially positive effect applied either by an allied source or by a source to itself is considered a buff unless otherwise noted. Bonuses from items, spells, or abilities which are applied at a specific point in time, such as one applied at the beginning of a thread, count as buffs. Such an effect may be carried in a buff slot.
An individual applying an entirely positive effect to a non-allied source may choose to have said effect count as a debuff instead of a buff.
Item or ability effects which are chosen or engaged at the beginning of a thread but affect the text and / or capabilities of the item or ability itself are not considered buffs. They are considered to be actual changes to item or ability text.
Any entirely negative effect applied by some source or any partially negative effect applied by an opposing source is considered a debuff unless otherwise noted. Such an effect may not be carried in a buff slot, but it persists on its possessor until either it is removed, its duration ends, or the thread ends.
A zone effect is not considered to be a buff. Any effect which may remove buffs may target either a zone's source or the zone itself to remove the zone as though it were a buff. Up to 200 zones created by each side of battle, as well as up to 200 non-side-sourced zones, may be present at once, and each may have up to 200 effects attached to it. A single zone, with any effects attached to it, may be carried in a single buff slot. Only one such zone may be carried by an individual at a time.
A phantom terrain effect is not considered to be a buff. Any effect which may remove buffs may target either a phantom terrain's source or the phantom terrain itself to remove the phantom terrain as though it were a buff. Up to 200 phantom terrains created by each side of battle, as well as up to 200 non-side-sourced phantom terrains, may be present at once, and each may have up to 200 effects attached to it. A single phantom terrain, with any effects attached to it, may be carried in a single buff slot. Only one such phantom terrain may be carried by an individual at a time.
Terrain is not considered to be a buff or phantom terrain. Phantom terrain is, however, considered to be terrain save by effects which specifically exclude it.
Any effect which is being continually applied by a source is considered to be a continually applied effect. Continually applied effects are considered effects but are not considered to be buffs. An example of a continually applied effect would be an armor providing either +25 Defense or +25 Defense to all allies. Continually applied effects may not be carried in buff slots and stop being applied as soon as their source stops continually applying them.
Ownership of a summon is not considered a buff. Summons may be carried in summon slots, but not in buff slots.
A circle effect is considered to be a buff on its source or target, should it be specifically allowed to target an individual other than its source. An individual may only possess one circle effect at a time unless otherwise noted. Circle effects may be carried in buff slots. Any effect which is applied to a summon by a circle effect that is not also able to be applied to non-summons is considered to be applied at the moment of summoning instead of being continually applied unless otherwise noted. Such effects do not disappear from the summons that possess them if the circle that is their source is no longer present.
Things that prevent buffs, debuffs, or effects from being 'removed' do not prevent their expiration based on conditions inherent to the buff, debuff, or effect unless specified. Things that prevent buffs, debuffs, or effects from being 'removed' do prevent other sources of 'expiration', for example a Constant Effect that says 'All buffs on possessor expire after two rounds'.
Buffs do not transition between battles unless carried in buff slots. Each entity possesses 10 buff slots unless otherwise noted.
Carried Items
All items that are equipped are considered to be carried by the individual that has them equipped.
An individual may carry any number of unequipped items that possess no Type beyond Item (for example, most Antiquities or Materials, but not Weapons or Spells) unless otherwise noted. Note that this explicitly does not allow individuals to bring more unequipped items into a thread than they otherwise would be able to. Note that this does not apply to RP threads, in which the discretion of Gadigan or the moderator running the thread is to be used regarding what can and what cannot be carried.
Charge-Up
When an individual uses an ability or effect that requires multiple actions to use or some sort of charge-up, then said individual may choose to pay all costs associated with said ability or effect either when said ability or effect is first initiated, or when said ability or effect first generates a result other than consuming actions through charge-up time.
If something requires a number of actions to 'charge', said actions need not be consecutive unless it is stated that they must be consecutive actions.
Circle Effects
Individuals may have one effect which is considered a Circle at a time unless otherwise specified.
Class Types
An 'Armor-based Class' is any class from the section of the ability shop that is titled 'Armor Based Classes'.
An 'Element-based Class' is any class from the section of the ability shop that is titled 'Element Based Classes'.
An 'Entity-based Class', 'Pet-based Class', 'Summon-based Class', or 'Entity-subtype-based Class' is any class from the section of the ability shop that is titled 'Pet, Summon, and Monster Subtype-Based Classes'.
A 'Spell-based Class' is any class from the section of the ability shop that is titled 'Spell Based Classes'.
A 'Transformation-based Class' is any class from the section of the ability shop that is titled 'Transformation Based Classes'.
A 'Weapon-based Class' is any class from the section of the ability shop that is titled 'Weapon Based Classes'.
Combo Moves
When a Combo Move is activated, it uses the current action of its caster and the next action of all of its other participants.
Any thread which contains multiple arena battles or encounter area battles is to be closed and a new thread started at the end of battle upon a change in team composition (in the case of either, discounting changes that occur in the middle of a string of battles in an encounter area without a stop in Nexus between them), a change in character stats (in either, discounting changes that occur in the middle of a string of battles in an encounter area without a stop in Nexus between them), or a change in what opponents are being fought (in the case of regular arena matches, treasure hunts, and the like). This ruling does not apply to random quests (which should get a new thread for each quest run anyway), endurance matches (ditto), event matches (ditto, if for some reason you are repeating them) and boss rushes (ditto again).
Conditionally Applied and Conditionally Effective Bonuses
Bonuses to turn-order-determining stat sums for turn-order-determining purposes are to be considered conditionally effective.
Conditionally-effective bonuses are not presently capped and do not apply to related caps. This means, for example, that the bonuses +X Defense against Fire, + X AGI for turn-order purposes only, and +35 additional Melee Attack against Undead are all non-capped. Bonuses which are conditionally-applied as opposed to conditionally-effective, however, apply to normal caps. For example +X Melee Attack if a Sword is equipped, +X STR if possessor is a Dragon, and +X to wielder's turn-order-determining stat are all capped as part of the stats or values they add to.
Conducting an Attack and the Damage Formula
Missing/Dodging is calculated separately for each hit of something.
Criticals are calculated separately for each hit of something.
Damage is calculated separately for each hit of something.
Damaged caused by an attack conducted by a PC that is not in a Transformation and is not using the stat block of an Enemy, Pet, or Summon is handled in the following steps:
1. All relevant (stats / Prime Attributes) are summed as a value called the Sum of Relevant Attributes.
2. This Sum of Relevant Attributes is multiplied by a value, called the Randomized Attribute Multiplier, randomly chosen from numbers between .5 and 5, inclusive, using all whole numbers and numbers equal to (.5 + 0 or any whole positive number) within said range, resulting in a value called the Randomized Attribute Sum.
3. All relevant Attack Bonuses are summed as a value called the Sum of Relevant Attack Bonuses.
4. The Sum of Relevant Attack Bonuses is doubled, making the Sum of Doubled Attack Bonuses.
5. The Randomized Attribute Sum is added to the Sum of Doubled Attack Bonuses, making a value called the Damage Dealt.
6. Any modifications to Damage Dealt are handled at this step, triggering in an order determined by standard triggering rules. The value of Damage Dealt at the end of this is renamed the Pre-Critical Damage Sum.
7. It is determined whether or not the attack is a Critical; if it is, the Pre-Critical Damage Sum is multiplied by the Critical Multiplier of the individual making the attack (which defaults to 3), making a value called the Post-Critical Damage Sum. If the attack is not a Critical, the Post-Critical Damage Sum is equal to the Pre-Critical Damage Sum.
7. Weaknesses and Resistances are applied to the Post-Critical Damage Sum, creating the Pre-Defense Damage Sum.
8. Defense is subtracted from the Pre-Defense Damage Sum, creating the Final Damage Sum.
9. The Final Damage Sum is subtracted from the value being damaged.
Damaged caused by an attack conducted by an Enemy, Pet, Summon, or Transformation is handled in the following steps:
1. All relevant (stats / Prime Attributes) are summed as a value called the Sum of Relevant Attributes.
2. This Sum of Relevant Attributes is multiplied by a value randomly chosen from numbers between .5 and 5, inclusive, using all whole numbers and numbers equal to (.5 + 0 or any whole positive number) within said range, resulting in a value called the Randomized Attribute Sum.
3. The Randomized Attribute Sum is added to the listed Damage value of the ability used for the attack, making a value called the Damage Dealt.
4. Any modifications to Damage Dealt are handled at this step, triggering in an order determined by standard triggering rules. The value of Damage Dealt at the end of this is renamed the Pre-Critical Damage Sum.
5. It is determined whether or not the attack is a Critical; if it is, the Pre-Critical Damage Sum is multiplied by the Critical Multiplier of the individual making the attack (which defaults to 3), making a value called the Post-Critical Damage Sum. If the attack is not a Critical, the Post-Critical Damage Sum is equal to the Pre-Critical Damage Sum.
6. Weaknesses and Resistances are applied to the Post-Critical Damage Sum, creating the Pre-Defense Damage Sum.
7. Defense is subtracted from the Pre-Defense Damage Sum, creating the Final Damage Sum.
8. The Final Damage Sum is subtracted from the value being damaged.
Damage formula results cannot be negative unless explicitly specified.
Continually Applied Effects
Continually applied effects that an individual applies to itself or that items equipped by an individual, excluding pets, provide to said individual, are capped.
Continually applied effects that are not applied by an individual to itself and that are not applied by non-pet items equipped by an individual to said individual are not capped.
Control of Entities
Any entity equipping a pet is considered to be said pet's controller unless otherwise noted. Said entities cease being said pet's controller if they stop having it equipped or it stops being a pet.
If no entity has a pet equipped, any individual carrying said pet is considered to be said pet's controller unless otherwise noted. Said entities cease being said pet's controller if they stop carrying it or it stops being a pet.
If an entity summons a summon, said entity is considered to be said summon's controller. Said entities cease being said summon's controller if it stops being a summon.
Multiple entities may be considered an entity's controller.
Being considered an entity's controller does not allow you to control its actions.
Controlling the actions of an en entity does not make you said entity's controller.
Counters
The source of the action being countered is the only valid target of a counter unless otherwise noted.
Each counter may only be used once per set of actions and counters unless otherwise noted. For example, Player A could attack monster B, monster B could counterattack, then player A could counterattack, then monster B could not counterattack unless it had a second counter move or one that stated it could be used multiple times per string of attacks. If, however, Player A were to get another, separate, attack action against monster B before the monster's turn, the monster could counterattack again, as this is part of a separate string of actions and counters.
An individual may counter against a reflected action, but the original source of the action, not the reflector, is the source that is able to be countered against.
An individual may perform a counter against any action that targets said individual after said action unless other timing or sourcing restrictions are noted in said counter. An individual may perform a preemptive counter against any action that targets said individual before said action unless other timing or sourcing restrictions are noted in said counter.
Unless otherwise noted, target assignment and randomized target assignment occur before other parts of an action (excluding times at which they are based on other parts of the action, which come first in such cases). Declaration of preemptive counters occurs after said point.
If an action suddenly begins targeting an individual while the action is in the middle of resolving, preemptive counters may not be used to counter said action unless explicitly noted.
An individual may counter an action that targets it from another battlespace. If an attack that is part of an action that involves multiple different attacks is countered, the individual countering may target the individual performing the attack that they are countering despite the difference in battlespace. If, however, an entire action is being countered or an attack that is not part of an action that involves multiple different attacks is countered, then the targeting options of the attack being countered do not inherently expand to include the individual being countered.
Cost Payment
Costs paid (whether in the form of HP, MP, Gold, or other values) do not count as Damage unless such is specified. Healing and Regeneration are both able to restore paid points (which are tracked similarly to Damage, but are not Damage), as though said paid points were Damage.
Criticals
To determine if an attack is a critical, take the attacker's Critical, subtract the target's Resilience from that number, and generate a random number between 1 and 100. If said generated number is below the calculated value, then the attack is a Critical, otherwise it is not.
Damage and Damage Tracking
Damage present on individuals is tracked, not current HP / MP remaining (though current HP / MP remaining can be checked and used as values for calculations). Non-damage HP / MP missing from individuals is also tracked, though it is not considered damage and not tracked as part of damage.
Death Attacks
When killed on the first round of a battle, with effects that change the number that a round counts as or that change the number that an individual considers the current round to be not counting for this purposes, enemies (from the Enemy List, Boss List, or Zoo Record) that are not on the same side as a PC or Pet belonging to a PC, get to make an action as they die. This bonus action is called a "Death Attack". The name "Death Attack" does not make it an attack if it otherwise would not be. Things that would trigger or occur before or after actions do not trigger for death effects. A Death Attack, if the first action an individual would take during a round, does not count as the first action that individual takes. A "Death Attack" is not counted in the total number of actions that an individual has conducted during a round, but it is counted towards the number of actions that an individual has taken during a thread. The summons of a summon's summons and further generations of summons do not get "Death Attacks". Enemy "Death Attacks" occur immediately at the end of the action that caused the enemy to make the "Death Attack"; these "Death Attacks" may happen in any order, and they occur one at a time. If there is a disagreement as to what order "Death Attacks" will occur in between the individuals conducting said "Death Attacks", then the order between said disputed "Death Attacks" is determined randomly. A "Death Attack" may not be countered, and other actions may not occur during the middle of a "Death Attack". If a "Death Attack" that is part of a group of multiple "Death Attacks" triggers "Death Attacks", then the triggered "Death Attacks" happen before other "Death Attacks" in the original group of "Death Attacks". An individual may be resurrected or otherwise made not-'Dead' by another individual's "Death Attack" that is part of a group of "Death Attacks," with said individual losing its "Death Attack" in said group if it has not yet occurred. An individual may resurrect itself or make itself not-'Dead' with its own "Death Attack", with said "Death Attack" still retaining all properties of a "Death Attack" in said instance, and said individual counting as 'Dead' until it no longer would count as 'Dead' thanks to the performed action. A battle may not end through the victory condition of "All members of all opposing sides are either dead or no longer in battle in a manner other than temporary removal with permitted return" should any of said 'Dead' individuals have a "Death Attack" waiting to execute unless a round ends, with said "Death Attack" having not yet executed. A "Death Attack" may not be delayed.
If an individual resurrects itself with its death attack, it is present and capable of responding to its own death with effects that trigger upon the death of things, excluding effects that are actions that do not specify that they can occur as part of or in response to death attacks.
If an entity would perform a Death Attack, its MP value is set to the MP value it possessed at the start of the round it obtained the Death Attack if said value would then be greater than its MP otherwise would be at the time of the Death Attack; this explicitly cannot undo the setting of MP to 0 by Death Attacks and cannot undo death that was caused by low MP.
For clarification, enemies *do* get Death Attacks in-
Regular Matches
Treasure Hunts
Pet Battles
Support Matches
Risky Matches
Battle Royales (if *one to five* monsters are chosen to give drops and treasures)
Wild Matches
Harvest Match
And do not in-
Pretty much all RP threads, though individual conditions do apply with the mod that is running the RP thread or Gadigan making the call
Endurance Matches
Boss Rushes
Area Matches
Event Matches
Battle Royales (if *no* monsters are chosen to give drops and treasures)
Encounter Areas
Alt Boss Rush
Pet Endurance Match
PvP secret Match
Ascetic Match
Any non-mentioned, non-RP thread
Death, Dead Individuals, and Resurrection
An individual is considered "Dead" if it is both below Level 1,000 and at least one of the following conditions is met:
* Said individual's HP is 0 or less
* Any of said individual's stats is 0 or less
* An effect has applied the condition "Dead" to said individual
If an individual is resurrected, then the condition "Dead" is removed from said individual. When said resurrection occurs, HP, MP, and stat damage that would immediately reduce said individual to a dead state once again is cured to the minimum point at which it would not do so.
Dead individuals may not take actions or have actions taken that involve them unless said actions are capable of resurrection or otherwise explicitly effect dead individuals.
If an individual becomes Dead, all buffs and debuffs on said individual from sources below Level 100 are immediately removed, and all minor and moderate status effects, as well as the major status effects Instant Death and Doomed, are cured.
The word 'killed' by itself does not imply death via any specific means.
Effects which turn a dead individual into something else do not count as resurrection effects and do count as either buffs or debuffs.
Only items that state they do things when the wielder is dead work for targets other than their wielder while their wielder is dead. Items equipped on a dead individual still work for said individual but their effects do not extend to other individuals.
Effects that trigger upon death do not trigger upon other occurrences that defeat an individual or otherwise remove said individual from a thread unless said occurrences state that they count as death. The unsummoning of player summons and removal of player pets from battle are exceptions to this rule and occur upon any manner of said individual's defeat.
Player summons do not count as being killed if they disappear due to their controller being removed from a thread or their controller dying. All summons do not count as being killed if they disappear due to an effect that specifically unsummons individuals.
Dead individuals remain on the side of battle that they were previously on and continue to count as being on said side while present.
Dead individuals may be considered allies.
A PC's pets become 'Semipresent' if each controller it possesses dies or is dead unless otherwise noted. If said pets become equipped by an individual who is not dead, they cease being 'Semipresent'.
A PC's summons immediately vanish if their controller dies unless otherwise noted.
An individual who is not dead may not be resurrected, and any effect that is attached to the resurrection of such an individual does not occur unless otherwise noted. Parts of actions that would resurrect said individuals that are not directly tied to said resurrection still occur.
Declaration of Decisions
A player may declare decisions for said player's PCs at times when they are able to make actions or choose between choices, as well as any summons said PCs summon or pets or items said PCs are carrying or have equipped unless otherwise noted.
The mod running a thread may declare decisions for anything else whenever such an action or choice is able to be made unless otherwise noted.
If multiple individuals are able to make a decision and consensus is not required, which individual does so is determined randomly.
Declaration of Future Production Actions
A player may not declare future production actions for more than two weeks into the future. Players may declare up to two weeks of production actions in advance. At any time, production actions may be re-delcared with a post in the shop. Exceptions may be made upon request for people who know they're going on vacation or the like.
Example: Player X can make 50 Turkey per day at no cost. Player A may declare that for each day in the next two weeks, all 50 Turkey are made. Following these two weeks, Turkey production stops until another post is made. Player A may, however, re-declare the production 8 days into it, meaning that production continues for two weeks from that point onward.
Default Values
If a stat or value is needed as part of a formula for an action and is not present, and no other ruling would cause a different value to be substituted or used, the default value for said stat or value should be used.
Default Value List:
Name- ""
Element- Null
Subtype for a PC / Monster / Transformation / Pet / Other Entity- Monster
Subtype for an Item of any type that is not a pet, transformation, or other type of entity- Antiquity
HP- 0
MP- 0
STR- 0
CON- 0
AGI- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 100%
Dodge- 0%
Defense- 0
XP- 0
Gold- 0
Gold Value- X
Resistance- 0%
Defense against <Insert Here>- 0
Prime Attribute- None
Move- 1
Range- 1
Diplomacy- 0
Level- 1
Defeat, The End of Battle, and Victory Conditions
A battle ends when a victory condition has been reached by either side.
Default victory conditions which apply unless otherwise stated include:
* All members of all opposing sides are either dead or no longer in battle in a manner other than temporary removal with permitted return
* All opposing sides are defeated
* There are no opposing sides in any battlespace
Individuals are no longer considered to be in a battle when that battle ends unless specifically noted.
It is no longer considered a PC victory condition if a stalemate in which PCs and monsters both are unable to beat each other is reached. If such as situation is reached and confirmed by at least one mod not modding the thread or myself (please check with other mods first), then said thread ends with the PCs returning to Nexus with all loot accumulated up until said point.
A stalemate is not considered a victory for either side. A stalemate is not considered winning by any manner of effect.
An individual is considered defeated if:
* Said individual is considered dead
* Said individual is removed from battle by a non-temporary effect
* Said individual is turned into an item or something else that does not count as an individual entity
A side of battle is considered defeated if:
* All of its members are considered defeated
* It has no members
Defeated individuals may not take actions.
Something being 'defeated' does not necessarily mean that it is dead or has been killed.
Definition of 'A Summon'
Anything that is summoned is considered to be a summon.
Definition of Enemy
An 'enemy' is any entity that is either present on the Enemy List or Boss List or that is present on an Enemy Side but not a pet, transformation, summon, or PC and that is not allied with any PC side.
A PC may not be considered an 'enemy' unless otherwise specified.
An 'enemy side' is a side that, at its original point of creation, contains no PCs, pets, or PC-side-allied transformations or summons.
Definition of an Entity
Any PC, pet, summon, individual from the Enemy List, or individual from the Boss List (as well as individuals that would be placed on said lists but are not yet on them), counts as an 'entity'
Definition of a Hit
Each instantiation of targeting made by an action or attack is considered to be a 'hit' unless otherwise specified. It something applies multiple 'hits' against a target its effect, excluding the assignment of hits, is repeated a number of times equal to the number of said hits, with each such hit being a separate instance of application of effects, with each hit ending before the next hit begins unless otherwise specified. If something applies 'hits' against multiple targets, it applies its effects to each target that receives a hit, with each such hit being a separate instance of application of effects, with each hit ending before the next hit begins unless otherwise specified
Definition of Natural
The word 'natural' refers to things that are on something's base text (which should be findable in the Enemy List, Shop, Ability Shop, or some other appropriate thread normally); things that have been added on (via Granted Effect, Enhancements or the like), buffs, debuffs, and text-editing effects do not count as 'natural' unless specifically noted.
Definition of Stats
When something says 'stats', it means STR, AGI, CON, MIN, and SPI.
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
Deities (Including PC Deities)
An individual possessing a deity effect is considered to be a deity.
A PC who becomes a deity may set up a deity block in the style of the ones for NPC Patron Deities. PC deity blocks should get their own post in the Patron Deity thread.
A PC deity's Max Benefit Level is, by default, equal to that PC deity's Level minus one.
A PC with passive abilities whose name includes 'Bestow Worshiper Benefit' may set up conditionals for the acquisition of those benefits. These benefits may be claimed in RP threads, or, if the conditionals are purely mechanical, may be claimed in Ability Shop posts. Conditionals may include the possession of a given Level, subtype, element, ability, and/or item. They may also include task-like requirements, which the PC attempting to obtain the benefit and/or the PC granting the benefit are responsible for tracking. They may also include requiring a nebulous 'quest', in which case the benefit is only granted via RP threads. A PC deity may change these benefits at any time or choose to specifically grant a PC who has not met a requirement one of the PC deity's worshipper benefits or to specifically bar a given PC worshiper from obtaining a benefit that worshiper would otherwise qualify for.
A PC setting up such a deity block may decide its own tenets. Barring unusual circumstances, the PC decides when a tenet has been violated and whether corrective action for that violation involves the removal of one or more granted worshipper benefits. If a PC does so, this may happen immediately in RP threads, acting across threads even if the PC deity is not directly present there, unless it is judged by Gadigan or a mod running a mod-run-world thread that the location the PC is in (or some other circumstance) would interfere with said remote monitoring and removal. If a PC loses worshiper benefits in this manner, their loss occurs between instances of a battle thread - current battles, random quests, special matches, event matches, and the like conclude without modification, but cannot be repeated with the lost benefit.
A PC deity may choose its own favored classes, elements, and subtypes. These have no mechanical effect on their own and exist at the PC deity's discretion, but must be actual known classes, elements, and subtypes.
A PC deity does not by default obtain an afterlife and should omit that section of the block unless specifically and actively instructed to do otherwise.
PC Deities, devout worshippers of PC Deities, and related rulings are to be treated as per the standard rules for Deities and Worshipper Benefits except where otherwise noted.
PCs may, in non-slotted Guild Threads threads, request to have their PCs become devout worshippers of said deific PC. Said PC may accept or deny said request.
If a PC who is in a deity is in a thread, said PC may, before or after any action, choose to revoke worshipper benefits from any devout worshipper of itself.
A PC may be its own devout worshipper and may give itself worshiper benefits. In RP, this is considered to be the PC drawing upon its own divine powers and does not require actual self-worship.
A PC that is a deity may not be denied worshipper benefits that it provides unless specifically noted. A PC does not cease being a devout worshipper of itself if it ceases to meet worshipper requirements unless specifically noted.
For purposes of effects relating to 'Deific PC Preset Level' in regards to a PC who is a Deity, said Level is set to the Level of the PC Deity in question at the start of the thread, occurring before other start-of-thread effects unless otherwise noted. Said value does not change if the Level of the respective PC changes in-thread or out-of-thread unless noted. Said Level is taken at the start of each thread said PC's devout worshippers are present in even if said PC is not present in said threads. Said value being taken does not constitute taking one of said PC's slots.
A PC who is a deity does not have to be a devout worshipper of itself.
PCs may not at present start pantheons.
Delayed Actions
Whenever an individual would take an action that they would be able to choose not to take, said individual may choose to delay the timing of said action, acting at a point later than they would normally be able to. When an individual chooses to do this, they select a point in the order of actions that have been assigned as happening on various turn-order-counts that have not yet happened, and shifts the timing of the action being delayed to any point in said order that is before or after, but not at the same time as, another action. Counters, actions that are not assigned somewhere in turn-order, and actions that are specifically assigned to occur 'immediately after' other actions may not be delayed in this manner. Individuals may not delay actions in this manner to or past any point where an individual on a different side of battle or an individual who is considered their opponent would obtain an action.
Drain
If an individual is inflicting Drain, said individual cannot drain away more points of something than what the thing that is having Drain inflicted upon it has, barring special exceptions.
Damage noted as 'drain' is affected by normal defense, and that the user of the draining attack gains whatever is drained as a buff. It can critical, and it is affected by weaknesses, resistances, and immunities.
If something inflicts both Drain and Healing, then it inflicts either Drain or Healing at the choice of its user.
If an individual would deal points of Drain that are absorbed by the target, the individual who would have dealt the Drain does not lose the points that the individual absorbing the points is healed for.
Drain reduces targets' values before raising its sources' values.
An individual that deals itself Drain that it absorbs first absorbs the full value of the Drain and then obtains the drained value of the drain (subject to the normal limitations on how much of something can be drained).
Drops
Summoned individuals do not give XP, Gold, or Treasure. Any XP, Gold, or Treasure that is stolen or otherwise acquired from them vanishes at the end of the thread. Permanent Consumables acquired from such individuals may not be used and have no effect. This particular set of rulings is more apt to change in RP threads than others.
Individuals that enter a battle through as summons or through an effect that adds them either to an existing side of battle or a new side of battle do not provide or possess drops unless otherwise specified.
An individual does not get Gold, Treasure, or XP drops for dead allies.
Phantom Challenges give only their listed rewards; entities in them do not drop rewards.
The enemies in Random Quests do not drop treasure unless specifically noted as doing so. Item drops in Random Quests are intended to come from the rooms' item-drop tables.
Entities on the boss list may never be fought for drops except in situations that explicitly allow bosses being fought for drops and always count as not being fightable for drops unless otherwise explicitly stated (with explicit statements that they may be fought without direct mention of drops not counting for this purpose).
Duration of Effects
The duration of an effect that lasts 'X' rounds decrements at the end of each round, ending when it decrements to 0.
The duration of an effect that lasts 'X' actions decrements at the end of each action, ending when it decrements to 0.
Effect Precedence
This is a listing of what effects take precedence over other effects. Its order may not be preempted by anything in-game and may only be overridden by Gadigan's direct intervention. Gadigan's direct intervention and direct rulings override effect precedence.
1.) Any effect designated as an 'Absolute Holy Blessing' overrides all other effects; such effects cannot override each other. If any two such effects come into conflict with one another, everything stops until Gadigan personally intervenes and figures out a solution.
2.) Any effect that provides immunity to everything below Level X or any effect that provides immunity to everything Level X and below trumps all effects on or from sources that are within said level ranges. Note that this does not include effects that provide immunity to 'between Level X and Y, where X is greater than 0' and effects that provide immunity to 'level X and up'. Note that said immunity allows the immune individual to ignore any effect that is sourced from such an individual, including ones that produce global effects; if an immune individual chooses to ignore a global effect that would not work if one or more individuals ignored it, the global effect has no effect. An example of this would be if a Level 5 individual has an effect that makes all individuals act in reverse-turn-order and a Level 10 individual in said same battle is immune to individuals below Level 6; said Level 10 individual could choose to be immune to the reverse-turn-order acting and, as a result, everyone would act in normal turn order. This opting to be immune to an effect is not an effect and cannot be opted to be immune to. An individual who is immune to a source that is below Level X in this manner (being immune to sources below Level X) may choose to ignore any defense, immunities, resistances, reflections, and triggering of effects that are part of any source below Level X. If two individuals are both immune to each other in this manner, then the higher level individual is considered immune to the lower level individual and the lower level individual is not considered immune to the higher level individual. If two such individuals are the same level, then both are immune to each other and may ignore each other's effects. Effects that modify level for purposes of checking immunity to under Level X may not be ignored by immunity to under Level X.
3.) Any effect which explicitly trumps another effect, excluding those higher than this entry in order of precedence does so; this includes rules in the rules thread that are not in this section on Effect Precedence. For example: An effect saying that an individual cannot be damaged by Animals takes precedence over damage from an Animal. An effect on said Animal that says it ignores effects that say an individual cannot be damaged by Animals takes precedence over the first effect, and the Animal can damage the individual. An effect on the individual saying that its effect that makes it so it cannot be damaged by Animals ignores effects that say they ignore effects that say that an individual cannot be damaged by Animals takes precedence over that, again making it so that the Animal cannot damage the individual. This continues for as many instances of something taking precedence over something else as is necessary.
4.) If an effect is a Hierarchical Effect, it has precedence over anything lower than this entry in order of precedence.
5.) If an effect occurs after another effect, the effect that occurs later takes precedence over the one that occurred earlier.
6.) If an individual is simultaneously affected by two mutually contradictory effects whose precedence is not otherwise determined by effect precedence, the effect present on the higher Level source takes precedence over the effect on the lower-Level source.
7.) If an individual is simultaneously affected by two mutually contradictory effects whose precedence is not otherwise determined by effect precedence, precedence between said effects is determined randomly, but remains determined in a consistent manner between said effects for the remainder of the thread. If both of said effects would affect this random determination in some manner, neither of them is applied for purposes of said determination.
Other associated rulings:
Nothing can change an effect's type to a Hierarchical Effect if it is not already one unless explicitly noted.
Nothing save a direct post from Gadigan can change an effect's type to an Absolute Holy Blessing if it is not already one. Nothing save a direct post from Gadigan can stop something from being an Absolute Holy Blessing if it already is one, remove an Absolute Holy Blessing from its possessor, or alter the text of an Absolute Holy Blessing.
Effect Sourcing
An effect, when created, records the value of its source's Level. Each effect uses said value instead of checking its source's present values except while otherwise noted.
Any numerical value calculated for an effect based on said effect's source is calculated at the time of said effect's creation unless otherwise noted. Each such value is recorded by said effect, with said effect using said values instead of checking its source's present values except while otherwise noted.
Any other value of an effect that references its source references its source at present unless otherwise noted.
If an effect's source no longer exists and cannot be checked for a value when such a value is being checked, the default value for said thing that is being checked is checked.
Effect Timing On Things Not In Battle
Buffs, debuffs, and effects with time or action-number limits do not count time or actions taken when they are not directly in battle due to being on either a transformation that is not currently in use or a non-transformed form of a currently transformed individual. Buffs, debuffs, and effects that end at the end of a battle still do so for forms that an individual is not in at the end of said battle. Buffs, debuffs, and effects that respond to conditions that specifically respond to conditions that include either the death of an individual, the destruction of an item, an individual or item leaving battle, or an individual or item leaving a thread still respond to said effects for forms that an individual is not in at the time said trigger occurs. Buffs, debuffs, and effects that respond to other triggers do not respond for forms that an individual is not in at the time said trigger occurs unless specifically noted. Unequipped pets respond to these conditions in the same manner as transformations that are not currently in use.
Effecting Things Outside of a Thread From Inside a Thread
No ability, effect, or individual in a non-RP thread may access or reference tangible, non-rule items, effects, or events that are not in some manner intrinsically tied to said thread which are outside of said thread in a game-mechanics-relating manner unless explicitly specified. In other words (as an example): If Bob the Wizard has a spell that can copy anything an individual has summoned, he can copy anything said individual has summoned in that thread, or if Greg the Gunner has a cannon that lets him shoot things that left battle, he can shoot things that have left battle that are still in the thread Greg is in up until the point he leaves said thread, at which point he can no longer shoot said things. This ruling does not mean rules in other threads should not be referenced. This ruling does not mean that directions appropriate to a thread that are present somewhere in Key Threads, Nexus, or the mod subforum should be ignored. This does not mean my other rulings in various threads should be ignored.
Individuals may not take actions involving individuals in other battles or threads unless explicitly noted.
Effects Attached to Zones
Effects attached to Zones are not considered to be buffs or debuffs unless otherwise noted.
Effects attached to Zones may be carried between battles in buff slots and vanish otherwise (unless they are treated as buffs or debuffs, in which case they respond as said buffs or debuffs would.)
If an effect is attached to a Zone that counts as a buff or a debuff, it is considered, for purposes of travel between battles but not for other purposes unless explicitly specified, to be a buff or debuff on the individual who is considered to be the owner of the zone.
Elements
When something says an 'X-element' something, it does not have to be solely that element to count as said thing unless the word 'solely' is included.
Example: 'Any attack that includes Ice as an element is an Ice-element attack. It has to say "solely Ice element" to mean just ice'
Empowered Constellations
Individuals may not have more than one Empowered Constellation set at a time unless otherwise noted.
Entering Battle
Individuals entering battle enter battle at the beginning of battle unless otherwise noted, even if other individuals are entering battle before the beginning of battle or acting before the beginning of battle.
All individuals present at the beginning of a battle count as simultaneously entering both said battle and the main battlespace of that battle at the beginning of that battle (before other effects that occur at the beginning of battle).
Things that are listed as occurring 'before the beginning of battle' occur before any individual is counted as 'entering' a battle due to being present when the battle begins. Individuals who are summoned before the start of battle do not count as 'entering' battle at that point, but they do count as entering the battlespace that they enter, with such individuals only counting as entering the battle when the battle begins, but not counting as entering the battlespace at that time.
Equip Slots
Items and abilities cannot give a PC more equipment slots at any given time (discounting swapped-out slots) than (the base number of equipment slots said individual possesses + (the PC's Level / 10, rounded up)). This does not apply to Spell slots. This does not apply to slots granted by Overcrashes in Boss Rushes, Endurance Matches, Mini Quests, and Random Quests. Property slots count as Accessory slots for purposes of this cap (meaning a total of (The base number of accessory slots said individual possesses + (the PC's Level / 10, rounded up)) is the cap of the combined total of Accessory slots and Property slots an individual may possess in this manner).
Something allowing an individual to 'equip' something does not let them equip it without a slot unless it specifically says so and does not give them a slot to do so unless it specifies such.
Equipping Items that Possess a Level
Individuals may equip items of higher Level than them that are not Transformations, Pets, or Summons.
Equipping Items With Requirements
If an individual requires certain characteristics to have an item equipped, has said item equipped, and ceases to possesses said characteristics, said item is immediately unequipped.
If an individual requires certain characteristics to be the target of a constantly applied effect and ceases to possess said characteristics, said effect is no longer applied to said target.
If an individual requires certain characteristics to activate something that remains active afterward and ceases to possess said characteristics, said thing remains active.
If an individual requires certain characteristics to be the target of something that places an effect on said individual and ceases to possess said characteristics, said effect remains present on said individual.
Existence of Battles
A battle stops existing when no one is in it unless otherwise noted.
Fate Matrix
An individual may not be in more than one Fate Matrix at a time. An individual may only place an target in its Fate Matrix if that target is either not in a Fate Matrix or is in the Fate Matrix of a lower-Level individual than the one into whose Fate Matrix it would be placed.
Flat Damage
Flat damage attacks always hit, can't critical and are affected by defense and resistances normally.
Gold Damage
If an individual takes more Gold Damage than said individual has Gold, said individual's Gold total does not enter the negatives unless otherwise noted, instead remaining at zero.
Gold Damage is defended against with (Defense + Defense Against Gold Damage). Defense Against Gold Damage is considered Conditionally Applied and is therefore not subject to standard capping.
Guild Benefits
A PC who is a member of multiple Guilds may only have a Guild Benefit active from one at a time. Which such benefit is chosen is declared by the PC at the start of threads.
Healing
Healing is calculated as a type of Damage. This means that it uses all aspects of the Damage Formula when calculated, including Criticals and Missing.
An individual may choose to not subtract Defense from a value of healing that it is receiving unless otherwise noted.
HP-Determining and MP-Determining Stats
CON is, by default, considered to be an individual's HP-Determining Stat if said individual is a PC. Non-PC individuals do not possess a HP-Determining Stat unless noted.
* Whenever an individual's CON stat is reduced below its maximum value, said individuals Max HP and Current HP both decrease by 25 points per point of CON reduction.
* Whenever an individual's Max CON is raised, said individual's Max HP and Current HP both increase by 25 points per point of CON increase.
If an individual possesses an HP-Determining Stat that is not CON, then CON in said two prior bullet points should be replaced with said stat, but not if said individual possesses no HP-Determining Stat, in which case CON should still be used.
MIN is, by default, considered to be an individual's MP-Determining Stat if said individual is a PC. Non-PC individuals do not possess a MP-Determining Stat unless noted.
* Whenever an individual's MIN stat is reduced below its maximum value, said individuals Max MP and Current MP both decrease by 25 points per point of MIN reduction.
* Whenever an individual's Max MIN is raised, said individual's Max HP and Current MP both increase by 25 points per point of MIN increase.
If an individual possesses an MP-Determining Stat that is not MIN, then MIN in said two prior bullet points should be replaced with said stat, but not if said individual possesses no MP-Determining Stat, in which case MIN should still be used.
Imaginary Elements
Imaginary Elements (listed as such on the subtype and element list) do not exist and may not be selected as element choices unless their status is set to Manifested. Their status defaults to Unreal.
Imaginary Entity Subtypes
Imaginary Entity Subtypes count as being both Tier 1 and Tier 2, counting as Tier 2 when something requires they be one and not the other.
Incorporating Spells Into Actions
Active abilities that do not state they may include spells may not include spells unless the spells in question state that they may be used as part of said abilities.
An individual may not use the same spell (including separate versions of the same spell item) multiple times in the same action unless otherwise noted. An individual may not use more than one spell as part of an action unless otherwise noted.
Spells cannot be cast as part of actions that do not specify that spells can be cast as part of them unless otherwise specified.
Inherent Spells
Inherent spells do not count as equipped items. Inherent spells may not be left behind when starting a thread unless the ability to do such is specifically specified.
Inventories
An item may not move from one character's inventory to another's without being traded, stolen, or moved in some explicitly defined manner.
There is no such thing as a 'merged' inventory. Any PC inventories that are currently merged are now un-merged. Each character possesses its own inventory, which is to be tracked on its character sheet. If a player wants to simplify things by keeping all items on one character, then a notation may be added to the bottom of a character's sheet that all items acquired are immediately traded to another character when possible, such may be done, but said inventories are not combined in any way. Said trading does not occur before the original owner of the item would obtain said item, and such trading cannot occur if trading the item would, for any reason, be impossible.
Irremovable Effects
Irremovable effects are a type of effect that doesn't count as any other type of effect unless they explicitly specify that they do. Irremovable effects count as coming from Level 999 sources unless they specify otherwise. Irremovable effects cannot be removed except by things that they specify can cause them to be removed.
Item Gold Values
If the Gold value of an item with a value of X is being checked, it is assumed to have a value of 0 Gold for purposes of being checked for specific values of Gold but is counted as having a value in the highest category of Gold for purposes of being checked for falling into ranges of Gold value.
(Example: a Sword costing X provides +0 additional Melee Attack when affected by a buff that gives it +(this item's Gold value) Melee Attack, but it could not be destroyed by an effect that destroys all items worth under 10,000,000,000 Gold, because it would count as being above the range of "under 10,000,000,000 Gold)")
Items
Any time the a bonus on an item or ability is referenced by an effect, the bonus on the actual item is used, not what said value is capped at if it is capped.
If an individual has items attached to non-Curse abilities that are always carried or equipped and is starting a Task or Mini-quest that requires no items be carried or equipped, that individual may choose to not bring those abilities into that specific thread.
Items and Abilities in RP Threads
At the beginning of each Official Quest, Event, Player Thread and Mod-Run Quest, individuals in said thread must post a copy of their stats, as well as what items they are taking into said thread, along with what items they are not taking into said thread that they want to potentially be able to reference in said thread. Individuals must also declare how much Gold they are bringing into said thread at this time; said Gold is moved from said individual's general Gold pool into a 'Gold in <Thread Name>' pool, which is highlighted. All rulings her referring to items refer to Gold as well.
Items can be in multiple places at a time.
If multiple different things happen to an item in multiple places, the worst generally carries after the threads end.
Sometimes things may echo between threads, but this is something I can handle and isn't something that players need to check about - if I haven't said that something has happened, nothing has happened.
If multiple different positive things happen with an item in multiple places, I can sort out the final result.
Hopefully item conflicts won't happen too often, but I think that we can make this work.
The rules here respect to Mod-Run quests apply in respect to RP encounters in Random Dungeons.
Gadigan may provide exemptions for these rules. Please do not expect or ask for them.
Note that many threads that are occurring simultaneous on the board are occurring at different points of time in-game. Therefore, some other PCs that might seem contactable may, in some cases, not be.
Item-Granting Effects
An item-granting effect allows an individual to carry (but not use or gain benefits from) an additional item.
Level Increases
If an individual is considered to be higher Level due to an effect, caster's stats do not increase as though caster had actually gained those Levels.
If an individual gains Levels as part of a buff or a temporary effect, caster's stats do not increase as though caster had actually gained those Levels unless such is specifically noted.
Level of the Rules Thread
Rules from the Rules thread and event/quest/match-type descriptions count as coming from Level X sources.
Level-Based Immunity
If an effect makes individuals immune to 'entities below Level X' or 'individuals below Level X' it also makes them immune to effects that do not specifically come from entities in the same manner with the same degree of precedence.
Leveling
If an individual acquires automatic level-ups from any source, they must be used by that individual and cannot be traded to other individuals or used by other individuals unless noted.
If an individual acquires automatic level-ups from any source, they must be used immediately when the thread that they were acquired in is updated and may not be held for later use unless otherwise noted. If the individual cannot use them to level at the time of said updating, they are held until a point at which said individual can use them, at which point they are immediately used.
If an individual acquires automatic level-ups from any source, they may not be used to level up past said individual's Level cap or past any point where said individual would require anything other than XP to level.
An individual may not break a Level Cap using a Seal until every thread involved in acquiring the seal pieces for that seal is fully updated, moved, and locked.
Leveling Items and Leveling Owned Entities
Individuals may not level any item up to a point where it would be higher Level than they would.
This also applies to non-item entities that a PC happens to own.
Linking and Delinking of Values
When two or more allies who have stats linked have their stats (or other numeric values) delinked, they may decide how damage to said numeric values is spread between them unless otherwise noted. Such assignment of damage may not place any such individual into negative values unless all other individuals who were in said delinked link have values of 0 or lower assigned. When at least one enemy is in such a linkup, damage is divided as equally as is possible, with leftover points that cannot be divided equally having their locations being determined randomly unless otherwise noted. The same rules about assigning negative values apply in circumstances where one or more sets of enemies are included in a delinked link.
Unless a buff (or debuff) specifically says it applies to linked pools, buffs on individuals who possessed linked values (for example, HP, MP, or a stat) retain their stacking caps on a per-individual basis even when applying to a linked pool. For example, a debuff that provides -5,000 STR that does not stack, if placed on two individuals with linked STR values, is able to be present once on each individual, meaning that the linked pool is being reduced by 10,000 points.
Max HP and Max MP
If an individual's Max HP or Max MP is reduced by a percentile value or sets such a value to 0 as part of a cost of an action performed by said individual, said reduction takes into account further modifications of said value that are not also percentile-value-based reductions.
Said reductions are not considered to be debuffs.
Mechanics in Key Threads
You cannot equip items, possess a modified stat set, take actions, become involved in a battle, possess allies, or become afflicted with status effects in any Key Thread or thread within the main Nexus forum (not counting its subforums). Individuals may not enter Key Threads with items equipped that do not specifically persist as being equipped between threads in an explicitly defined manner. This does not cause items that are stuck as being equipped or status effects that are stuck as being present on a character from ceasing to be equipped or present while said character is within said Key Threads. This does not prevent abilities which specifically alter the prerequisites or costs of things in the Shop or Ability Shop from doing so, even if said abilities must be possessed in a group to do so.
Unequipped items, constant effects, abilities, items equipped by other individuals, worshiper benefits, buffs, and debuffs do not have effects in key threads unless their effects specifically effect things in key threads (including ability and item purchasing and sale). Entities may not acquire or lose buffs, debuffs, status effects, or summons in key threads. Key threads do not contain battles or battlespaces. Entities are not considered to be on sides in key threads.
Missing and Dodging
Attacks can miss or be dodged. Things that aren't attacks can't miss or be dodged unless there is a reason that they can.
If it is being checked if something Misses, take the attacker's To Hit, subtract the target's Dodge from that number, and generate a random number between 1 and 100. If said generated number is below the calculated value, then the attack hits (meaning it does not Miss), otherwise it does.
Things that miss a target do not affect that target unless otherwise noted.
Missing and being dodged are not the same thing. If something is dodged, it missed (unless otherwise stated), but not all things that missed are dodged. If an individual has less than 100% To Hit and fails to hit by rolling a percentile above said individual's To Hit before Dodge is factored in, said individual is considered to have missed. If an individual fails to hit by rolling a percentile above said individual's To Hit after Dodge is factored in that would not count as missing if said Dodge were not factored in, it is dodged.
An individual may choose to not Dodge a non-offensive action. A non-offensive action that is an attack (or something else that is somehow able to be dodged) may still miss without being dodged if it would normally be able to do so.
MP Damage
MP damage is affected by normal defense and resistances. It can critical, and it is affected by weaknesses, resistances, and immunities
Multi-Hit
If a multi-hit attack has a chance of inflicting a minor, moderate, or major status effect, said chance goes down on a per-target basis by 10% for each hit the current one is beyond the first unless otherwise noted. This change remains reduced for other attacks that are part of the same action. The chance of infliction returns to normal at the end of the action that generated the attack; if an attack is launched outside of an action that such a reduction would be generated by, it reverts at the end of whatever the next action would be (regardless of who takes that action).
* Elaboration on the above point in an atypical case in which a non-intuitive result occurs: This means that if a single action contains multiple attacks that contain multiple hits, it goes down for the additional hits within each attack, but doesn't go down for the first hit of each attack within an action, but it doesn't reset to max until the end of the action.
An individual does not have to hit the maximum number of individuals with actions or attacks that inflict hits against or effect all individuals unless it is stated that 'all' individuals are hit, that the maximum possible number of individuals that can be hit must be hit, or if a detrimental effect, ability, or piece of rules text causes allies or other non-desired targets to be hit; in such exception cases, said individuals must be hit unless it is elsewhere explicitly noted otherwise.
If something gives an individual X hits against Y, and another something gives an individual A hits against B, then the individual has (The greater of X and A) hits against (The greater of Y and B).
If something gives an individual X bonus hits divided among Y, and another something gives an individual A bonus hits divided among B, then the individual has (The greater of X and A) bonus hits divided among (The greater of Y and B).
If something possesses multiple hits, each hit occurs at a different point in time, with the next hit triggering immediately after the prior hit is resolved.
An entity's Dodge chance is raised by 25% of its value, not counting previous 25% increases from this rule, against the prior hit targeting said entity of a multi-hit attack, to a minimum of a 1% increase. This increase only applies to hits within said same multi-hit attack and cannot be caused to remain present beyond said point. Said increase is not a buff. Said increase ignores PC Dodge caps.
If an action, hit, attack, or instance of Damage possesses the clause 'may Heal', said choice is made on a per-hit basis unless otherwise noted.
Multiple Instances of the Same PC In a Thread
If multiple copies of a PC exist at the end of battle that are not already established as separate characters with separate PC or sub-PC stat sheet, all copies beyond one first instance of each such PC must be carried in Summon Slots or they disappear at the end of battle.
Negative Numbers
Negative damage and stat damage may not be dealt unless explicitly specified. Values of such that would be below 0 instead become 0.
Numbers cannot become negative unless explicitly specified. Numbers that would be reduced below 0 instead become 0 unless it is noted that they may become negative.
Individuals may possess a negative Gold value.
If a negative value is part of a comparison where it is being determined how many times higher or lower another value is than said negative value, then treat said negative value as 1 for purposes of the comparison. This means that a negative turn-order-determining stat total will be treated as 1 for the purposes of individuals getting extra actions.
If an individual's Prime Attribute is negative, use the negative Prime Attribute in place of the positive one; this should typically do things like reduce damage.
Non-Use-Based Effects On Consumables
An individual may only have up to 5 non-use-based effects from equipped Consumables active at any one time and may switch which such effects are active at the beginning of a thread, at the beginning of battle, and at any point said individual has an action
Order of Effects
An individual decides the order in which constantly-applied effects that affect it are applied to it with the following parameters:
* If multiple different new constantly-applied effects would be applied to an individual at the same time, the individual decides in what order they are applied.
* At the beginning of a thread, an individual chooses the order in which its passive abilities are applied to it when determining its initial stats (and other parameters) in said thread. After doing so, it then does the same with its equipped items.
* Passive abilities, constant effects, and other entries within the 'Constant Effects' block of an entity's stats that an individual possesses are, unless otherwise noted, applied before other things. These are considered Application Step 1 Effects.
* Items that an individual has equipped are, unless otherwise noted, applied after Application Step 1 Effects but before other things. These are considered Application Step 2 Effects.
* Constantly-applied benefits that do not come from passive abilities (or other Application Step 1 Effects) possessessed by the individual in question, items equipped by the individual in question, buffs possessed by the individual in question, debuffs possessed by the individual in question, or status effects possessed by the individual in question are, unless otherwise noted, applied after Application Step 2 Effects but before other things. Benefits that come from buffs present on other entities, items equipped by other entities, debuffs present on other entities, constant effects on other entities, and the like are applied during this step. These are considered Application Step 3 Effects.
* Buffs present on an individual are, unless otherwise noted, applied after Application Step 3 Effects but before other things. These are considered Application Step 4 Effects.
* Positive Status Effects present on an individual are, unless otherwise noted, applied after Application Step 4 Effects but before other things. These are considered Application Step 5 Effects.
* Constantly-applied penalties that do not come from passive abilities (or other Application Step 1 Effects) possessessed by the individual in question, items equipped by the individual in question, buffs possessed by the individual in question, debuffs possessed by the individual in question, or status effects possessed by the individual in question are, unless otherwise noted, applied after Application Step 5 Effects but before other things. Penalties that come from buffs present on other entities, items equipped by other entities, debuffs present on other entities, constant effects on other entities, and the like are applied during this step. These are considered Application Step 6 Effects.
* Debuffs present on an individual are, unless otherwise noted, applied after Application Step 6 Effects but before other things. These are considered Application Step 7 Effects.
* Negative Status Effects present on an individual are, unless otherwise noted, applied after Application Step 7 Effects but before other things. These are considered Application Step 8 Effects.
* Effects not covered in above steps are applied in Application Step 9.
* If an individual would die at a point during the Application Steps, that individual does die from whatever said cause is.
* If an effect that is affecting an individual stops affecting that individual, it is removed from its place in the order and the rest of the effects affecting that individual are re-checked in the same order that they were previously listed in.
* If a new effect begins affecting an individual, it is applied at the end of its Application Step after the effects already assigned to places within its Application Step's order.
* An individual may not change the order of effects affecting it after their order has been chosen unless specifically noted.
* If an effect's taking effect is triggered by an effect that would be in a later Application Step, it occurs immediately after the triggering effect instead of in its normal application step.
Effects that do not effect individuals but do somehow effect a specific single side of battle have their effect order determined by said side of battle.
The mod running a thread decides the ordering of effects that do not effect individuals or single sides of battles.
Overcrashes
An Overcrash is a non-passive ability whose name naturally includes the word 'Overcrash'.
An individual cannot use an Overcrash if its HP or MP has been set to 0 by an Overcrash.
An Overcrash setting an individual's MP to 0 cannot be undone during the same thread except by things that specifically do such.
Owned Enemies
Entities from the Enemy List owned by PCs may be carried into threads as though they were pets, count as pets, and may be equipped as though they were pets. They may not be part of combos or absorbs.
If a PC acquires an entity from the Enemy List as a non-temporary reward for a thread, said enemy can be combo'd (noting that it is from the enemy list in parenthesis after it in combos that it is part of). It counts as a pet unless otherwise noted.
Passengers
If an entity is a passenger within another entity, it still gets assigned actions in turn-order and is still considered for purposes of determining how many actions other entities get in turn-order.
If an entity is a passenger in another entity, when it would normally take an action, at a point before other effects that would occur before that action, it is specifically checked whether said action may be taken while said entity is a passenger, and, if it isn't specified that it can, said action is skipped, with things that would occur before and after said action being skipped unless they specify that they are not skipped while said entity is a passenger and with said action skipping not being able to be stopped except by things that specify that they stop said action skipping as a result of said entity being a passenger.
If an entity is a passenger in another entity, it is considered present for purposes of effects that specifically check or target passengers, for purposes of effects that occur specifically while it is a passenger, for purposes of victory conditions, for purposes of having pets equipped and determining their semipresence, for purposes of continuing to hold passengers, and for purposes of preventing summons from being unsummoned, but it is otherwise not considered present within any battlespace. It is considered fully present in whatever battlespace the thing it is present in is present in for purposes of determining what battlespaces its passengers are present in for the purposes listed in this sentence as well as for purposes of actions it is performing while a passenger and any counters to said actions (including the checking of whether said counters are capable of occurring).
If an entity that other entities are passengers in is removed from a thread, dies, is removed from all battlespaces, or ceases to possess a Passenger Capacity, all passengers in it enter the battlespace that it was in (or, if it part of a chain of stacked things with passengers, may choose between becoming a passenger of something else in the passenger-chain that is willing to have it as a passenger or of entering any battlespace that anything else in the passenger chain is in).
An entity may not have more passengers than its Passenger Capacity. If an entity would gain passengers while its passenger capacity is full, it does not gain those passengers. If an entity's passenger capacity is reduced while it has passengers to a number lower than the number of passengers it possesses, passengers are randomly chosen to be removed from it as though it had died until the number of passengers it possesses is equal to or lower than its Passenger Capacity.
Per-Day Battle Limits
Each PC can participate in 5 Standard Arena Matches per day. Special Matches count towards this total.
Each PC may participate in a single Event Match, a single Random Dungeon, and a single Mini Quest per day.
Per-Day battle limits are tracked based on the day a match or mini quest is started, not the day it is resolved.
Each individual battle must possess at least one post for the PC side, and strings of battles may not be done in groups with a single post except as follows:
* This does not apply to auto-win battles. These must still have a post for each day, but up to 5 battles may be grouped together in each such post.
* If a Random Dungeon run is being done for a Seal Task and all possible encounters in said dungeon (that are not optional in the manner of Phantom Challenges or the like), each run may obtain a single post explaining how it is being auto'd. Auto'ing Phantom Challenges required for a Seal Task may be auto'd in the same manner assuming that both they and the non-optional parts of the dungeon are auto wins. Reaching a non-auto-win Phantom Challenge room for a Seal Task in this manner and then handling the Phantom Challenge room normally is additionally permissible.
A PC may not be doing multiple things in its battle slot simultaneously even if it can do them both in the same day. Other matches may occur once an individual's daily battle counts have been completed, or vice versa, but a battle slot is not considered 'open' for other ongoing activities if a PC is in the middle of an active battle-thread-slot thread that has not had requested counts processed.
Permanent Consumables
Permanent Consumables may not have their effects replicated by anything that cannot specifically do so.
Permanent Consumables may not be reproduced, copied, or replicated by anything that cannot specifically do so.
When a Permanent Consumable's charge would be consumed, said consumption may not be stopped by anything that does not specifically do so. This does not prevent actions that would involve a Permanent Consumable from being stopped, cancelled, or otherwise modified in other ways.
Nothing can add charges to Permanent Consumables unless it is specifically able to.
Pools
If an individual runs out of HP in their normal HP pool (or any other pool) but has an additional pool of HP that is not empty, said indivdual does not count as dead due to HP loss unless specifically noted.
If an individual would lose HP and has multiple HP pools, said individual may choose the order in which the pools lose HP.
An individual's HP is counted as being the sum of the HP in all of their HP pools, and their Max HP is considered to be the sum of the Max HP of said pools.
If something would cause an individual to lose more HP than is in a pool that said HP is being removed from and said individual still possesses HP in other pools, said individual chooses the next pool for the remainder of the HP loss to cascade into.
Additional pools of HP may be healed (or regenerated or otherwise added to) in the exact same manner as an individual's normal HP pool unless otherwise noted. An individual may choose the order in which its pools recover lost HP.
If an individual's Max HP increases, said increase is applied to its main HP pool unless otherwise specifically noted. Buffs are, unless otherwise noted, applied to an individual's main pool.
Debuffs are not present on any particular HP pool unless otherwise noted and instead reduce an individual's overall HP or Max HP.
Damage cannot be assigned to a secondary HP pool that is empty. If an individual would still accrue damage after all HP pools are empty through some effect, said damage is always applied to the main HP pool.
Status effects that operate off of a percentage of an individual's HP specifically count the total HP across all pools unless otherwise noted.
An entity's possession of a secondary HP pool never causes it to count as multiple entities for any reason unless such is explicitly stated.
If an HP pool that contains damage is lost entirely, said damage is automatically transferred from it to existing HP pools on said lost pool's possessor in the order its possessor chooses.
All rulings related specifically to HP Pools also apply to MP Pools and Stat Pools except where it is explicitly stated that they do not.
Purchase and Learning of Abilities
PCs who are Level 40 or greater may train for two abilities in the ability shop at once.
Individuals, when being checked for ability learning requirements, cannot use effects of possessed items or abilities for purposes of said requirements unless explicitly stated.
Individuals, when being checked for ability or constant effect learning requirements, cannot use effects of possessed items or abilities, buffs, debuffs, constant effects, or non-permanent effects for purposes of said requirements unless explicitly stated.
Redirection
An individual may not redirect something to an invalid target. An individual may not redirect an invalid quantity of something to an invalid target that cannot be targeted by more instances of said thing.
Actions, attacks, and effects may not be redirected to things that would be invalid targets for them unless the source of the redirection specifies that such is specifically possible.
An individual, when redirecting the targets of an attack or action, may consider its own allies to be considered 'allies' for purposes of the redirected action's targeting regardless of whether or not they are 'allies' of the original source of said action or attack. An individual, when redirecting the targets of an attack or action, may consider its own opponents to be considered 'opponents' for purposes of the redirected action's targeting regardless of whether or not they are 'opponents' of the original source of said action or attack.
If an entity is able to redirect an entire action or attack, it either may choose targets as though it were the originator of the action or attack (without actually making itself the origin of such) or may choose targets in place of (but not though it is) the originator of the action or attack.
If an entity is only able to redirect a portion of an action (not including a specific attack that is part of an action) or an attack, but not the entire action or attack, the entity must, if able, allocate each instance of targeting that it redirects to another valid target, should such a target exist. The individual order of redirected targeted components, however, is up to the redirecting entity.
An individual redirecting an action or attack may, if redirecting it as though its originator, target individuals in battlespaces that the originator could target but that the individual redirecting it normally could not, but would not be able to target such individuals if redirecting it but not as though its originator.
Regeneration
Regeneration increases the value that is being regenerated by the quantity that it is being regenerated by when said regeneration occurs. Regeneration cannot bring a value above its undamaged value.
Regeneration does not count as healing.
Removal From Battle
Individuals who are removed from a battle via means that do not state that said individuals are placed within a separate battle may not take actions.
Removal of Actions
If an individual removes a slot of a specified or unspecified type from a second individual, said first individual chooses which specific slot present on said second individual is removed unless otherwise specified.
If an effect without a source that is an individual removes a slot of a specified or unspecified type from an individual, which slot is removed is determined randomly unless otherwise specified.
If an item that is occupying multiple slots has any one of said slots removed, said item is unequipped even if the individual who has it equipped has an open slot of the same type as the removed slot.
Rented Items
An item that is 'rented' has a duration of rental attached to it. When said duration runs out, said item vanishes and cannot enter any new threads/arena battles, but it remains present in any already-open threads/arena battles.
An item that is 'rented' may not be traded, combo'd, sold, voluntarily destroyed (by the individual renting it), paid as part of a cost, or absorbed.
A PC may not carry, equip, or possess an item that has been rented by another PC.
Repeating
If an action or attack 'repeats' it occurs again in the manner it previously did, with the following changes: targets may be re-assigned unless otherwise noted, it does not possess any of its original costs unless otherwise noted, and all random values involved in it are generated again randomly. All techniques and spells that were involved in it during its prior execution remain involved. A repeating action or attack preserves a copy of its source at the time of its original, non-repeated use and uses the values of said copy unless otherwise noted. A repeating action or attack uses values of its targets at the time that it repeats and actually interacts with them. If a repeating action or attack targets its source, then it uses the values of its source at the time that it repeats instead of the copied values for all purposes unless otherwise noted. A repeating action or attack repeats on the turn-order count that it was originally used on, with ties between a repeating action repeating and other things that would occur on the same turn-order-determining value occurring in randomized order. A repeating action or attack may only be preemptively countered when it is first used and when it is repeating. A repeating action or attack may be countered both when it is first being used, and it may be countered normally when it is repeating. If the source of a repeating attack or action dies or leaves battle, said action or attack stops repeating unless otherwise noted.
Actions that repeat do count as bonus actions from the source that is making them repeat. Attacks that repeat do not count as bonus actions.
An action or attack may not repeat more than 200 times within a round unless otherwise noted.
Restrictions on Loops and Stacking
Any loop of actions or effects which would occur more than 200 times instead occurs 200 times unless otherwise noted. Should any loop of effects cyclically trigger more than 200 times in a row, said loop ends after the 200th iteration.
An individual may not take more than 200 actions in a round unless otherwise noted.
No single action may be taken by the same individual more than 200 times per round. No single effect may activate more than 200 times per round.
All instances of additional actions coming from different copies of an individual or item with the same name count as coming from the same copy of said individual or item for purposes of additional action capping.
An individual may not gain more than 200 actions in a round unless specifically noted or above Level 99.
Restrictions on Repeating Battles
Players not longer simply state that they are repeating a battle X numbers of times in a battle thread. They must actually wait for their battles to get updated, start a new battle thread, and then wait for that next one to be updated.
Retainers
Retainers-
Some PC types may acquire Retainers.
A Retainer, if an entity subtype that the PC is allowed to purchase, may be purchased in the Ability Shop from the Enemy List, provided that it normally fightable for drops on the Enemy List, costing 1,000,000 x its Level Gold and (1 x (Its Level/5, rounded up)) Weeks to purchase. An individual may only purchase Retainers of lower Level.
A Retainer, once possessed, gives the PC the option of using the enemy that is the Retainer as a Cohort or as Followers. A PC may not bring equal or higher Level cohorts or followers into a thread.
Cohorts may be brought into a thread in Pet slots, becoming Unique, gaining a second name of its controlling PC's choice (but also counting as possessing its original name), and have their natural stats, HP, MP, Defense, and Damage values multiplied by 2. Once brought into a thread in this manner, they act as pets, except where noted otherwise.
Followers may be brought into a thread in Spell slots. A PC with one or more Followers in Spell slots may, at the start of a round, choose a max of one type of equipped Follower and summon up to (the owning PC's Level) of that Follower (with a summon cap equal to 10 times the owning PC's Level). Followers in spell slots are always semipresent and may be targeted as Spell items, with something that manages to 'cast' them (although they do not normally possess an MP cost that would allow them to be cast) summoning a group equivalent to what their owner would have summoned were they selected at the start of a round. Summoned Followers behave as normal summons except where otherwise noted.
A Retainer may be brought into a thread as both a Cohort and as Followers at the same type, but may only be brought into a thread as each once.
Only one Cohort may be brought into a thread by a PC.
PCs, once in possession of a Retainer, may then purchase subtype-specific Retainer Augments, applying them to a single Retainer each time they are acquired (but being able to purchase them multiple times for different Retainers). Most Retainer Augments have different effects for Cohorts and Followers (and some only effect one or the other).
Battle Arena Members, Fated Ones, and Well-Locked BA Members may not take Retainers.
Living Treasures may not take Retainers; their Thrall-Bodies may if normally allowed to, however.
Radio Motorcyclists may not take Retainers.
Dimensional Heroes, Dread Villains, Relic Collectors, and Wandering Adventurers may not take Retainers.
Alien Warlords may take Aliens, Robots, Machines, Bio-Horrors, Astral Beings, Insects, Solar Beings, Umbrals, Humanoids, and Fae as Retainers.
Concord Administrators may take Humans, Humanoids, Fae, Aerials, Astral Beings, Elementals, Robots, Machines, and Coded Beings as Retainers.
Enigma Men may take Humans, Humanoids, Fae, Reptiles, Cthonians, Robots, Bio-Horrors, Horrors, Mindshadows, Umbrals, and Living Rumors as Retainers.
Keybearers may take Humans, Humanoids, Fae, Aquatics, and Elementals as Retainers.
Knights of the Orders may take Humans, Humanoids, Fae, Solar Beings, Celestials, Brilliants, Innocents, Paragons, Angels, Devas, Aisurii, Spireguides, Verdants, Wishkin, and Fantasmics as Retainers.
Mandate Magellans may take Humans, Humanoids, Fae, Mutants, Robots, Machines, and Clockworks as Retainers.
Nexus Administrators may take entities of the Tier 1 and/or Tier 2 subtypes it selected for its Retainers during character creation as Retainers.
Outer Lords may take entities of their own subtypes as Retainers.
Horse Geneticists may take Animals and Bio-Horrors as Retainers.
Anointed Prophets may choose at the time of their creation up to any two out of Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, Demon, Undead, Golem, Animal, Aerial, Aquatic, Astral Being, Cthonian, Insect, and Plant that they have chosen classes corresponding to during character creation and may take entities of those subtypes as Retainers.
Mad Geniuses may take Bio-Horrors, Clockworks, Machines, Mutants, Oozes, and Robots as Retainers.
Questing Knights may take Human, Humanoid, and Fae Retainers.
Realm Nobles may take entities corresponding to Tier 1 subtypes they selected during character creation as Retainers.
Private Detectives and Ronin Samurai may not take Retainers.
Retroactive Gaming
Retroactive gaming is not permitted without explicit permission. This means that you can't spend ability weeks that you missed in the past, for example.
Rounding
In instances where rounding is required but is not otherwise specified, round down.
Row Formations and Row Order
Each side of battle possesses two rows within each battlespace; the front row and the back row. These two rows together are considered a Row-Order Formation.
Each individual present must choose and declare to be in either the front row or the back row at the beginning of battle.
Summons may be summoned in either row.
There may not normally be more characters in the back row than in the front. If such a situation would occur, characters from the back row are automatically shifted to the front row until said problem is rectified.
Characters in the back row take half damage from attacks unless otherwise noted.
All individuals may target members of both the back rows of their own row-formation and all allied row-formations as though said members were in the front row.
All pets, summons, transformations, and enemies have the following ability, which counts as an ability and is not written on their sheet to save space. It is always assumed to be there:
Switch Rows- Caster either moves from the back row to the front row or from the front row to the back row. This ability's text may not be altered by sources below Level 200 that do not explicitly say that they may alter it. This ability's MP cost may not be altered by sources below Level 200 that do not explicitly say that they may alter it. Use of this ability does not count as using an ability that costs MP, even if an MP cost is present on this ability. This ability may never be used as a counter. This ability may not be used as part of another ability or action. This ability does not count towards the number of abilities a being possesses. This ability is not counted for ability-element-checking effects. This ability may not have effects added to it, though effects may trigger upon row-switching, Universe, 0 MP
Forced row shifting due to imbalances in the numbers of occupants of rows that is triggered during an action or attack occurs immediately at the end of said action or attack before any counters to said action or attack or actions that trigger based on said action or attack .
If a side of battle stops existing, all of its Row Order Formations also stop existing.
Sacrificing and Spending Things
An individual may not sacrifice or spend something simultaneously for multiple purposes that each require the sacrifice of said thing.
Scanning Stats
Abilities, attacks, and spells that scan enemy stats have a base 50% chance of working. For each level an enemy is lower than the scanner, said chance increases by 5%. For each level an enemy is higher than the scanner, the chance decreases by 5%.
Bosses are considered double their actual Level for purposes of being scanned as an effect that does not bypass 'Immune to Below Level X' effects.
If an individual scans the stats of something non-unique, other instances of said non-unique entity do not count as having had their stats scanned by said individual unless otherwise noted. If an entity is expressly 'copied' by something, the copy's stats do count as having had their stats scanned by individuals who scanned the stats of the original unless otherwise noted.
An individual may not choose to fail at scanning something if it performs a scan unless it is specifically granted the option to choose such.
Secret Arts
If an individual possesses Secret Arts, they do nothing until they are activated unless otherwise stated.
Secret Formulas
Bound secret formulas still contribute their point values to their possessor's total, even when not on the mod-run world they are bound to, unless explicitly specified otherwise.
Semipresence
If an entity is Semipresent, it may not be targeted as an entity in combat, but may be targeted as an item if it is being carried by an individual who is present in a battle.
A semipresent individual is not present in any row-formation. Semipresent entities may not be assigned actions or take actions unless explicitly noted. Semipresent entities are not considered to be in a list of turn-order-determining stat sums unless explicitly noted.
Semipresent entities retain 'Immune to sources below Level X' effects, Hierarchical Effects, and Absolute Holy Blessings. Semipresent entities retain their Reflections, Absorptions, and Immunities.
Semipresent entities may not target other entities unless explicitly noted. Effects that explicitly effect things the pet is unequipped or has a dead controller are automatically considered to work and be able to target things while Semipresent for the purposes of said effect that effect things while the pet is unequipped or has a dead controller.
Pets that are carried but not equipped are considered to be 'Semipresent' while in said state unless otherwise noted.
Semipresent individuals do not count as opponents or allies for purposes of anything that checks if an individual is another individual's opponents or allies unless otherwise stated.
If a pet would be made semipresent due to its controller's death or defeat, and the two are not in the same battle, said affect still happens to said pet.
If an individual is a passenger in something that becomes semipresent or leaves all battles in a thread, said individual ceases to be a passenger in said thing unless noted.
Setting Values
If an effect 'sets' a value to a specific number, it both alters the value and applies a debuff to the entity whose value it set that prevents the specific instances of constantly-applied effects that are already in place at the time of the setting from modifying the set value. Other instances of said effects, including ones that override the aforementioned instances, may affect the set values as normal. This debuff does not stack, but combines itself with all other debuffs generated with this rule infinitely, with said combined effects affecting each constantly-applied effect that they originally effected and not affecting additional values or effects that are being affected by the effects they were combined with.
Side-Switching
If an effect causes an individual to forcibly become a member of another side, said individual, unless otherwise noted, has its decisions controlled by a consensus of all non-forcibly-side-switched individuals on said side if any such individuals exist. If such a consensus is not reached, the individual who makes said decisions is determined randomly from all individuals who were involved in said decision.
Sides of Battle and Switching Sides of Battle
Forcibly switching the side of an individual does not count as killing or defeating said individual.
Individuals whose side is forcibly switched counts as allies of their new side if and only if all members of their new side choose to count them as allies upon their change of sides.
Individuals who change sides no longer count as allies of their former side unless all members of their former side choose to have them continue to count as allies and their new side chooses not to count them as allies.
An individual may, at any point that said individual could take an action, or at the beginning of any round, or in response to any action or effect that comes from an allied source, or in response to an ally switching sides, or in response to being denied switching sides by the members of a side opting not to accept said switch, choose to either switch to another side present or form a new side.
Switching sides is not considered an action.
Switching sides is not an option that may be randomly taken when confused or under similar random effects unless explicitly noted.
When an individual attempts to switch to an already-present side, all members of said side must agree to said switch for said switch to occur.
Sides formed by PCs are considered PC sides, as is the side PCs begin on in default threads.
All non-PCs that are not pets, summons, explicit allies of, or controlled by PCs are considered to be on the same non-PC side unless otherwise specified.
PCs may be members of non-PC sides.
If PCs are on a non-PC side at the conclusion of a default thread, then they obtain no rewards from said thread unless explicitly noted. All normal rewards are automatically forfeited by said PCs.
Skill Trees
Skill Trees are abilities.
Spending Skill Points on a Skill Tree is permanent.
Special Entity Subtypes
Individuals with the subtype Arch-Abyssal also count as possessing the subtype Abyssal.
Individuals with the subtype Arch-Aetheric also count as possessing the subtype Aetheric.
Individuals with the subtype Arch-Aisurii also count as possessing the subtype Aisurii.
Individuals with the subtype Arch-Angel also count as possessing the subtype Angel.
Individuals with the subtype Arch-Asterismic also count as possessing the subtype Asterismic.
Individuals with the subtype Arch-Brilliant also count as possessing the subtype Brilliant.
Individuals with the subtype Arch-Celestial also count as possessing the subtype Celestial.
Individuals with the subtype Arch-Daemon also count as possessing the subtype Daemon.
Individuals with the subtype Arch-Dauntless also count as possessing the subtype Dauntless.
Individuals with the subtype Arch-Demented also count as possessing the subtype Demented.
Individuals with the subtype Arch-Demon also count as possessing the subtype Demon.
Individuals with the subtype Arch-Deva also count as possessing the subtype Deva.
Individuals with the subtype Arch-Devil also count as possessing the subtype Devil.
Individuals with the subtype Arch-Eroded also count as possessing the subtype Eroded.
Individuals with the subtype Arch-Faceless also count as possessing the subtype Faceless.
Individuals with the subtype Arch-Fallen also count as possessing the subtype Fallen.
Individuals with the subtype Arch-Fantasmic also count as possessing the subtype Fantasmic.
Individuals with the subtype Arch-Illuminated also count as possessing the subtype Illuminated.
Individuals with the subtype Arch-Infernal also count as possessing the subtype Infernal.
Individuals with the subtype Arch-Innocent also count as possessing the subtype Innocent.
Individuals with the subtype Arch-Mechanichim also count as possessing the subtype Mechanichim.
Individuals with the subtype Arch-Paragon also count as possessing the subtype Paragon.
Individuals with the subtype Arch-Prime also count as possessing the subtype Prime.
Individuals with the subtype Arch-Quezmellym also count as possessing the subtype Quezmellym.
Individuals with the subtype Arch-Solar also count as possessing the subtype Solar Being.
Individuals with the subtype Arch-Umbral also count as possessing the subtype Umbral.
Individuals with the subtype Arch-Verdant also count as possessing the subtype Verdant.
Individuals with the subtype Arch-Voidstalker also count as possessing the subtype Voidstalker.
Individuals with the subtype Arrangement of Ruin also count as possessing the subtype Memento of Ruin.
Individuals with the subtype Exalted Wishkin also count as possessing the subtype Wishkin.
Individuals with the subtype Keeper of the Oath also count as possessing the subtype Oathbound.
Individuals with the subtype Lord of Thralls also count as possessing the subtype Thrallspawn.
Individuals with the subtype Marcoschnapt also count as possessing the subtype Abstract.
Individuals with the subtype Outer Terror also count as possessing the subtype Darkspawn.
Individuals with the subtype Spirelord also count as possessing the subtype Spireguide.
Individuals with the subtype Tyrant-Shard also count as possessing the subtype Warshard.
Special Rulings on the 'Cast a Spell' Ability
The Cast a Spell action is not a Magical Attack action. Only things that literally are a Melee Attack, Ranged Attack, or Magical Attack action (using the ability of the same name) are considered actions of that type unless explicitly specified.
Actions that include spells that are not the action generated by the ability Cast a Spell are not the Cast a Spell action unless explicitly specified.
The Cast a Spell action does not generate an attack unless it involves a spell or an effect that generates an attack. Most spells with an associated attack bonus generate attacks. See the definition of an attack for further clarification.
The Cast a Spell action is only the elements of the spell or spells involved unless otherwise noted.
The Cast a Spell action does not include attack bonuses from sources that are not the spell or spells involved unless otherwise noted.
The Cast a Spell action does not have a Prime Attribute unless the spell or spells involved or some other source somehow provide it with one.
The Cast a Spell action may incorporate spells with an attack bonus.
The Cast a Spell action, if incorporating spells with an attack bonus, must use one and only one type of attack bonus unless otherwise specified.
Spells
All spells possess an MP cost equal to 3/4 their natural listed MP cost.
Spending Gold
An entity cannot spend more Gold than it possesses.
Stacking Caps and Summon Caps
An effect's stacking cap is part of said effect unless the effect's stacking cap is not stated. If an effect's stacking cap is not stated, it uses the default stacking cap (which is normally 200) for all purposes that it would otherwise use its own stacking cap for. If the default stacking cap is specifically modified for an effect or group of effects but is not modified globally, said effect treats said modified stacking cap as its own stacking cap, making it part of the effect, until said modifications are no longer in place. Modifications that result in a stacking cap that ends up being the same as the default stacking cap still count as modifications for this purpose.
A summon's summon cap is considered part of the summon's source of summoning, unless the summon's summon cap is not stated. If a summon's summon cap is not stated, it uses the default summon cap (which is normally 200) for all purposes that it would otherwise use its own summon cap for. If the default summon cap is specifically modified for a summon or group of summons but is not modified globally, the sources of summoning treat said modified summons cap as their own summon caps, making it part of said sources of summoning, until said modifications are no longer in place. Modifications that result in a summon cap that ends up being the same as the default summon cap still count as modifications for this purpose. A summon tracks what its source of summoning is. If a summon somehow does not possess a source of summoning, it immediately begins to count as its own source of summoning.
Summons in excess of their respective summon caps cannot be summoned. If summons in excess of such a cap would be summoned, they are instead not summoned. If a summon cap is reduced so that the current number of related summons violates it, a number of such summons is unsummoned such that the number of remaining summons is not in violation of the summon cap.
Negative summon caps are treated as summon caps of 0 if they somehow occur.
Stances
An entity that is capable of being in a Stance may declare a Stance to be active upon its initial entry to a thread
An individual may only have one stance active at a time.
Bonuses provided by stances are subject to capping unless otherwise specified.
Start of Battle Triggering
If something would occur at the 'start of battle' that is present on something that first enters a set of connected battles at a point after the start of battle, said thing occurs at the time of said entry unless otherwise noted. Each such thing may only occur once per source per set of connected battles.
Start of round effect ordering has the same rules apply to it as start of battle effect ordering, except where otherwise noted.
Stat Checks In Random Quests and Mini Quests
Take the relevant character's modified stat and add a random number from 1 to 100 to it. If this number equals or exceeds the target value, then the character is successful.
How you get the relevant stats for non-stat checks:
Detect Traps = (AGI + MIN) /2
Disarm Traps = (AGI + STR) /2
Diplomacy = (SPI + MIN) /2
Note that these checks will not appear in Player Quests or Official Quests. Roleplaying and GM discretion is used in those instead.
Stat Damage
Stat damage is not affected by normal defense. It cannot critical, and it is affected by weaknesses, resistances, and immunities.
If something refers to 'Damage' it does not also refer to Stat Damage unless explicitly specified.
If an entity would take Stat Damage to a stat it does not possess, it may instead take five times that amount (with caps not applying to this multiplier) to its lowest stat that it actually possesses. This extra, uncapped stat damage may not be converted to any other type of stat damage by anything that does not specifically convert uncapped stat damage resultant from stat damage having been dealt to a stat it does not possess.
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
Status Effects and Sub-Status Effects
An individual's natural per-round chance of recovering from a minor negative status effect is equal to an individual's level. This occurs at the beginning of an individual's first action on that round.
Minor positive status effects have a 25% chance of wearing off per round.
An individual's natural per-round chance of recovering from a moderate status effect is equal to (an individual's level / 5, rounded up). This occurs at the beginning of an individual's first action on that round.
Resistances and Immunities to a status effect also grant you protection against the appropriate sub-effects.
Damage caused by status effect is affected by Resistances and Immunities, but not defense unless specifically noted.
No individual's stats can be reduced below 1% of their maximum value through minor or moderate status effects, excepting stat damage, that do not expressly say that they can do such.
Enemies and bosses may choose to auto-recover from any single minor or moderate status effect (or any single stacked instance of one debuff from an equal or lower-Level source) at the beginning of their first action on that round, to a max of one use per thread per 10 levels possessed, rounded down. This may be used any number of times on different effects in a single turn.
When anything references 'auto recovery' from a status effect, it only refers to the per-round auto-recovery chance provided by the status effect being a minor or moderate status effect, or any part of the status effect's text that presents a different type of recovery that specifically references 'auto-recovery', 'automatic recovery', 'automatically recovering', 'natural start-of-round recovery rate', or 'natural recovery rate'. This explicitly does not reference other recovery conditions of status effects, including recovery upon an individual dying, status effects expiring or wearing off, or recovery from status effects caused by spells, abilities, consumables, or items unless such other recovery methods are specifically stated as counting as auto recovery for purposes of whether or not they are being recovered from. For example does not include the recovery chances mentioned in 'Elevated: Well Respected' or 'Charm', because the word 'automatic' or 'natural' is not present in either.
An individual cannot benefit from more than three positive status effects unless otherwise noted.
Positive status effects may be carried like buffs in buff slots.
Positive status effects are not buffs and are unaffected by buff removal.
Individuals may, at any time they have an action, choose to cease possessing any number of positive status effects that they possess if not controlled by another individual of less than Level 100 at that time.
Individuals may, at any time they have an action, choose to cease possessing any number of buffs that they possess if not controlled by another individual of less than Level 100 at that time.
Defense against status effects counts as being Defense of or against any specific element required for purposes of defending against damage from Minor and Moderate status effects.
If an individual dies, all minor and moderate status effects on said individual are immediately removed. Major status effects, as well as status effects of higher tiers than major, are not affected by the death of their possessor unless specifically noted.
If any entity may choose a 'status effect' for any purpose (such as an ability that can inflict "Any minor status effect"), said entity may not choose a sub-status effect instead unless explicitly specified.
If any effect references a status effect, it automatically includes all of that status effect's sub-status effect (with the notable exclusion of choosing a 'status effect' not including them), unless explicitly noted. (Examples: Immunity to Fatigued would also apply to Fatigued: Stun or an effect causing double damage from Awestruck would also double damage from Awestruck: Lifeforce Overload.)
If any effect references a sub-status effect, it does not also include the status effect that sub-status effect is a sub-status effect of.
Sub-sub status effects (and further) are treated as though the sub-status effects they were part of are status effects and they are sub-status effects for purposes of rulings regarding sub-status effects unless sub-sub-status effects (or further) are mentioned.
If a negative status effect is inflicted upon an individual who already possesses said status effect, then said new instance of the status effect, if coming from a higher-level source than the prior instance that is not allied with the original instance of the status effect, may be chosen by its inflicter to override a single prior infliction instance of said status effect, or, if the status effect stacks, to stack said status effect. This ruling also applies to identical debuffs in a similar manner to negative status effects.
If a negative status effect is inflicted upon an individual who is already afflicted with an instance of said status effect that comes from a allied source, then said new instance of the status effect, if coming from a higher-level source than the prior instance, may be chosen by its inflicter to override a single prior infliction instance of said status effect, unless the status effect is not stacked the maximum number of times it is able to be stacked, in which case it must be stacked. This ruling also applies to identical debuffs in a similar manner to negative status effects.
If a negative status effect is inflicted upon an individual who is already afflicted with an instance of said status effect and the inflictor of the new instance is not a higher-level source than the prior instance that is not allied with the original instance of the status effect, and the status effect is not stacked the maximum number of times it is able to be stacked, it must be stacked. This ruling also applies to identical debuffs in a similar manner to negative status effects.
If a positive status effect is inflicted upon an individual who already possesses said status effect, then said new instance of the status effect, if coming from a higher-level source than the prior instance that is allied with the original instance of the status effect, may be chosen by its inflicter to override a single prior infliction instance of said status effect, or, if the status effect stacks, to stack said status effect. This ruling also applies to identical buffs in a similar manner to positive status effects.
If a positive status effect is inflicted upon an individual who is already afflicted with an instance of said status effect that comes from a non-allied source, then said new instance of the status effect, if coming from a higher-level source than the prior instance, may be chosen by its inflicter to override a single prior infliction instance of said status effect, unless the status effect is not stacked the maximum number of times it is able to be stacked, in which case it must be stacked. This ruling also applies to identical buffs in a similar manner to positive status effects.
If a positive status effect is inflicted upon an individual who is already afflicted with an instance of said status effect and the inflictor of the new instance is not a higher-level source than the prior instance that is not allied with the original instance of the status effect, and the status effect is not stacked the maximum number of times it is able to be stacked, it must be stacked. This ruling also applies to identical buffs in a similar manner to positive status effects.
If a status-effect-inflicting action hits multiple targets, separate infliction rolls are made for each target.
If an action, attack, or effect has multiple chances of inflicting the same status effect (with sub-status effects counting as different from the status effects they are considered sub-status effects of for this purpose), only the highest infliction chance is used unless otherwise noted.
If an item equipped by an individual, effect on an individual, or effect affecting an individual gives said individual an infliction chance of a negative status effect, said status effect infliction chance applies to all of said individual's offensive actions and offensive attacks. If an item equipped by an individual, effect on an individual, or effect affecting an individual gives said individual an infliction chance of a positive status effect, said status effect infliction chance applies to all of said individual's non-offensive actions and non-offensive attacks. If a spell cast by an individual gives said individual or a certain action or attack an infliction chance of a status effect, said status effect infliction chance applies to whatever actions or attacks said spell's casting is part of.
Stealing
Stealing an item is considered to explicitly be something that effects that item.
Subcharacters
A subcharacter is, for all purposes where not explicitly stated otherwise, considered to be its own character. A subcharacter possesses its own distinct inventory sheet.
Rules for sub-characters:
A sub-character counts as a PC that exists within another PC's slot. It has its own set of stats and may either share its owner's inventory or have its own.
A sub-character shares its owning character's slots, including combo slots and can-be-in-this-many-places slots, but it may enter threads with its owning character without double-counting its presence for slot purposes.
A sub-character may be taken along in threads it isn't part of without taking a slot as though it were a pet.
A sub-character counts as a PC for purposes of the number of PCs that can be in a thread.
Submatches
Each submatch in a Special Match or Event Match is its own battle.
Summoning and Summons
Each PC that is not a summon possesses 10 summon slots; each may carry a single summoned entity between battles. Other entities may gain summon slots, but do not possess them by default unless specifically noted. Summons may not be given summon slots unless explicitly noted.
Summons not carried in summon slots vanish between battles.
Summon caps are tied to a given user across all instances of the same effect, ability, spell, item, or anything else that possesses a summon cap unless otherwise noted.
The summons of a player's summons (and their summons and so on and so forth) take up the summon slots of said player; non-players do not have their own summon slots unless specifically noted.
The summons of a PC's pets or summons count as the summons of said player for all intents and purposes. Their controller is considered to be the PC, not their original summoner. They vanish when said PC dies.
If non-unique enemies join a PC side in a quest, it begins acting as the summons of a designated PC with the difference that it cannot be unsummoned save by the death (or defeat through other means) of said PC.
Summons that would be unsummoned when their controller dies are still unsummoned if in a different battle.
Individuals may, at any time they have an action, choose to unsummon any of their summons if not controlled by another individual of less than Level 100 at that time.
Summons of temporary entities created for action-replication purposes by individuals count as the summons of the individual replicating said actions, even if said actions are being performed as though the temporary entities conducted them unless otherwise specified.
If an entity is replicated, copied, or otherwise 'created', it is a summon unless otherwise specified.
Unless an ability or item that summons states that it summons on an opposing side of battle or as an uncontrolled summon, it summons the summon on the summoner's side of battle. If the caster of a spell is not the individual who possesses the spell, the summons are summoned on the caster's side of battle rather than the possessor's side of battle.
Suspending Attacks and Actions
An attack or action must have a target to be suspended unless something else is specified by the attack or action or another effect. Said attack or action must still possess a reachable target when it leaves suspension, doing nothing if all of its targets are no longer targettable when it activates, provided that something else is not specified by the attack or another effect. Suspended attacks and actions vanish when their user dies or leaves battle unless something else is specified by the attack, action, or another effect. This doesn't necessarily apply to some player quests, mod-run quests, and official quests, where mod / my judgment will come into play regarding when the attack can and cannot be used as well as what it can and cannot hit.
A suspended action or attack becomes un-suspended on the turn-order count that it was originally suspended on, with ties between a suspended action becoming un-suspended and other things that would occur on the same turn-order-determining value occurring in randomized order.
A suspended action or attack preserves a copy of its source at the time of suspension and uses the values of said copy unless otherwise noted. A suspended action or attack uses values of its targets at the time that it is un-suspended and actually interacts with them. If a suspended action or attack targets its source, then it uses the values of its source at the time that it is un-suspended instead of the copied values for all purposes unless otherwise noted.
A suspended action or attack may only be per-emptively countered when it is first being suspended and not when it is un-suspending and resolving.
A suspended action or attack may be countered both when it is first being suspended by individuals who are targeted by a non-suspended part of said attack or action or whose counters possess a trigger other than normal targeting that is triggered, and it may be countered normally when it is un-suspending and resolving.
The suspension of an action or attack occurs immediately after said action's initial targets are chosen but before the action does anything else.
Targeting
An individual conducting an attack or action with a variable number of hits must declare all possible targets when declaring said action. Following all preemptive counters and other pre-action occurrences, the number of hits for such an attack as calculated. At this point, the user of said action chooses how to divide said hits among the chosen targets. Any hits that would be directed at a target that dies or is otherwise rendered non-targettable part-way through an action may be re-assigned to another of the pre-declared targets who remains a valid target following the processing of all valid hits. At any point in this process, the user of said action may choose to cancel any number of voluntary hits. Once all hits are accounted for or cancelled, or all pre-declated targets become non-targettable, the attack or action ends.
Any instance of something affecting something else or itself counts as the first thing targeting the second to process the effect.
Specific exceptions:
The effects of equipped items on the individuals who have them equipped do not target those individuals, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
The effects of non-active-portions of abilities that individuals possesses do not target those individuals, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
The effects of anything within the 'constant effects' block on an individual's stats do not target said individual, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
Buffs, debuffs, and status effects, once on an individual, do not target said individual, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
Examples:
1) Fire Wizard A and Fire Wizard B are fighting Ice Wizard A. Fire Wizard A uses an ability called Flame Torrent that takes an action and deals 500 Flat Fire element damage to every individual in battle. This ability targets Fire Wizard A, Fire Wizard B, and Ice Wizard A.
2) Ice Wizard A (in the same situation) has a Constant Effect that deals 5,000 Flat Ice element damage to every individual in battle at the start of every round. This effect targets Fire Wizard A and Fire Wizard B, but it manages to affect Ice Wizard A without targeting him, since it is a Constant Effect on him that is not counting him as an ally.
If an individual who is being targeted by an action or attack ceases to be a valid target for said action or attack partway into said action or attack, but becomes a valid target for said action again while said action or attack continues to resolve, said individual is still able to be targeted by said action or attack.
An individual may ignore targeting restrictions set by things that it is Immune to due to being Immune to things below a certain Level.
Technique Abilities
An individual may only use Technique Abilities in conjunction with said individual's own actions, not the actions of others, unless otherwise noted.
'Temporary' Things
Any Gold, XP, Items, or other permanent rewards that are somehow obtained from the destruction of items or rewards designated as Temporary are also designated as being Temporary and lasting only for the thread's duration (as well as such rewards obtained from said rewards). Something is designated as Temporary if its type includes the word "Temporary" or it is designated as either being Temporary at its creation or is noted as lasting only a set length of time at the time of its creation.
The Enemy List (and Special Fights Enemies)
Entities marked with a ! on the Enemy List cannot be summoned or have abilities or effects copied from them unless specifically noted.
The Universe Element
Attacks which contain Universe as an element become solely Universe element unless their user chooses to make them not such, in which case they are all of their elements as usual. Attacks which are solely Universe element ignore Defense against both damage and stat damage, though not immunity to stat damage by individuals who both are not Universe element and do not have Defense-boosting sources that are Universe element. The user of an attack or ability may choose to have solely-Universe-element attacks or abilities not gain the special Defense-piercing power that Universe element attacks can gain. Should possessor not be Universe element and choose to have a solely-Universe-element attack or ability pierce all non-Universe-element Defense, then possessor takes an amount of non-Universe-Defense-piercing Universe element damage equal to 1/10 the amount of damage that said attack or ability dealt.
Universe element Damage cannot automatically pierce the Defense of targets 20 or more Levels greater than its source.
Universe-element Damage backlash (generated by choosing to make the Universe element Defense-piercing) counts as part of the action that generated it and does target, but it does not count as an attack. An individual treats such actions as they would any other in which they were targeting themselves outside of an attack for purpose of countering the action.
Whenever an element is selectable, Universe may not be selected as the element unless it is explicitly permitted as a choice.
An entity may not Resist, Reflect, Absorb, or be Immune to the element Universe through any means that does not specifically permit such.
An entity that Resists, Reflects, Absorbs, or is Immune to Universe may apply such to any element, subset of elements, or combination of elements.
Things That Occur Before Combat (But Not Specifically At The Beginning Of a Thread)
If an individual would do something 'before combat' and it is not present as one of the individuals at the start of a combat, said things that would trigger or occur 'before combat' occur as soon as it enters a battle.
Individuals who are summoned during actions occurring before the beginning of combat, said summoned individuals do not gain pre-combat actions even if they would do so otherwise.
Individuals on opposing sides of battles may not target or effect each other before battle unless specifically noted.
Individuals cannot win a battle before the battle begins unless specifically noted.
If an individual is summoned before the start of battle, said summon may not summon other individuals before the start of battle, but may trigger other non-summoning effects that would occur before the start of battle or act before the start of battle if it possesses a means of doing so.
An individual may not be given extra actions during rounds of battle that occur before the start of battle unless the granting of said actions specifies such.
An individual may not perform a counter during rounds of battle that occur before the start of battle unless said counter specifies such.
Rounds do not exist before the start of battle unless something occurs before the start of battle. Should something occur before the start of battle, a special round, which possesses the round number 0, is created for the side of battle that did something before the start of battle. Should multiple different sides of battle perform things before the start of battle, they use the same pre-battle round and exist in the same round 0.
Effects generated by opposing sides of battles may not target or effect individuals from other sides of battle before battle unless specifically noted.
The round number of a round that exists before the start of battle may not be changed.
New battles may not be entered or created before the start of battle.
A round may only be added before the start of battle to the first battle in a linked group of battles, with individuals entering said battle after the start of battle or entering into battles other than the first battle within a group of linked battles being unable to do things that they would do before the start of battle.
An individual doesn't count as having been in battle for a round if present during a round that occurs before the start of battle, since said round is before that point at which battle actually starts.
If something can happen a certain number of times per round, it may be used before the first round of battle starts if conditionals for it are met and it is able to be triggered at said time, but said uses count towards the number of uses that it could be used during the first round of battle.
Trade Actions
Individuals may use the Trade action to obtain items from dead allies provided that said allies, upon death, declared that they are willing for their items to be traded. This ruling affects non-RP threads.
Transfer and Replication of Effects
Unless otherwise noted, debuffs and copies of negative status effects may only be transferred to individuals who would have been valid application targets for their initial application, were those individuals in their current state present at said time. For example, a debuff that only targets the caster of an action could not be transferred to an individual other than the caster, a debuff that could only be placed on targets below Level 20 could not be transferred to a Level 30 individual, and a debuff that could only be placed on Aquatics could not be transferred to an individual who was not an Aquatic. This restriction only applies at the time of transfer (for example, if a debuff that could only be placed on targets below Level 20 was placed on someone whose Level was temporarily reduced to 15, it would not vanish simply because its possessor's Level stopped being below 20). This does not apply to buffs or positive status effects.
The above ruling also applies to debuffs and negative status effects that are 'copied' or 'replicated'.
If a status effect, buff, debuff, or other effect that does not specify its source when copied is copied, its source is considered to be the copier, not its original source. If the status effect, buff, debuff, or other effect that does not specify its source when copied is copied copies itself, then its original source is still considered to be the source of said copies.
Replicating the effect of a consumable does not use a charge of that consumable unless such is specified. Replicating the use of a Permanent Consumable creates Temporary results unless otherwise is specified.
Entities off of the Enemy List / Boss List / Zoo Record that are temporarily replicated to perform actions aren't summons unless the wording of the replication explicitly says so.
If an entity is replicated, copied, or otherwise 'created', it is a summon unless otherwise specified.
Abilities being replicated may not be used via replication at times when they could not be used via non-replicated methods unless specifically noted. Abilities, actions, and effects that replicate abilities may not have their timing or triggering altered by permitted activation times or triggers of the abilities they are replicating unless specifically noted.
Transforming and Transformations
A PC may start a battle in a Transformation.
If a transformed individual dies; they die. They do not transform back. They are considered dead both in and out of their transformation.
If an individual who is not in a transformation transforms into a transformation, said individual's non-transformed form retains all damage, buffs, debuffs, and effects that are on it, save those effects which are caused by the constant application of said effect by another source.
If an individual who is in a transformation transforms into a different transformation or de-transforms, said transformation retains all damage, buffs, debuffs, and effects that are on it, save those effects which are caused by the constant application of said effect by another source.
No damage, buffs, debuffs, or effects are carried between a non-transformed individual and any of said individual's transformations unless specifically noted. No damage, buffs, debuffs, or effects are carried between different transformations that an individual possesses or has equipped unless specifically noted.
If a pet or transformation is traded or unequipped, all buffs, debuffs, and effects affecting it, save those buffs, debuffs, and effects that were affecting it solely as a result of the individual who previously possessed it or were the sole result of another specific item, ability, or combination of items and /or abilities being equipped by the individual who possessed it, remain in effect on it. Buffs, debuffs, and effects which depend on effects from items, abilities, or combinations of items and /or abilities that the previous possessor of a pet or transformation had equipped that also apply to the new recipient of said pet or transformation do not vanish in this manner. If a pet or transformation is traded or unequipped, all damage, including stat damage and other nonstandard damage types, remain applied to said pet or transformation.
An individual that is in a transformation or is transformed into something is considered to still be carrying anything it was previously carrying and is considered to have anything equipped that it previously had equipped.
Abilities possessed by transformed individuals and items equipped by transformed individuals have no effect unless it is noted that they function in transformations or reference having some sort of effect while their possessor is transformed.
An individual in a transformation is considered to be the same source as said individual when said individual is not in said transformation.
If an individual is de-transformed, it retains previously assigned actions to-be-taken and their prior timing unless otherwise noted.
If a transformation is permitted to perform an action possessed by either its non-tansformed self or another transformation of itself, all values possessed by said other form are used except where explicitly stated otherwise, including Level. All effects, status effects, buffs, and debuffs on said other form are taken into account for purposes of said action, and no buffs, debuffs, effects, or status effects on said transformation are taken into account, with this alteration of what is and is not taken into account beginning after things that happen before the action and ending immediately before things that happen at the end of the action.
Pets equipped as transformations (or being used as transformations) do not count as pets for purposes of things that specifically effect pets.
Transforming Things Into Non-Transformations
Individuals who are transformed into non-PCs who end up on the PCs side of battle, provided they are not singular copies of a PC that is transformed into a non-PC, must either be carried in Summon Slots or they disappear at the end of battle.
An individual transformed into something from the Enemy List, Shop, or Zoo Record counts as being in a Transformation unless otherwise noted.
If something is stated to 'become' something from the Enemy List or Zoo Record, it is considered to have transformed into said thing unless otherwise noted, however.
Treasure in Instances of PC Loss
If an entire team of PCs dies in a mini quest, event match, specialty match (with some notable exceptions like Endurance Match and Boss Rush), or arena battle, they get no Gold, Treasure, or XP.
Triggering
A state-based effect (something that occurs because something else is set to a certain state or value) or trigger-based effect (something that occurs because something else either has happened, is happening, or is about to happen) is checked when:
* Whenever another effect is about to trigger
* Whenever another effect triggers
* After any effect fully resolves
* Before each action
* After each action
* At the beginning of each battle
* At the end of each battle
* At the beginning of each round
* At the beginning of each round, after actions and action-order are determined
* At the end of each round
* When damage of any type is about to be applied
* After damage of any type is applied
* At the beginning of an attack
* At the end of an attack
* Whenever something is about to be selected as a target
* Whenever something is selected as a target
* Whenever a target becomes invalid
* When something is about to acquire a buff, debuff, status effect, or effect of any other kind
* After something acquires a buff, debuff, status effect, or effect of any other kind
* When an individual is about to enter a battle
* When an individual has entered battle
* When something is about to be created
* When something is created
* When something is about to become 'Dead'
* When something becomes 'Dead'
* When something is about to be defeated
* When something is defeated
* When a side is about to lose a battle
* When a side loses a battle
* When a side is about to win a battle
* When a side wins a battle
* When a new side of battle is about to be created
* When a new side of battle is created
* When a side of battle is about to leave battle
* When a side of battle leaves battle
* When a cost is about to be paid for something
* When a cost is paid for something
* When something is about to be equipped
* When something is equipped
* When something is about to be unequipped
* When something is unequipped
* When something is about to be traded
* When something is traded
* When a value is about to be replaced
* When a value is replaced
* When a value is about to be linked to another value
* When a value is linked to another value
* When an effect is about to cease affecting something
* When an effect ceases to affect something
An individual may choose the order in which its state-based and trigger-based effects are checked in. The order of which individual's state-based and trigger-based effects are triggered in is randomized between different individuals. These orderings are superseded by any situation that specifies a different protocol for effect occurrence and order-checking (Example: Beginning-of-the-battle effects, which are trigger-based and possess the trigger of a battle beginning, have their own ordering system.)
The most recently triggered effect occurs first, with other triggered effects happening in reverse order, going back towards the least recent effect triggered.
If a loop of the same things triggering each other occurs 200 times, the loop stops, with the thing that would initiate the loop for the 201st time not being re-triggered.
Effects that trigger upon something occurring do not take the source of said occurrence or cause into effect unless such is stated or implied by their wording.
Turn-Order Determination
Spirit acts as the default turn-order-determining stat.
If an individual's turn-order-determining stat sum is equal to 10 times the agility of every opponent it is fighting, it gains two an additional action per round based on turn-order. If its agility is equal to 20 times the agility of every monster you are fighting, it gains an additional two actions based on turn-order. Etc.
If two individuals have equal turn-order-determining stat sums, then as soon as said instance of equal stats first appears, it is randomly determined what order said individuals will act in. As long as no such individual's turn-order-determining stat changes from said tied value, this randomly determined order persists. If an individual's turn-order-determining stat changes from the tied value and then changes back to it, this random order of actions is re-determined.
If one individual changes its turn-order-determining stat, this does not affect what stat determines the turn order of other individuals unless explicitly stated.
If the sum of an individual's Turn-Order-Determining stats is equal to or less than 0, said individual behaves as though said sum were 1 unless otherwise noted.
Individuals within a battle with no opponent do not get extra actions based on their turn-order-determining attribute's value.
An individual's number of natural and turn-order-determining-stat-based actions is determined at the beginning of a round after all other beginning-of-round effects but before any actions are taken. This means that summons do not get actions on the rounds they are summoned. This means that resurrected individuals do not get actions on the rounds they are resurrected unless they died earlier in said same round with unresolved actions. This means that dealing massive stat damage to an individual does not alter the number of turn-order-determining-stat-based actions all individuals on the other side of battle get until the next round unless otherwise noted.
If an individual's turn-order-determining stat(s) are changed, the order in which said individual takes its actions during a round changes to match its new turn-order-determining stat value.
If an individual suddenly obtains a turn-order-determining stat value that is greater than the current value of turn-order-determining stat that is being acted upon or an individual with such a value suddenly enters battle, said individual's action(s) that occur in standard turn order occur before whatever action would be next in the current order.
Battles that are linked to other battles via an effect that allows any individuals to move between said battles or affect any individuals in said battles count the turn-order-determining stats of individuals within all such linked battles for purposes of turn-order-determining-stat-based actions.
Typing of Abilities
The abilities present in the 'Abilities' section of enemies, bosses, transformations, and pets are considered to be active abilities.
Unequipped Items
Items have no effects while unequipped unless specifically noted.
In order for an individual to gain benefits from an item, it must be equipped unless it is explicitly noted otherwise.
Unequipping a pet that is in another battle still affects said pet.
Uniqueness
PCs are considered to be Unique.
Bosses are not automatically unique. All of the bosses in the Boss List at the moment, however, are. The unique star needs to be added to them at some point.
Units and Thresholds
Units may not gain more thresholds than their normal starting number of thresholds unless they are affected by effects that specifically do so. A unit whose Max HP (or other threshold-determining value) is buffed above a point at which said threshold increase would occur still benefits from all other effects of such buffing and may still be buffed beyond said point.
Bonus actions granted to units by unit effects are not placed in turn-order-assignment at the beginning of a round. Whenever a unit would take an action that was assigned to it in turn order during the beginning of a round, including additional ones granted specifically at said time by effects and including ones that are granted by high turn-order-determining stat sums, the unit's unit effect grants its listed compliment of additional actions to said unit, to a max of 200 times per round. Said effects do not grant units additional actions due to actions granted to units by other abilities, actions, and effects unless specifically noted.
Use of Future Actions
An individual may not use up more than one future action at a time.
Voluntary Removal of Effects and Buffs
Any individual may, at any time that said individual could perform an action, choose to end any buff or positive status effect on itself. Doing so does not consume an action.
An individual may not choose to ignore constantly applied effects, including positive ones, choose to ignore passive ability / item text, even from positive abilities / items, or choose to voluntarily reduce any stats or other values possessed unless given specific permission to do so.
Values of 'X'
If an item has no listed value or a listed value of X, it is assumed to be above the max value for value-based effects.
Vehicles
Anything that possesses a Vehicle Trait counts as a Vehicle.
Weaknesses, Resistances, Immunities, Absorption, and Reflection
Weakness and Resistances are calculated for all elements (as well as anything else that is a relevant Weakness or a Resistance, such as 50% Sword Resistance of 20% Alien Weakness) involved in an attack or value of Damage dealt that is not part of an attack.
Weaknesses and Resistances affect Damage (including Flat Damage and Stat Damage), but not other values unless otherwise specifically noted.
When a value is modified by a Weakness, it is multiplied by a value equal to (1+(The Percent Weakness)*.01).
When a value is modified by a Resistance, it is multiplied by a value equal to (1-(The Percent Resistance)*.01).
If something would be multiplied by multiple Weaknesses and Resistances to different things, said modifications occur sequentially in a randomly determined order.
If an individual would have both weakness and resistance to something, the value of the lesser of the two is subtracted from the value of the greater of the two, and only that resultant value takes effect.
Weakness to something cannot affect an individual in a positive way (such as by increasing the amount said individual is healed) unless explicitly noted.
Resistance, immunity to, or absorption of something cannot affect an individual in a negative way (such as by blocking a heal spell) unless said individual chooses such or such is explicitly noted.
Resistances to status effects are subtracted directly from the chance of landing the status effect.
Effects which ignore immunities do not ignore immunity to individuals below certain levels unless explicitly stated.
Immunity trumps Resistance in terms of precedence when both are possessed. Absorption and Reflection both trump Immunity in terms of precedence when both are possessed. If both Absorption and Reflection are possessed, their possessor may choose which takes precedence. If Absorption and / or Reflection is bypassed and the other is present, the other is counted. If Absorption and / or Reflection is bypassed and Immunity is present, Immunity is counted. If Immunity is bypassed and Resistance is present, Resistance if present.
If an individual would absorb an element and would take stat damage from it, said stat damage is absorbed and heals prior stat damage dealt to said individual. The absorbed stat damage cannot buff stat values above their prior maximums. Absorbed HP and MP damage cannot bring said values above their respective maximums.
If an individual has 100% or greater resistance to an element, immunity to an element, or absorbs an element, said individual cannot be affected (including obtaining unwanted buffs) by negative effects or actions of said element unless explicitly noted. (So an individual who is immune to Ice is unaffected by an Ice element attack that always inflicts Paralysis even though said attack deals no damage).
'Individuals below Level 20 cannot inflict status effects on possessor' is not the same as 'Immune to status effects from sources below Level 20'. If something says it ignores Resistances and Immunities, it would bypass the later wording but not the earlier one.
If an attack or action is absorbed, all HP damage or drain it would deal to the target that absorbed it is converted into HP healing, all stat damage or drain it would deal to the target that absorbed it is converted into stat healing, all MP damage or drain it would deal to the target that absorbed it is converted into MP healing, and all Defense damage or drain it would deal to the target that absorbed it is converted into Defense healing. All negative effects that it would generate for the target that absorbed it are ignored by said target.
If an individual 'Absorbs' an element, then things that are that element do not naturally apply any of their negative effects on said absorbing individual. In addition, said individual's HP, MP, stats, and assorted values are raised by damage to said respective values instead of being lowered by said damage. This does not change said damage into healing.
If an individual 'Absorbs' a subtype of entity, then anything sourced from said entity does not naturally apply any of its negative effects on said absorbing individual. In addition, said individual's HP, MP, stats, and assorted values are raised by damage to said respective values instead of being lowered by said damage. This does not change said damage into healing.
If an individual 'Absorbs' a subtype that is not an entity subtype, then anything sourced from an entity that has something of said subtype equipped or any action, effect, or attack that counts as containing, involving, or being said subtype does not naturally apply any of its negative effects on said absorbing individual. In addition, said individual's HP, MP, stats, and assorted values are raised by damage to said respective values instead of being lowered by said damage. This does not change said damage into healing.
A series of repeated reflections resolves in the same manner as any cycle of things repeating.
If an individual 'Reflects' something, that thing's target changes from the individual who is reflecting it to the individual who reflected it. This target-change is capable of making things that may not normally target the same individual multiple times able to do so, with each instance of said added targetting treating said individual as an additional target and re-calculating and applying its effects seperately each time.
If an individual 'Reflects' an element, then any action that is said element is reflected, any attack that is said element that is not part of an action that is being reflected is reflected, and any damage or effect that is said element but that is not part of an action or attack that is being reflected is reflected.
If an individual 'Reflects' a subtype of entity, then anything sourced from an entity that is said subtype is reflected.
If an individual 'Reflects' a subtype that is not an entity subtype, then anything sourced from an entity that has something of said subtype equipped or any action, effect, or attack that counts as containing, involving, or being said subtype is reflected.
An individual may, at any time they are Immune to a source of a buff or debuff on their, and triggering is being checked, choose to have said buff or debuff vanish.
An individual may choose to voluntarily lower or ignore any Immunity, Absorption, or Reflection that individual possesses unless specified otherwise. This status of being 'lowered' or 'ignored' lasts for the duration that the individual making the choice for it to be lowered or ignored and may be reinstated at any time.
An individual who is Immune to a buff or debuff may choose to acquire and/or possess but not be affected by said buff or debuff. If an individual becomes Immune to a buff or debuff while that buff or debuff is present on them, it is not removed but does not affect them unless they choose to lower the Immunity.
An individual who is Immune to a status effect may choose to acquire and/or possess but not be affected by said status effect. If an individual becomes Immune to a status effect while that status effect is present on them, it is not removed but does not affect them unless they choose to lower the Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a specific status effect, it does not bypass said same thing(s) applied to categories that contain that specific status effect unless specifically specified. For example, bypassing Instant Death Immunity does not bypass Major Status Effect Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a category of status effects, it does not bypass said same thing(s) applied to individual status effects within said category unless specifically specified. For example, bypassing Major Status Effect Immunity does not bypass Instant Death Immunity. Something can be worded to bypass all entries in a category with wording similar to 'This bypasses the Immunities to all individual Major Status Effects as well as Major Status Effect Immunity'. Bypassing the Immunity, Resistance, Reflection, and/or Absorption of a specific status effect does also bypass said same thing(s) applied to its sub-status effects as a specific exception to the above, unless otherwise stated. For example, bypassing Impaired Immunity also does bypass Impaired: Blind Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a element, it does not bypass said same thing(s) applied to categories that contain that specific element unless specifically specified. For example, bypassing Earth Immunity does not bypass Base Element Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a category of elements, it does not bypass said same thing(s) applied to individual elements within said category unless specifically specified. For example, bypassing Base Element Immunity does not bypass Earth Immunity. Something can be worded to bypass all entries in a category with wording similar to 'This bypasses the Immunities to all individual base elements as well as Base Element Immunity'.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a subtype, it does not bypass said same thing(s) applied to categories that contain that specific subtype unless specifically specified. For example, bypassing Aerial Immunity does not bypass Tier 1 Subtype Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a category of subtypes, it does not bypass said same thing(s) applied to individual subtypes within said category unless specifically specified. For example, bypassing Tier 1 Subtype Immunity does not bypass Aerial Immunity. Something can be worded to bypass all entries in a category with wording similar to 'This bypasses the Immunities to all individual Tier 1 Subypes as well as Tier 1 Subtype Immunity'.
An individual cannot be unwillingly prevented from doing anything by, or unwillingly made to abide by any rules change by, any individual that it is Immune to due to said second individual's Level.
An individual may ignore targeting restrictions set by things that it is Immune to due to being Immune to things below a certain Level.
What You Can Bring Into Threads
An individual may not bring unequipped items into non-RP threads unless explicitly specified. An individual may bring unequipped items, regardless of slots, into official quests, player quests, mod-run-world quests, and some special events. Either Gadigan or the moderator running the RP thread in question will determine what can or cannot be brought on an RP thread.
An individual chooses at the beginning of a thread how much Gold they are bringing into said thread in a similar manner to choosing what equipment to bring. An individual may bring any quantity of Gold (provided that they actually have said quantity) into a non-RP thread. Gold brought into a thread may not be brought into or used in another thread simultaneously.
If an individual has items attached to non-Curse abilities that are always carried or equipped and is starting a Task or Mini-quest that requires no items be carried or equipped, that individual may choose to not bring those abilities into that specific thread.
When Individuals May Do Things
Individuals cannot do things at points in time when they are not able to conduct an action unless explicitly specified.
XP and Level Loss
The minimum level for a PC is 1 unless otherwise noted. The minimum level for an entity on either the Enemy List or the Boss List is the level it is listed as being on said list unless otherwise noted. The minimum level for any item that does not state that it possesses a minimum level value is 1. The minimum level for all pets, summons, and transformations should be present as part of their stats, but, if it is not, it should be assumed to be 1.
If an entity or item loses (Via XP damage, XP Drain, the spending of XP to power effects, XP transfer, or other means) more XP than it possesses and it is above its minimum level, its Level is reduced by 1 and it is given an amount of XP equal to the amount of XP that it would have required to gain a level from the level it has just been reduced to minus 1.
If an entity or item loses (Via XP Drain or XP Transfer) an amount of XP greater than it possesses and is its minimum level, the transfer of any XP beyond the amount that it possesses is stopped.
An entity or item cannot spend XP that exceeds the amount of XP it would possess if it added the sum of the XP required to level up for each level from its minimum level to its current level to its current XP and then subtracted a quantity from said value equal to the number of times it would have to level up from its minimum level to its current level unless otherwise noted.
If an entity or item loses (Via P damage, XP Drain, the spending of XP to power effects, XP transfer, or other means) more XP than it possesses and it is its minimum level, then it remains said level and does not acquire a negative amount of XP unless otherwise noted.
If a PC goes down in level, it must de-assign a number of bonus stat points equal to the quantity that it would gain upon level-up and remove them from its stats. Its stats are then recalculated, re-determining them based on its new level. All effects that were present on said PC, as well as all damage, remain unaffected unless otherwise noted.
If a non-unique pet, summon, transformation, or item, or an entity from the enemy list or boss list (including unique entities on the boss list) would lose a level, then its stats are replaced by the stats of its lower level version. All effects that were present on said entity, as well as all damage, remain unaffected unless otherwise noted.
If a unique pet, summon, transformation, or item would lose a level, it must be re-statted at its new, lower level even if there is one or more versions of its at said level in existence. This is due to the potential for effects, events, absorptions, and enchantments to alter the method by which a unique levels. All effects that were present on said entity, as well as all damage, remain unaffected unless otherwise noted.
Anything that has its level reduced to a level that would require something other than XP to level up is not refunded the non-XP things that were required to level up.
If a PC or anything else that requires a Holy Imperial Seal to gain a level would be reduced in level below a level at which it would require such a Seal to level and it has in the past paid the cost of said Seal when leveling, it does not require said Seal again to re-level.
Zero-Values in Comparisons
If a value of 0 is part of a comparison where it is being determined how many times higher or lower another value is than said value, then treat said value as 1 for purposes of the comparison. This means that a turn-order-determining stat total of 0 will be treated as 1 for the purposes of individuals getting extra actions.
Zones, Terrains, and Phantom Terrains
Each side of battle may create and possess up to 200 Zones at once unless otherwise noted. There may be up to 200 Zones present that are not generated by any side of battle unless otherwise noted. Each such Zone may possess up to 200 different effects on it from each side of battle in addition to up to 200 different effects that come from no side in particular unless otherwise noted.
A Zone, when created, is considered owned by its creator and created by its creator's side. If a Zone's creator switches sides while in control of said Zone, then said Zone transitions to said new side of battle, counting as being created by said side. A Zone's owner may choose, at the start of any round or action of said owner, to remove said Zone as though said Zone were a buff that said owner could remove; this removal may only occur if no opposing side that is still in existence has attached any effects to said Zone. Should said Zone have any effects attached to it by a side other than it's owner's side (or in the event that said Zone has no owner, the side that it is considered as having for its source), then said Zone may not be removed in this manner.
A Zone's owner may choose to carry said Zone in a buff slot. Unowned Zones that belong to a side may not be carried in buff slots in this manner.
A Zone's owner loses ownership of said zone upon death or upon leaving a thread. Should said Zone's owner be resurrected, ownership of said Zone does not resume. Effects may restore or change Zone ownership if they say they do so.
Zones are typically of an element, but there can be Zones of other things (such as subtypes) or Zones that aren't of anything and are simply Zones.
If a Zone would be created that exceeds the number of Zones that are creatable by its side of battle or if a Zone transitions to having a side (or lack of side) that is maxed out in terms of how many Zones can be assigned to said side or lack of side, then said side must immediately choose to delete a Zone that they are capable of deleting. If no Zones may be deleted to correct said situation, a Zone is deleted at random unless otherwise noted.
If all members of a side that created a Zone are dead or no longer in a battle that said Zone is present in, then the remaining sides of battle may, at the end of a round or the end of said battle, choose to remove said Zone from battle should they all decide to unanimously.
Zones do not transition between battles unless carried in buff slots. Effects attached to Zones transition with the Zones that they are attached to unless otherwise noted.
Each side of battle may create and possess up to 200 Terrains and up to 200 Phantom Terrains at once unless otherwise noted. There may be up to 200 Terrains and up to 200 Phantom Terrains present that are not generated by any side of battle unless otherwise noted. Each such Terrain or Phantom Terrain may possess up to 200 different effects on it from each side of battle in addition to up to 200 different effects that come from no side in particular unless otherwise noted.
A Terrain or Phantom Terrain, when created, is considered owned by its creator and created by its creator's side. If a Terrain or Phantom Terrain's creator switches sides while in control of said Terrain or Phantom Terrain, then said Terrain or Phantom Terrain transitions to said new side of battle, counting as being created by said side. A Phantom Terrain's owner (but not a Terrain's owner) may choose, at the start of any round or action of said owner, to remove said Phantom Terrain as though said Phantom Terrain were a buff that said owner could remove; this removal may only occur if no opposing side that is still in existence has attached any effects to said Phantom Terrain . Should said Phantom Terrain have any effects attached to it by a side other than it's owner's side (or in the event that said Phantom Terrain has no owner, the side that it is considered as having for its source), then said Phantom Terrain may not be removed in this manner.
A Phantom Terrain (but not Terrain)'s owner may choose to carry said Phantom Terrain in a buff slot. Unowned Phantom Terrains that belong to a side may not be carried in buff slots in this manner.
A Terrain or Phantom Terrain's owner loses ownership of said zone upon death or upon leaving a thread. Should said Terrain or Phantom Terrain's owner be resurrected, ownership of said Terrain or Phantom Terrain does not resume. Effects may restore or change Terrain or Phantom Terrain ownership if they say they do so.
If a Terrain or Phantom Terrain would be created that exceeds the number of Terrains or Phantom Terrains that are creatable by its side of battle or if a Terrain or Phantom Terrain transitions to having a side (or lack of side) that is maxed out in terms of how many Terrains or Phantom Terrains can be assigned to said side or lack of side, then said side must immediately choose to delete a Terrains or Phantom Terrain that they are capable of deleting. If no Terrains or Phantom Terrains may be deleted to correct said situation, a Terrain or Phantom Terrain, as is appropriate, is deleted at random unless otherwise noted.
If all members of a side that created a Phantom Terrain (but not Terrain) are dead or no longer in a battle that said Phantom Terrain is present in, then the remaining sides of battle may, at the end of a round or the end of said battle, choose to remove said Phantom Terrain from battle should they all decide to unanimously.
Terrains and Phantom Terrains do not transition between battles unless carried in buff slots. Effects attached to Terrains and Phantom Terrains transition with the Terrains or Phantom Terrains that they are attached to unless otherwise noted.
All individuals within a battle are considered to be inside all Zones, Terrains, and Phantom Terrains in said battle unless otherwise noted.
Effects attached to Zones, Terrains, and Phantom Terrains may be removed as though they were buffs that have their creators as their sources.
Zones and Phantom Terrains may be removed as though they were buffs that have their creators as their sources. Terrains may not be removed in this way.
Standard Universe Rules
Over time, major plot events have caused universe-wide rule changes to take effect that do not reflect the standard state of the game or a standard, 'default' version of the setting. The following list of changes should be made for things (such as the Ascension games) that use a more default version of things:
* Light is a Tier 1 Base Element.
* Hope is a Tier 1 Nonbase Element.
* Progress is a Tier 2 Nonbase Element.
* Agility is the default Turn-Order-Determining stat.
* Angels are a Tier 1 Base Subtype with the traits 'Hexed Immunity , Diseased Immunity'.
* The rule where spells possess an MP cost equal to 3/4 their natural listed MP cost is not a rule.
Changes specific to BA Members and Arena Matches are not included in this list, as BA Member-specific rulings hold more bearing on this game and less of a setting-changing impact on other things.
Actions
An action is considered to be anything that uses up an individual's action in order to be used. This includes the use of an Active ability, the use of an ability from something's Abilities section that is not a PC, or the use of an ability in the format of a non-PC ability that has been granted to a PC somehow.
When an individual is able to take an action, said individual may, if a non-transformed PC, use any active ability or any other ability or effect that is stated as taking up an action that said individual possesses as an available option. If said individual is an enemy, transformation, pet, or summon, then said individual may use an ability or any effect that is stated as taking up an action that said individual possesses as an available option.
Any individual, unless explicitly noted otherwise, may choose not to take an action when otherwise able to do so. Doing so, as is probably expected, does not count as taking an action. Effects that would occur before or after said action still occur in the case of said action being skipped.
If an individual is killed or defeated during the middle of an action, said action finishes resolving. Preemptive counters, which occur before an action, stop the action from triggering at all if they kill or defeat the initiator of said action.
During the beginning of a battle or a round of battle, only actions specifically usable at those times and direct counters to those actions may be taken. Any other action assigned to an individual at those times is lost.
If an individual is given an action during another action, including as a counter to that action, but not as a preemptive counter to that action, said newly-given action occurs after said other action unless it is specifically noted as occurring at another time (such as inside the action). If the word 'immediately' is used in reference to the action being granted, the granted action is placed before other actions that (occur or have been placed) after said other action, but said word is not an indicator that it happens within said action.
Actions After a Side Wins a Battle In Threads that Contain Multiple Battles
If a condition for the ending of a battle is met, the battle immediately ends unless otherwise noted, with nothing else occurring in it.
Action Offensiveness
If an individual conducts an action that deals Healing of some type, but said healing causes negative effects (such as damage, HP, MP, or stat reduction, or the inflicting of a debuff) for its target, said action is considered to be an offensive action for purposes of the portion of it that targets said target.
An action is capable of being offensive and non-offensive to different individuals at the same time. If an action's offensiveness is being checked, but not in relation to a specific individual, it is an offensive action if it is offensive to any individual.
Additional Actions (AKA Bonus Actions)
No individual may get more than one bonus action within the same round from the same ability or effect coming from the same source unless explicitly specified.
'Additional' Values
Anything that adds 'additional' damage of some type to an action, effect, or attack, only adds said damage if said action, effect, or attack already is capable of naturally dealing some sort of damage unless otherwise noted.
If something adds something 'additional' to an 'action' or 'attack' said additional instance of the thing is added to the first instance of the thing in each action or attack (respectively) that the individual performs, not into each instance of said thing in the action or attack.
Example: A character has a weapon equipped that causes all of said character's actions to deal 50,000 additional damage. The character attacks an enemy with a Ranged Attack action that deals 3 hits against 1. The additional damage would be added to the first hit of the attack and not to the other two.
If a source of added damage does not specify what it is added to (example: "Wielder deals an additional 250,000 Destruction element damage") it is added to every instance of damage with its possessor as a source.
Something 'additional' is only added to instances of things that already include one of the thing that the 'additional' one is being added to unless otherwise noted.
Allies
An individual considers other individuals on the same side of battle as allies unless otherwise noted.
An individual does not consider individuals on other sides of battle as allies unless otherwise noted.
An individual does not consider itself to be an 'ally' unless specifically noted.
Application of Defense Against Damage that is Not Part of a Non-Flat-Damage Attack
Defense is applied whenever an individual takes an amount of damage, unless otherwise noted.
Artifacts and Artifact Aspects
An Artifact's Primary Aspect is the one that shares the Artifact's name.
If a PC Type can equip an Artifact's Primary Aspect, it can equip all of its Aspects.
Up to 200 of each nonunique aspect of an artifact may be brought into a thread (following all other rules for bringing items into threads).
Attacks
An attack is something that is labeled as an attack when generated. Any targeted effect that uses an action and has a damage value as part of it (including MP Damage, Gold Damage, XP Damage, Stat Damage, Healing, and other types of 'Damage') generates an attack to incorporate said damage-value-containing portion and all portions attached to said damage value. Note that whether damage can actually be dealt is irrelevant so long as the damage value is present. While attacks are usually contained within actions, they do not have to be. An action may contain multiple attacks. Anything that states it is an attack that does not fall into this category is still considered an attack. Anything that falls into this category that states it is not an attack is not an attack.
Damage values present on standard Enemy-style attacks are considered to be Static Damage.
Attacks using Static Damage perform damage calculations as though they were Enemy attacks, even if a PC is performing them, but are not inherently considered Flat.
Any Flat or Static Damage value that is part of an ability or Constant Effect, but not an item, is considered to be a Listed Damage Value.
Something being an 'Attack' subtyped ability does not mean that actions that involve it are attacks. Things referring to an 'attack' don't refer to those abilities unless they refer specifically to 'Attack subtype abilities' or something similar wording-wise.
Automatic Level-Based Combat Advantages
Entities have a (Level - (Target Level + 10))% chance of auto-hitting their targets with the first hit of the first attack they make each round.
Damage dealt by entities equal to (Entity Level - (Target Level + 10))% of the total Damage dealt in each instance of damage dealt by those entities automatically bypasses the Defense of their targets.
Damage dealt by entities equal to (Entity Level - (Target Level + 10))% of the total Damage dealt has an (Entity Level - (Target Level + 10))% chance of being unhealable and unregeneratable except from sources of equal or greater Level to said entities.
If an individual is afflicted with a major negative status effect by a lower-Level source, said individual may, as an irremovable effect, reduce its Max HP by (The source's Level * 100,000) and then replace that major status effect's effect text with the text of a minor negative status effect of its applier's choice (with said status effect still counting as a major negative status effect of its original type for removal purposes). If Charm's text is selected, said major status effect has a 25% chance of being automatically cured at the end of each action controlled by said effect (or at the end of each action skipped due to said control).
An individual possesses a per-round chance of recovering from debuffs from lower-Level sources with a percent chance of recovery per stacked instance equal to (Possessor's level - said effect's source's Level at the time of application), with said recovery chance being checked at the start of each round.
Entities may choose to prevent entities 10 or more Levels below them from obtaining Death Attacks.
If a battlespace contains only entities 10 more more Levels lower than an entity, that entity may target entities in that battlespace.
Awareness of Information
Listing of who knows what information when in battle threads:
In event matches and encounter areas (both excluding those where enemy stats are not listed either on the enemy list or the match or area description), and special matches (excluding boss rushes):
Players and enemies are aware of the current HP and MP totals on all individuals, the current stats of all individuals of battle, the full results of all actions, everyone's stat sheets and abilities, what side of battle every individual is on, when each individual of battle is performing an action, what actions are considered counters, what individuals are in battle, what row each individual is in, what individuals in battle are considered dead or defeated, as well as all non-explicitly-hidden effects and pieces of equipment on all individuals in battle. In essence, both sides of battle should be fully aware of what is occuring. Either side may request an explanation of how something is working (including whether an action missed, was resisted, failed due to a percent chance, etc).
In boss rushes, random quests, mini quests, and both encounter areas and event matches where enemy stats are not listed either on the enemy list or the match or area description:
Enemies are aware of the current HP and MP totals on all individuals, the current stats of all individuals of battle, the full results of all actions, everyone's stat sheets and abilities, what side of battle every individual is on, when each individual of battle is performing an action, what actions are considered counters, what individuals are in battle, what row each individual is in, what individuals in battle are considered dead or defeated, as well as all non-explicitly-hidden effects and pieces of equipment on all individuals in battle. In essence, the enemies should be fully aware of what is occuring. The moderator running the battle may request an explanation of how something is working (including whether an action missed, was resisted, failed due to a percent chance, etc, though the moderator should probably know all of this already).
Players are aware (barring circumstances that specifically state otherwise) of the full text of all buffs and debuffs on them (but not on enemies, excepting the full text of player-side-generated debuffs on enemies, which they are aware of), their current HP and MP totals, the full text of all pieces of their equipment and abilities, their current stats, the numerical damage dealt by any effect (whether this be stat damage, Gold damage, HP damage, or MP damage), what status effects are currently effecting each individual in battle, what side of battle every individual is on, when each individual of battle is performing an action, what actions are considered counters, what individuals are in battle, what row each individual is in, and what individuals in battle are considered dead or defeated. Players are aware of all of these things regarding their pets, summons, and other side-members also. If a player action fails to produce an expected result, the reason for this failure need not be disclosed save if the action was stopped due to a preemptive counter, in which case such must be mentioned, or the action missed, in which case such is stated (though the reason why the action missed, if something other than standard miss chances is involved, need not be mentioned). If a player suspects that something should have worked, but is told that it failed to, said player may make a request for Gadigan to examine the thread and action in question to ascertain if everything is running as it should be or not.
In RP threads, moderator / admin judgment is to be used regarding what knowledge is known to what parties.
All individuals are also aware in all non-RP threads of what Zones are present, what Terrains and Phantom Terrains are present, and what effects are attached to all such Zones, Terrains, and Phantom Terrains.
All individuals are aware of who or what is being targeted by each action.
Battlespaces
Each battle possesses one battlespace, the main battlespace for that battle, upon its creation. The main battlespace of a battle may not be destroyed unless specifically noted.
Individuals may not target things in other battlespaces unless otherwise noted. Individuals may not move between or be moved between battlespaces unless noted.
Effects only effect entities that are either in the same battlespace as their source or that are currently targeting their source as part of an action, attack, or other method of targeting. Effects that can explicitly cause a side to win or lose a battle through non-standard victory conditions are considered to globally apply to all battles in all aspects unless otherwise noted.
Battlespaces are not buffs. Battlespaces may not be carried between battles and do not persist between battles.
Beginning-Of-Battle Effects
All things that occur at the beginning of battle occur in an order chosen by the side of battle which triggers them, assuming they are non-hostile things. Hostile things are placed, as is determined by an amalgamation of all opposing sides of battle, either all at the beginning or all at the end, in an order chosen by said opposing amalgamation. The beginning-of-battle-things on the side which possesses the member with the highest turn-order-determining stat prior to beginning of battle effects taking effect has its effects trigger in the chosen order first, with other sides then having their effects trigger in a descending order based on the turn-order-determining stat of their highest-turn-order-determining-stat-possessor. Effects listed as occurring at the beginning of a thread occur in a similar manner, occurring as at-the-beginning-of-battle effects if a thread is an arena match, special match, or event match.
Bosses
Entities on the Boss List may be selected as opponents in the set-up of regular Arena Matches as though they were on the Enemy List. They do not count as being on the Enemy List during said matches. They may not be selected in this manner for Special Matches unless the match specifically permits such.
Bound Items
If an item is considered Bound to an individual, that individual may not trade it, and it may not be stolen from that individual.
Broken Items and Item Destruction
Any item that is 'broken' or 'breaks' is destroyed at said time unless otherwise noted. Anything that could 'restore' or 'repair' a 'broken' item can un-destroy an item destroyed through methods that do not include either the item's own effects, the item's wielder using it to pay for a cost of something, the item running out of charges, or the methods which state that they do not count as breaking it.
Any method of an item being destroyed persists between threads unless otherwise noted, with said destruction not being able to be undone in threads that it did not occur in unless explicitly noted. Methods of 'breaking' an item that do not involve destroying it do not persist between threads unless it is noted that they do.
Buffs and Debuffs
Multiple stackings of the same buff do not take up additional buff slots and may be carried in a single buff slot.
Stats, HP, MP, or defense raised through buffs can exceed equipment stat caps (they have no limit on how high they can raise your stats, only on how many can be active at once).
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
All buffs and debuffs that do not have stated caps stack a max of 200 times
If a buff is applied to an individual who already has the maximum stackings of said buff, the recipient of said buff chooses which source of its applications is considered to be the source, with the source being the highest Level source of it if said source cannot make a decision.
If a debuff is applied to an individual who already has the maximum stackings of said debuff the highest-Level non-allied source of it chooses which source of any of its applications is considered to be its source, with the source being the highest Level source of it if said source cannot make said decision or if no such source exists.
Debuffs are carried between battles. They do not take up buff slots.
Any entirely positive effect applied by some source or any partially positive effect applied either by an allied source or by a source to itself is considered a buff unless otherwise noted. Bonuses from items, spells, or abilities which are applied at a specific point in time, such as one applied at the beginning of a thread, count as buffs. Such an effect may be carried in a buff slot.
An individual applying an entirely positive effect to a non-allied source may choose to have said effect count as a debuff instead of a buff.
Item or ability effects which are chosen or engaged at the beginning of a thread but affect the text and / or capabilities of the item or ability itself are not considered buffs. They are considered to be actual changes to item or ability text.
Any entirely negative effect applied by some source or any partially negative effect applied by an opposing source is considered a debuff unless otherwise noted. Such an effect may not be carried in a buff slot, but it persists on its possessor until either it is removed, its duration ends, or the thread ends.
A zone effect is not considered to be a buff. Any effect which may remove buffs may target either a zone's source or the zone itself to remove the zone as though it were a buff. Up to 200 zones created by each side of battle, as well as up to 200 non-side-sourced zones, may be present at once, and each may have up to 200 effects attached to it. A single zone, with any effects attached to it, may be carried in a single buff slot. Only one such zone may be carried by an individual at a time.
A phantom terrain effect is not considered to be a buff. Any effect which may remove buffs may target either a phantom terrain's source or the phantom terrain itself to remove the phantom terrain as though it were a buff. Up to 200 phantom terrains created by each side of battle, as well as up to 200 non-side-sourced phantom terrains, may be present at once, and each may have up to 200 effects attached to it. A single phantom terrain, with any effects attached to it, may be carried in a single buff slot. Only one such phantom terrain may be carried by an individual at a time.
Terrain is not considered to be a buff or phantom terrain. Phantom terrain is, however, considered to be terrain save by effects which specifically exclude it.
Any effect which is being continually applied by a source is considered to be a continually applied effect. Continually applied effects are considered effects but are not considered to be buffs. An example of a continually applied effect would be an armor providing either +25 Defense or +25 Defense to all allies. Continually applied effects may not be carried in buff slots and stop being applied as soon as their source stops continually applying them.
Ownership of a summon is not considered a buff. Summons may be carried in summon slots, but not in buff slots.
A circle effect is considered to be a buff on its source or target, should it be specifically allowed to target an individual other than its source. An individual may only possess one circle effect at a time unless otherwise noted. Circle effects may be carried in buff slots. Any effect which is applied to a summon by a circle effect that is not also able to be applied to non-summons is considered to be applied at the moment of summoning instead of being continually applied unless otherwise noted. Such effects do not disappear from the summons that possess them if the circle that is their source is no longer present.
Things that prevent buffs, debuffs, or effects from being 'removed' do not prevent their expiration based on conditions inherent to the buff, debuff, or effect unless specified. Things that prevent buffs, debuffs, or effects from being 'removed' do prevent other sources of 'expiration', for example a Constant Effect that says 'All buffs on possessor expire after two rounds'.
Buffs do not transition between battles unless carried in buff slots. Each entity possesses 10 buff slots unless otherwise noted.
Carried Items
All items that are equipped are considered to be carried by the individual that has them equipped.
An individual may carry any number of unequipped items that possess no Type beyond Item (for example, most Antiquities or Materials, but not Weapons or Spells) unless otherwise noted. Note that this explicitly does not allow individuals to bring more unequipped items into a thread than they otherwise would be able to. Note that this does not apply to RP threads, in which the discretion of Gadigan or the moderator running the thread is to be used regarding what can and what cannot be carried.
Charge-Up
When an individual uses an ability or effect that requires multiple actions to use or some sort of charge-up, then said individual may choose to pay all costs associated with said ability or effect either when said ability or effect is first initiated, or when said ability or effect first generates a result other than consuming actions through charge-up time.
If something requires a number of actions to 'charge', said actions need not be consecutive unless it is stated that they must be consecutive actions.
Circle Effects
Individuals may have one effect which is considered a Circle at a time unless otherwise specified.
Class Types
An 'Armor-based Class' is any class from the section of the ability shop that is titled 'Armor Based Classes'.
An 'Element-based Class' is any class from the section of the ability shop that is titled 'Element Based Classes'.
An 'Entity-based Class', 'Pet-based Class', 'Summon-based Class', or 'Entity-subtype-based Class' is any class from the section of the ability shop that is titled 'Pet, Summon, and Monster Subtype-Based Classes'.
A 'Spell-based Class' is any class from the section of the ability shop that is titled 'Spell Based Classes'.
A 'Transformation-based Class' is any class from the section of the ability shop that is titled 'Transformation Based Classes'.
A 'Weapon-based Class' is any class from the section of the ability shop that is titled 'Weapon Based Classes'.
Combo Moves
When a Combo Move is activated, it uses the current action of its caster and the next action of all of its other participants.
Any thread which contains multiple arena battles or encounter area battles is to be closed and a new thread started at the end of battle upon a change in team composition (in the case of either, discounting changes that occur in the middle of a string of battles in an encounter area without a stop in Nexus between them), a change in character stats (in either, discounting changes that occur in the middle of a string of battles in an encounter area without a stop in Nexus between them), or a change in what opponents are being fought (in the case of regular arena matches, treasure hunts, and the like). This ruling does not apply to random quests (which should get a new thread for each quest run anyway), endurance matches (ditto), event matches (ditto, if for some reason you are repeating them) and boss rushes (ditto again).
Conditionally Applied and Conditionally Effective Bonuses
Bonuses to turn-order-determining stat sums for turn-order-determining purposes are to be considered conditionally effective.
Conditionally-effective bonuses are not presently capped and do not apply to related caps. This means, for example, that the bonuses +X Defense against Fire, + X AGI for turn-order purposes only, and +35 additional Melee Attack against Undead are all non-capped. Bonuses which are conditionally-applied as opposed to conditionally-effective, however, apply to normal caps. For example +X Melee Attack if a Sword is equipped, +X STR if possessor is a Dragon, and +X to wielder's turn-order-determining stat are all capped as part of the stats or values they add to.
Conducting an Attack and the Damage Formula
Missing/Dodging is calculated separately for each hit of something.
Criticals are calculated separately for each hit of something.
Damage is calculated separately for each hit of something.
Damaged caused by an attack conducted by a PC that is not in a Transformation and is not using the stat block of an Enemy, Pet, or Summon is handled in the following steps:
1. All relevant (stats / Prime Attributes) are summed as a value called the Sum of Relevant Attributes.
2. This Sum of Relevant Attributes is multiplied by a value, called the Randomized Attribute Multiplier, randomly chosen from numbers between .5 and 5, inclusive, using all whole numbers and numbers equal to (.5 + 0 or any whole positive number) within said range, resulting in a value called the Randomized Attribute Sum.
3. All relevant Attack Bonuses are summed as a value called the Sum of Relevant Attack Bonuses.
4. The Sum of Relevant Attack Bonuses is doubled, making the Sum of Doubled Attack Bonuses.
5. The Randomized Attribute Sum is added to the Sum of Doubled Attack Bonuses, making a value called the Damage Dealt.
6. Any modifications to Damage Dealt are handled at this step, triggering in an order determined by standard triggering rules. The value of Damage Dealt at the end of this is renamed the Pre-Critical Damage Sum.
7. It is determined whether or not the attack is a Critical; if it is, the Pre-Critical Damage Sum is multiplied by the Critical Multiplier of the individual making the attack (which defaults to 3), making a value called the Post-Critical Damage Sum. If the attack is not a Critical, the Post-Critical Damage Sum is equal to the Pre-Critical Damage Sum.
7. Weaknesses and Resistances are applied to the Post-Critical Damage Sum, creating the Pre-Defense Damage Sum.
8. Defense is subtracted from the Pre-Defense Damage Sum, creating the Final Damage Sum.
9. The Final Damage Sum is subtracted from the value being damaged.
Damaged caused by an attack conducted by an Enemy, Pet, Summon, or Transformation is handled in the following steps:
1. All relevant (stats / Prime Attributes) are summed as a value called the Sum of Relevant Attributes.
2. This Sum of Relevant Attributes is multiplied by a value randomly chosen from numbers between .5 and 5, inclusive, using all whole numbers and numbers equal to (.5 + 0 or any whole positive number) within said range, resulting in a value called the Randomized Attribute Sum.
3. The Randomized Attribute Sum is added to the listed Damage value of the ability used for the attack, making a value called the Damage Dealt.
4. Any modifications to Damage Dealt are handled at this step, triggering in an order determined by standard triggering rules. The value of Damage Dealt at the end of this is renamed the Pre-Critical Damage Sum.
5. It is determined whether or not the attack is a Critical; if it is, the Pre-Critical Damage Sum is multiplied by the Critical Multiplier of the individual making the attack (which defaults to 3), making a value called the Post-Critical Damage Sum. If the attack is not a Critical, the Post-Critical Damage Sum is equal to the Pre-Critical Damage Sum.
6. Weaknesses and Resistances are applied to the Post-Critical Damage Sum, creating the Pre-Defense Damage Sum.
7. Defense is subtracted from the Pre-Defense Damage Sum, creating the Final Damage Sum.
8. The Final Damage Sum is subtracted from the value being damaged.
Damage formula results cannot be negative unless explicitly specified.
Continually Applied Effects
Continually applied effects that an individual applies to itself or that items equipped by an individual, excluding pets, provide to said individual, are capped.
Continually applied effects that are not applied by an individual to itself and that are not applied by non-pet items equipped by an individual to said individual are not capped.
Control of Entities
Any entity equipping a pet is considered to be said pet's controller unless otherwise noted. Said entities cease being said pet's controller if they stop having it equipped or it stops being a pet.
If no entity has a pet equipped, any individual carrying said pet is considered to be said pet's controller unless otherwise noted. Said entities cease being said pet's controller if they stop carrying it or it stops being a pet.
If an entity summons a summon, said entity is considered to be said summon's controller. Said entities cease being said summon's controller if it stops being a summon.
Multiple entities may be considered an entity's controller.
Being considered an entity's controller does not allow you to control its actions.
Controlling the actions of an en entity does not make you said entity's controller.
Counters
The source of the action being countered is the only valid target of a counter unless otherwise noted.
Each counter may only be used once per set of actions and counters unless otherwise noted. For example, Player A could attack monster B, monster B could counterattack, then player A could counterattack, then monster B could not counterattack unless it had a second counter move or one that stated it could be used multiple times per string of attacks. If, however, Player A were to get another, separate, attack action against monster B before the monster's turn, the monster could counterattack again, as this is part of a separate string of actions and counters.
An individual may counter against a reflected action, but the original source of the action, not the reflector, is the source that is able to be countered against.
An individual may perform a counter against any action that targets said individual after said action unless other timing or sourcing restrictions are noted in said counter. An individual may perform a preemptive counter against any action that targets said individual before said action unless other timing or sourcing restrictions are noted in said counter.
Unless otherwise noted, target assignment and randomized target assignment occur before other parts of an action (excluding times at which they are based on other parts of the action, which come first in such cases). Declaration of preemptive counters occurs after said point.
If an action suddenly begins targeting an individual while the action is in the middle of resolving, preemptive counters may not be used to counter said action unless explicitly noted.
An individual may counter an action that targets it from another battlespace. If an attack that is part of an action that involves multiple different attacks is countered, the individual countering may target the individual performing the attack that they are countering despite the difference in battlespace. If, however, an entire action is being countered or an attack that is not part of an action that involves multiple different attacks is countered, then the targeting options of the attack being countered do not inherently expand to include the individual being countered.
Cost Payment
Costs paid (whether in the form of HP, MP, Gold, or other values) do not count as Damage unless such is specified. Healing and Regeneration are both able to restore paid points (which are tracked similarly to Damage, but are not Damage), as though said paid points were Damage.
Criticals
To determine if an attack is a critical, take the attacker's Critical, subtract the target's Resilience from that number, and generate a random number between 1 and 100. If said generated number is below the calculated value, then the attack is a Critical, otherwise it is not.
Damage and Damage Tracking
Damage present on individuals is tracked, not current HP / MP remaining (though current HP / MP remaining can be checked and used as values for calculations). Non-damage HP / MP missing from individuals is also tracked, though it is not considered damage and not tracked as part of damage.
Death Attacks
When killed on the first round of a battle, with effects that change the number that a round counts as or that change the number that an individual considers the current round to be not counting for this purposes, enemies (from the Enemy List, Boss List, or Zoo Record) that are not on the same side as a PC or Pet belonging to a PC, get to make an action as they die. This bonus action is called a "Death Attack". The name "Death Attack" does not make it an attack if it otherwise would not be. Things that would trigger or occur before or after actions do not trigger for death effects. A Death Attack, if the first action an individual would take during a round, does not count as the first action that individual takes. A "Death Attack" is not counted in the total number of actions that an individual has conducted during a round, but it is counted towards the number of actions that an individual has taken during a thread. The summons of a summon's summons and further generations of summons do not get "Death Attacks". Enemy "Death Attacks" occur immediately at the end of the action that caused the enemy to make the "Death Attack"; these "Death Attacks" may happen in any order, and they occur one at a time. If there is a disagreement as to what order "Death Attacks" will occur in between the individuals conducting said "Death Attacks", then the order between said disputed "Death Attacks" is determined randomly. A "Death Attack" may not be countered, and other actions may not occur during the middle of a "Death Attack". If a "Death Attack" that is part of a group of multiple "Death Attacks" triggers "Death Attacks", then the triggered "Death Attacks" happen before other "Death Attacks" in the original group of "Death Attacks". An individual may be resurrected or otherwise made not-'Dead' by another individual's "Death Attack" that is part of a group of "Death Attacks," with said individual losing its "Death Attack" in said group if it has not yet occurred. An individual may resurrect itself or make itself not-'Dead' with its own "Death Attack", with said "Death Attack" still retaining all properties of a "Death Attack" in said instance, and said individual counting as 'Dead' until it no longer would count as 'Dead' thanks to the performed action. A battle may not end through the victory condition of "All members of all opposing sides are either dead or no longer in battle in a manner other than temporary removal with permitted return" should any of said 'Dead' individuals have a "Death Attack" waiting to execute unless a round ends, with said "Death Attack" having not yet executed. A "Death Attack" may not be delayed.
If an individual resurrects itself with its death attack, it is present and capable of responding to its own death with effects that trigger upon the death of things, excluding effects that are actions that do not specify that they can occur as part of or in response to death attacks.
If an entity would perform a Death Attack, its MP value is set to the MP value it possessed at the start of the round it obtained the Death Attack if said value would then be greater than its MP otherwise would be at the time of the Death Attack; this explicitly cannot undo the setting of MP to 0 by Death Attacks and cannot undo death that was caused by low MP.
For clarification, enemies *do* get Death Attacks in-
Regular Matches
Treasure Hunts
Pet Battles
Support Matches
Risky Matches
Battle Royales (if *one to five* monsters are chosen to give drops and treasures)
Wild Matches
Harvest Match
And do not in-
Pretty much all RP threads, though individual conditions do apply with the mod that is running the RP thread or Gadigan making the call
Endurance Matches
Boss Rushes
Area Matches
Event Matches
Battle Royales (if *no* monsters are chosen to give drops and treasures)
Encounter Areas
Alt Boss Rush
Pet Endurance Match
PvP secret Match
Ascetic Match
Any non-mentioned, non-RP thread
Death, Dead Individuals, and Resurrection
An individual is considered "Dead" if it is both below Level 1,000 and at least one of the following conditions is met:
* Said individual's HP is 0 or less
* Any of said individual's stats is 0 or less
* An effect has applied the condition "Dead" to said individual
If an individual is resurrected, then the condition "Dead" is removed from said individual. When said resurrection occurs, HP, MP, and stat damage that would immediately reduce said individual to a dead state once again is cured to the minimum point at which it would not do so.
Dead individuals may not take actions or have actions taken that involve them unless said actions are capable of resurrection or otherwise explicitly effect dead individuals.
If an individual becomes Dead, all buffs and debuffs on said individual from sources below Level 100 are immediately removed, and all minor and moderate status effects, as well as the major status effects Instant Death and Doomed, are cured.
The word 'killed' by itself does not imply death via any specific means.
Effects which turn a dead individual into something else do not count as resurrection effects and do count as either buffs or debuffs.
Only items that state they do things when the wielder is dead work for targets other than their wielder while their wielder is dead. Items equipped on a dead individual still work for said individual but their effects do not extend to other individuals.
Effects that trigger upon death do not trigger upon other occurrences that defeat an individual or otherwise remove said individual from a thread unless said occurrences state that they count as death. The unsummoning of player summons and removal of player pets from battle are exceptions to this rule and occur upon any manner of said individual's defeat.
Player summons do not count as being killed if they disappear due to their controller being removed from a thread or their controller dying. All summons do not count as being killed if they disappear due to an effect that specifically unsummons individuals.
Dead individuals remain on the side of battle that they were previously on and continue to count as being on said side while present.
Dead individuals may be considered allies.
A PC's pets become 'Semipresent' if each controller it possesses dies or is dead unless otherwise noted. If said pets become equipped by an individual who is not dead, they cease being 'Semipresent'.
A PC's summons immediately vanish if their controller dies unless otherwise noted.
An individual who is not dead may not be resurrected, and any effect that is attached to the resurrection of such an individual does not occur unless otherwise noted. Parts of actions that would resurrect said individuals that are not directly tied to said resurrection still occur.
Declaration of Decisions
A player may declare decisions for said player's PCs at times when they are able to make actions or choose between choices, as well as any summons said PCs summon or pets or items said PCs are carrying or have equipped unless otherwise noted.
The mod running a thread may declare decisions for anything else whenever such an action or choice is able to be made unless otherwise noted.
If multiple individuals are able to make a decision and consensus is not required, which individual does so is determined randomly.
Declaration of Future Production Actions
A player may not declare future production actions for more than two weeks into the future. Players may declare up to two weeks of production actions in advance. At any time, production actions may be re-delcared with a post in the shop. Exceptions may be made upon request for people who know they're going on vacation or the like.
Example: Player X can make 50 Turkey per day at no cost. Player A may declare that for each day in the next two weeks, all 50 Turkey are made. Following these two weeks, Turkey production stops until another post is made. Player A may, however, re-declare the production 8 days into it, meaning that production continues for two weeks from that point onward.
Default Values
If a stat or value is needed as part of a formula for an action and is not present, and no other ruling would cause a different value to be substituted or used, the default value for said stat or value should be used.
Default Value List:
Name- ""
Element- Null
Subtype for a PC / Monster / Transformation / Pet / Other Entity- Monster
Subtype for an Item of any type that is not a pet, transformation, or other type of entity- Antiquity
HP- 0
MP- 0
STR- 0
CON- 0
AGI- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 100%
Dodge- 0%
Defense- 0
XP- 0
Gold- 0
Gold Value- X
Resistance- 0%
Defense against <Insert Here>- 0
Prime Attribute- None
Move- 1
Range- 1
Diplomacy- 0
Level- 1
Defeat, The End of Battle, and Victory Conditions
A battle ends when a victory condition has been reached by either side.
Default victory conditions which apply unless otherwise stated include:
* All members of all opposing sides are either dead or no longer in battle in a manner other than temporary removal with permitted return
* All opposing sides are defeated
* There are no opposing sides in any battlespace
Individuals are no longer considered to be in a battle when that battle ends unless specifically noted.
It is no longer considered a PC victory condition if a stalemate in which PCs and monsters both are unable to beat each other is reached. If such as situation is reached and confirmed by at least one mod not modding the thread or myself (please check with other mods first), then said thread ends with the PCs returning to Nexus with all loot accumulated up until said point.
A stalemate is not considered a victory for either side. A stalemate is not considered winning by any manner of effect.
An individual is considered defeated if:
* Said individual is considered dead
* Said individual is removed from battle by a non-temporary effect
* Said individual is turned into an item or something else that does not count as an individual entity
A side of battle is considered defeated if:
* All of its members are considered defeated
* It has no members
Defeated individuals may not take actions.
Something being 'defeated' does not necessarily mean that it is dead or has been killed.
Definition of 'A Summon'
Anything that is summoned is considered to be a summon.
Definition of Enemy
An 'enemy' is any entity that is either present on the Enemy List or Boss List or that is present on an Enemy Side but not a pet, transformation, summon, or PC and that is not allied with any PC side.
A PC may not be considered an 'enemy' unless otherwise specified.
An 'enemy side' is a side that, at its original point of creation, contains no PCs, pets, or PC-side-allied transformations or summons.
Definition of an Entity
Any PC, pet, summon, individual from the Enemy List, or individual from the Boss List (as well as individuals that would be placed on said lists but are not yet on them), counts as an 'entity'
Definition of a Hit
Each instantiation of targeting made by an action or attack is considered to be a 'hit' unless otherwise specified. It something applies multiple 'hits' against a target its effect, excluding the assignment of hits, is repeated a number of times equal to the number of said hits, with each such hit being a separate instance of application of effects, with each hit ending before the next hit begins unless otherwise specified. If something applies 'hits' against multiple targets, it applies its effects to each target that receives a hit, with each such hit being a separate instance of application of effects, with each hit ending before the next hit begins unless otherwise specified
Definition of Natural
The word 'natural' refers to things that are on something's base text (which should be findable in the Enemy List, Shop, Ability Shop, or some other appropriate thread normally); things that have been added on (via Granted Effect, Enhancements or the like), buffs, debuffs, and text-editing effects do not count as 'natural' unless specifically noted.
Definition of Stats
When something says 'stats', it means STR, AGI, CON, MIN, and SPI.
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
Deities (Including PC Deities)
An individual possessing a deity effect is considered to be a deity.
A PC who becomes a deity may set up a deity block in the style of the ones for NPC Patron Deities. PC deity blocks should get their own post in the Patron Deity thread.
A PC deity's Max Benefit Level is, by default, equal to that PC deity's Level minus one.
A PC with passive abilities whose name includes 'Bestow Worshiper Benefit' may set up conditionals for the acquisition of those benefits. These benefits may be claimed in RP threads, or, if the conditionals are purely mechanical, may be claimed in Ability Shop posts. Conditionals may include the possession of a given Level, subtype, element, ability, and/or item. They may also include task-like requirements, which the PC attempting to obtain the benefit and/or the PC granting the benefit are responsible for tracking. They may also include requiring a nebulous 'quest', in which case the benefit is only granted via RP threads. A PC deity may change these benefits at any time or choose to specifically grant a PC who has not met a requirement one of the PC deity's worshipper benefits or to specifically bar a given PC worshiper from obtaining a benefit that worshiper would otherwise qualify for.
A PC setting up such a deity block may decide its own tenets. Barring unusual circumstances, the PC decides when a tenet has been violated and whether corrective action for that violation involves the removal of one or more granted worshipper benefits. If a PC does so, this may happen immediately in RP threads, acting across threads even if the PC deity is not directly present there, unless it is judged by Gadigan or a mod running a mod-run-world thread that the location the PC is in (or some other circumstance) would interfere with said remote monitoring and removal. If a PC loses worshiper benefits in this manner, their loss occurs between instances of a battle thread - current battles, random quests, special matches, event matches, and the like conclude without modification, but cannot be repeated with the lost benefit.
A PC deity may choose its own favored classes, elements, and subtypes. These have no mechanical effect on their own and exist at the PC deity's discretion, but must be actual known classes, elements, and subtypes.
A PC deity does not by default obtain an afterlife and should omit that section of the block unless specifically and actively instructed to do otherwise.
PC Deities, devout worshippers of PC Deities, and related rulings are to be treated as per the standard rules for Deities and Worshipper Benefits except where otherwise noted.
PCs may, in non-slotted Guild Threads threads, request to have their PCs become devout worshippers of said deific PC. Said PC may accept or deny said request.
If a PC who is in a deity is in a thread, said PC may, before or after any action, choose to revoke worshipper benefits from any devout worshipper of itself.
A PC may be its own devout worshipper and may give itself worshiper benefits. In RP, this is considered to be the PC drawing upon its own divine powers and does not require actual self-worship.
A PC that is a deity may not be denied worshipper benefits that it provides unless specifically noted. A PC does not cease being a devout worshipper of itself if it ceases to meet worshipper requirements unless specifically noted.
For purposes of effects relating to 'Deific PC Preset Level' in regards to a PC who is a Deity, said Level is set to the Level of the PC Deity in question at the start of the thread, occurring before other start-of-thread effects unless otherwise noted. Said value does not change if the Level of the respective PC changes in-thread or out-of-thread unless noted. Said Level is taken at the start of each thread said PC's devout worshippers are present in even if said PC is not present in said threads. Said value being taken does not constitute taking one of said PC's slots.
A PC who is a deity does not have to be a devout worshipper of itself.
PCs may not at present start pantheons.
Delayed Actions
Whenever an individual would take an action that they would be able to choose not to take, said individual may choose to delay the timing of said action, acting at a point later than they would normally be able to. When an individual chooses to do this, they select a point in the order of actions that have been assigned as happening on various turn-order-counts that have not yet happened, and shifts the timing of the action being delayed to any point in said order that is before or after, but not at the same time as, another action. Counters, actions that are not assigned somewhere in turn-order, and actions that are specifically assigned to occur 'immediately after' other actions may not be delayed in this manner. Individuals may not delay actions in this manner to or past any point where an individual on a different side of battle or an individual who is considered their opponent would obtain an action.
Drain
If an individual is inflicting Drain, said individual cannot drain away more points of something than what the thing that is having Drain inflicted upon it has, barring special exceptions.
Damage noted as 'drain' is affected by normal defense, and that the user of the draining attack gains whatever is drained as a buff. It can critical, and it is affected by weaknesses, resistances, and immunities.
If something inflicts both Drain and Healing, then it inflicts either Drain or Healing at the choice of its user.
If an individual would deal points of Drain that are absorbed by the target, the individual who would have dealt the Drain does not lose the points that the individual absorbing the points is healed for.
Drain reduces targets' values before raising its sources' values.
An individual that deals itself Drain that it absorbs first absorbs the full value of the Drain and then obtains the drained value of the drain (subject to the normal limitations on how much of something can be drained).
Drops
Summoned individuals do not give XP, Gold, or Treasure. Any XP, Gold, or Treasure that is stolen or otherwise acquired from them vanishes at the end of the thread. Permanent Consumables acquired from such individuals may not be used and have no effect. This particular set of rulings is more apt to change in RP threads than others.
Individuals that enter a battle through as summons or through an effect that adds them either to an existing side of battle or a new side of battle do not provide or possess drops unless otherwise specified.
An individual does not get Gold, Treasure, or XP drops for dead allies.
Phantom Challenges give only their listed rewards; entities in them do not drop rewards.
The enemies in Random Quests do not drop treasure unless specifically noted as doing so. Item drops in Random Quests are intended to come from the rooms' item-drop tables.
Entities on the boss list may never be fought for drops except in situations that explicitly allow bosses being fought for drops and always count as not being fightable for drops unless otherwise explicitly stated (with explicit statements that they may be fought without direct mention of drops not counting for this purpose).
Duration of Effects
The duration of an effect that lasts 'X' rounds decrements at the end of each round, ending when it decrements to 0.
The duration of an effect that lasts 'X' actions decrements at the end of each action, ending when it decrements to 0.
Effect Precedence
This is a listing of what effects take precedence over other effects. Its order may not be preempted by anything in-game and may only be overridden by Gadigan's direct intervention. Gadigan's direct intervention and direct rulings override effect precedence.
1.) Any effect designated as an 'Absolute Holy Blessing' overrides all other effects; such effects cannot override each other. If any two such effects come into conflict with one another, everything stops until Gadigan personally intervenes and figures out a solution.
2.) Any effect that provides immunity to everything below Level X or any effect that provides immunity to everything Level X and below trumps all effects on or from sources that are within said level ranges. Note that this does not include effects that provide immunity to 'between Level X and Y, where X is greater than 0' and effects that provide immunity to 'level X and up'. Note that said immunity allows the immune individual to ignore any effect that is sourced from such an individual, including ones that produce global effects; if an immune individual chooses to ignore a global effect that would not work if one or more individuals ignored it, the global effect has no effect. An example of this would be if a Level 5 individual has an effect that makes all individuals act in reverse-turn-order and a Level 10 individual in said same battle is immune to individuals below Level 6; said Level 10 individual could choose to be immune to the reverse-turn-order acting and, as a result, everyone would act in normal turn order. This opting to be immune to an effect is not an effect and cannot be opted to be immune to. An individual who is immune to a source that is below Level X in this manner (being immune to sources below Level X) may choose to ignore any defense, immunities, resistances, reflections, and triggering of effects that are part of any source below Level X. If two individuals are both immune to each other in this manner, then the higher level individual is considered immune to the lower level individual and the lower level individual is not considered immune to the higher level individual. If two such individuals are the same level, then both are immune to each other and may ignore each other's effects. Effects that modify level for purposes of checking immunity to under Level X may not be ignored by immunity to under Level X.
3.) Any effect which explicitly trumps another effect, excluding those higher than this entry in order of precedence does so; this includes rules in the rules thread that are not in this section on Effect Precedence. For example: An effect saying that an individual cannot be damaged by Animals takes precedence over damage from an Animal. An effect on said Animal that says it ignores effects that say an individual cannot be damaged by Animals takes precedence over the first effect, and the Animal can damage the individual. An effect on the individual saying that its effect that makes it so it cannot be damaged by Animals ignores effects that say they ignore effects that say that an individual cannot be damaged by Animals takes precedence over that, again making it so that the Animal cannot damage the individual. This continues for as many instances of something taking precedence over something else as is necessary.
4.) If an effect is a Hierarchical Effect, it has precedence over anything lower than this entry in order of precedence.
5.) If an effect occurs after another effect, the effect that occurs later takes precedence over the one that occurred earlier.
6.) If an individual is simultaneously affected by two mutually contradictory effects whose precedence is not otherwise determined by effect precedence, the effect present on the higher Level source takes precedence over the effect on the lower-Level source.
7.) If an individual is simultaneously affected by two mutually contradictory effects whose precedence is not otherwise determined by effect precedence, precedence between said effects is determined randomly, but remains determined in a consistent manner between said effects for the remainder of the thread. If both of said effects would affect this random determination in some manner, neither of them is applied for purposes of said determination.
Other associated rulings:
Nothing can change an effect's type to a Hierarchical Effect if it is not already one unless explicitly noted.
Nothing save a direct post from Gadigan can change an effect's type to an Absolute Holy Blessing if it is not already one. Nothing save a direct post from Gadigan can stop something from being an Absolute Holy Blessing if it already is one, remove an Absolute Holy Blessing from its possessor, or alter the text of an Absolute Holy Blessing.
Effect Sourcing
An effect, when created, records the value of its source's Level. Each effect uses said value instead of checking its source's present values except while otherwise noted.
Any numerical value calculated for an effect based on said effect's source is calculated at the time of said effect's creation unless otherwise noted. Each such value is recorded by said effect, with said effect using said values instead of checking its source's present values except while otherwise noted.
Any other value of an effect that references its source references its source at present unless otherwise noted.
If an effect's source no longer exists and cannot be checked for a value when such a value is being checked, the default value for said thing that is being checked is checked.
Effect Timing On Things Not In Battle
Buffs, debuffs, and effects with time or action-number limits do not count time or actions taken when they are not directly in battle due to being on either a transformation that is not currently in use or a non-transformed form of a currently transformed individual. Buffs, debuffs, and effects that end at the end of a battle still do so for forms that an individual is not in at the end of said battle. Buffs, debuffs, and effects that respond to conditions that specifically respond to conditions that include either the death of an individual, the destruction of an item, an individual or item leaving battle, or an individual or item leaving a thread still respond to said effects for forms that an individual is not in at the time said trigger occurs. Buffs, debuffs, and effects that respond to other triggers do not respond for forms that an individual is not in at the time said trigger occurs unless specifically noted. Unequipped pets respond to these conditions in the same manner as transformations that are not currently in use.
Effecting Things Outside of a Thread From Inside a Thread
No ability, effect, or individual in a non-RP thread may access or reference tangible, non-rule items, effects, or events that are not in some manner intrinsically tied to said thread which are outside of said thread in a game-mechanics-relating manner unless explicitly specified. In other words (as an example): If Bob the Wizard has a spell that can copy anything an individual has summoned, he can copy anything said individual has summoned in that thread, or if Greg the Gunner has a cannon that lets him shoot things that left battle, he can shoot things that have left battle that are still in the thread Greg is in up until the point he leaves said thread, at which point he can no longer shoot said things. This ruling does not mean rules in other threads should not be referenced. This ruling does not mean that directions appropriate to a thread that are present somewhere in Key Threads, Nexus, or the mod subforum should be ignored. This does not mean my other rulings in various threads should be ignored.
Individuals may not take actions involving individuals in other battles or threads unless explicitly noted.
Effects Attached to Zones
Effects attached to Zones are not considered to be buffs or debuffs unless otherwise noted.
Effects attached to Zones may be carried between battles in buff slots and vanish otherwise (unless they are treated as buffs or debuffs, in which case they respond as said buffs or debuffs would.)
If an effect is attached to a Zone that counts as a buff or a debuff, it is considered, for purposes of travel between battles but not for other purposes unless explicitly specified, to be a buff or debuff on the individual who is considered to be the owner of the zone.
Elements
When something says an 'X-element' something, it does not have to be solely that element to count as said thing unless the word 'solely' is included.
Example: 'Any attack that includes Ice as an element is an Ice-element attack. It has to say "solely Ice element" to mean just ice'
Empowered Constellations
Individuals may not have more than one Empowered Constellation set at a time unless otherwise noted.
Entering Battle
Individuals entering battle enter battle at the beginning of battle unless otherwise noted, even if other individuals are entering battle before the beginning of battle or acting before the beginning of battle.
All individuals present at the beginning of a battle count as simultaneously entering both said battle and the main battlespace of that battle at the beginning of that battle (before other effects that occur at the beginning of battle).
Things that are listed as occurring 'before the beginning of battle' occur before any individual is counted as 'entering' a battle due to being present when the battle begins. Individuals who are summoned before the start of battle do not count as 'entering' battle at that point, but they do count as entering the battlespace that they enter, with such individuals only counting as entering the battle when the battle begins, but not counting as entering the battlespace at that time.
Equip Slots
Items and abilities cannot give a PC more equipment slots at any given time (discounting swapped-out slots) than (the base number of equipment slots said individual possesses + (the PC's Level / 10, rounded up)). This does not apply to Spell slots. This does not apply to slots granted by Overcrashes in Boss Rushes, Endurance Matches, Mini Quests, and Random Quests. Property slots count as Accessory slots for purposes of this cap (meaning a total of (The base number of accessory slots said individual possesses + (the PC's Level / 10, rounded up)) is the cap of the combined total of Accessory slots and Property slots an individual may possess in this manner).
Something allowing an individual to 'equip' something does not let them equip it without a slot unless it specifically says so and does not give them a slot to do so unless it specifies such.
Equipping Items that Possess a Level
Individuals may equip items of higher Level than them that are not Transformations, Pets, or Summons.
Equipping Items With Requirements
If an individual requires certain characteristics to have an item equipped, has said item equipped, and ceases to possesses said characteristics, said item is immediately unequipped.
If an individual requires certain characteristics to be the target of a constantly applied effect and ceases to possess said characteristics, said effect is no longer applied to said target.
If an individual requires certain characteristics to activate something that remains active afterward and ceases to possess said characteristics, said thing remains active.
If an individual requires certain characteristics to be the target of something that places an effect on said individual and ceases to possess said characteristics, said effect remains present on said individual.
Existence of Battles
A battle stops existing when no one is in it unless otherwise noted.
Fate Matrix
An individual may not be in more than one Fate Matrix at a time. An individual may only place an target in its Fate Matrix if that target is either not in a Fate Matrix or is in the Fate Matrix of a lower-Level individual than the one into whose Fate Matrix it would be placed.
Flat Damage
Flat damage attacks always hit, can't critical and are affected by defense and resistances normally.
Gold Damage
If an individual takes more Gold Damage than said individual has Gold, said individual's Gold total does not enter the negatives unless otherwise noted, instead remaining at zero.
Gold Damage is defended against with (Defense + Defense Against Gold Damage). Defense Against Gold Damage is considered Conditionally Applied and is therefore not subject to standard capping.
Guild Benefits
A PC who is a member of multiple Guilds may only have a Guild Benefit active from one at a time. Which such benefit is chosen is declared by the PC at the start of threads.
Healing
Healing is calculated as a type of Damage. This means that it uses all aspects of the Damage Formula when calculated, including Criticals and Missing.
An individual may choose to not subtract Defense from a value of healing that it is receiving unless otherwise noted.
HP-Determining and MP-Determining Stats
CON is, by default, considered to be an individual's HP-Determining Stat if said individual is a PC. Non-PC individuals do not possess a HP-Determining Stat unless noted.
* Whenever an individual's CON stat is reduced below its maximum value, said individuals Max HP and Current HP both decrease by 25 points per point of CON reduction.
* Whenever an individual's Max CON is raised, said individual's Max HP and Current HP both increase by 25 points per point of CON increase.
If an individual possesses an HP-Determining Stat that is not CON, then CON in said two prior bullet points should be replaced with said stat, but not if said individual possesses no HP-Determining Stat, in which case CON should still be used.
MIN is, by default, considered to be an individual's MP-Determining Stat if said individual is a PC. Non-PC individuals do not possess a MP-Determining Stat unless noted.
* Whenever an individual's MIN stat is reduced below its maximum value, said individuals Max MP and Current MP both decrease by 25 points per point of MIN reduction.
* Whenever an individual's Max MIN is raised, said individual's Max HP and Current MP both increase by 25 points per point of MIN increase.
If an individual possesses an MP-Determining Stat that is not MIN, then MIN in said two prior bullet points should be replaced with said stat, but not if said individual possesses no MP-Determining Stat, in which case MIN should still be used.
Imaginary Elements
Imaginary Elements (listed as such on the subtype and element list) do not exist and may not be selected as element choices unless their status is set to Manifested. Their status defaults to Unreal.
Imaginary Entity Subtypes
Imaginary Entity Subtypes count as being both Tier 1 and Tier 2, counting as Tier 2 when something requires they be one and not the other.
Incorporating Spells Into Actions
Active abilities that do not state they may include spells may not include spells unless the spells in question state that they may be used as part of said abilities.
An individual may not use the same spell (including separate versions of the same spell item) multiple times in the same action unless otherwise noted. An individual may not use more than one spell as part of an action unless otherwise noted.
Spells cannot be cast as part of actions that do not specify that spells can be cast as part of them unless otherwise specified.
Inherent Spells
Inherent spells do not count as equipped items. Inherent spells may not be left behind when starting a thread unless the ability to do such is specifically specified.
Inventories
An item may not move from one character's inventory to another's without being traded, stolen, or moved in some explicitly defined manner.
There is no such thing as a 'merged' inventory. Any PC inventories that are currently merged are now un-merged. Each character possesses its own inventory, which is to be tracked on its character sheet. If a player wants to simplify things by keeping all items on one character, then a notation may be added to the bottom of a character's sheet that all items acquired are immediately traded to another character when possible, such may be done, but said inventories are not combined in any way. Said trading does not occur before the original owner of the item would obtain said item, and such trading cannot occur if trading the item would, for any reason, be impossible.
Irremovable Effects
Irremovable effects are a type of effect that doesn't count as any other type of effect unless they explicitly specify that they do. Irremovable effects count as coming from Level 999 sources unless they specify otherwise. Irremovable effects cannot be removed except by things that they specify can cause them to be removed.
Item Gold Values
If the Gold value of an item with a value of X is being checked, it is assumed to have a value of 0 Gold for purposes of being checked for specific values of Gold but is counted as having a value in the highest category of Gold for purposes of being checked for falling into ranges of Gold value.
(Example: a Sword costing X provides +0 additional Melee Attack when affected by a buff that gives it +(this item's Gold value) Melee Attack, but it could not be destroyed by an effect that destroys all items worth under 10,000,000,000 Gold, because it would count as being above the range of "under 10,000,000,000 Gold)")
Items
Any time the a bonus on an item or ability is referenced by an effect, the bonus on the actual item is used, not what said value is capped at if it is capped.
If an individual has items attached to non-Curse abilities that are always carried or equipped and is starting a Task or Mini-quest that requires no items be carried or equipped, that individual may choose to not bring those abilities into that specific thread.
Items and Abilities in RP Threads
At the beginning of each Official Quest, Event, Player Thread and Mod-Run Quest, individuals in said thread must post a copy of their stats, as well as what items they are taking into said thread, along with what items they are not taking into said thread that they want to potentially be able to reference in said thread. Individuals must also declare how much Gold they are bringing into said thread at this time; said Gold is moved from said individual's general Gold pool into a 'Gold in <Thread Name>' pool, which is highlighted. All rulings her referring to items refer to Gold as well.
Items can be in multiple places at a time.
If multiple different things happen to an item in multiple places, the worst generally carries after the threads end.
Sometimes things may echo between threads, but this is something I can handle and isn't something that players need to check about - if I haven't said that something has happened, nothing has happened.
If multiple different positive things happen with an item in multiple places, I can sort out the final result.
Hopefully item conflicts won't happen too often, but I think that we can make this work.
The rules here respect to Mod-Run quests apply in respect to RP encounters in Random Dungeons.
Gadigan may provide exemptions for these rules. Please do not expect or ask for them.
Note that many threads that are occurring simultaneous on the board are occurring at different points of time in-game. Therefore, some other PCs that might seem contactable may, in some cases, not be.
Item-Granting Effects
An item-granting effect allows an individual to carry (but not use or gain benefits from) an additional item.
Level Increases
If an individual is considered to be higher Level due to an effect, caster's stats do not increase as though caster had actually gained those Levels.
If an individual gains Levels as part of a buff or a temporary effect, caster's stats do not increase as though caster had actually gained those Levels unless such is specifically noted.
Level of the Rules Thread
Rules from the Rules thread and event/quest/match-type descriptions count as coming from Level X sources.
Level-Based Immunity
If an effect makes individuals immune to 'entities below Level X' or 'individuals below Level X' it also makes them immune to effects that do not specifically come from entities in the same manner with the same degree of precedence.
Leveling
If an individual acquires automatic level-ups from any source, they must be used by that individual and cannot be traded to other individuals or used by other individuals unless noted.
If an individual acquires automatic level-ups from any source, they must be used immediately when the thread that they were acquired in is updated and may not be held for later use unless otherwise noted. If the individual cannot use them to level at the time of said updating, they are held until a point at which said individual can use them, at which point they are immediately used.
If an individual acquires automatic level-ups from any source, they may not be used to level up past said individual's Level cap or past any point where said individual would require anything other than XP to level.
An individual may not break a Level Cap using a Seal until every thread involved in acquiring the seal pieces for that seal is fully updated, moved, and locked.
Leveling Items and Leveling Owned Entities
Individuals may not level any item up to a point where it would be higher Level than they would.
This also applies to non-item entities that a PC happens to own.
Linking and Delinking of Values
When two or more allies who have stats linked have their stats (or other numeric values) delinked, they may decide how damage to said numeric values is spread between them unless otherwise noted. Such assignment of damage may not place any such individual into negative values unless all other individuals who were in said delinked link have values of 0 or lower assigned. When at least one enemy is in such a linkup, damage is divided as equally as is possible, with leftover points that cannot be divided equally having their locations being determined randomly unless otherwise noted. The same rules about assigning negative values apply in circumstances where one or more sets of enemies are included in a delinked link.
Unless a buff (or debuff) specifically says it applies to linked pools, buffs on individuals who possessed linked values (for example, HP, MP, or a stat) retain their stacking caps on a per-individual basis even when applying to a linked pool. For example, a debuff that provides -5,000 STR that does not stack, if placed on two individuals with linked STR values, is able to be present once on each individual, meaning that the linked pool is being reduced by 10,000 points.
Max HP and Max MP
If an individual's Max HP or Max MP is reduced by a percentile value or sets such a value to 0 as part of a cost of an action performed by said individual, said reduction takes into account further modifications of said value that are not also percentile-value-based reductions.
Said reductions are not considered to be debuffs.
Mechanics in Key Threads
You cannot equip items, possess a modified stat set, take actions, become involved in a battle, possess allies, or become afflicted with status effects in any Key Thread or thread within the main Nexus forum (not counting its subforums). Individuals may not enter Key Threads with items equipped that do not specifically persist as being equipped between threads in an explicitly defined manner. This does not cause items that are stuck as being equipped or status effects that are stuck as being present on a character from ceasing to be equipped or present while said character is within said Key Threads. This does not prevent abilities which specifically alter the prerequisites or costs of things in the Shop or Ability Shop from doing so, even if said abilities must be possessed in a group to do so.
Unequipped items, constant effects, abilities, items equipped by other individuals, worshiper benefits, buffs, and debuffs do not have effects in key threads unless their effects specifically effect things in key threads (including ability and item purchasing and sale). Entities may not acquire or lose buffs, debuffs, status effects, or summons in key threads. Key threads do not contain battles or battlespaces. Entities are not considered to be on sides in key threads.
Missing and Dodging
Attacks can miss or be dodged. Things that aren't attacks can't miss or be dodged unless there is a reason that they can.
If it is being checked if something Misses, take the attacker's To Hit, subtract the target's Dodge from that number, and generate a random number between 1 and 100. If said generated number is below the calculated value, then the attack hits (meaning it does not Miss), otherwise it does.
Things that miss a target do not affect that target unless otherwise noted.
Missing and being dodged are not the same thing. If something is dodged, it missed (unless otherwise stated), but not all things that missed are dodged. If an individual has less than 100% To Hit and fails to hit by rolling a percentile above said individual's To Hit before Dodge is factored in, said individual is considered to have missed. If an individual fails to hit by rolling a percentile above said individual's To Hit after Dodge is factored in that would not count as missing if said Dodge were not factored in, it is dodged.
An individual may choose to not Dodge a non-offensive action. A non-offensive action that is an attack (or something else that is somehow able to be dodged) may still miss without being dodged if it would normally be able to do so.
MP Damage
MP damage is affected by normal defense and resistances. It can critical, and it is affected by weaknesses, resistances, and immunities
Multi-Hit
If a multi-hit attack has a chance of inflicting a minor, moderate, or major status effect, said chance goes down on a per-target basis by 10% for each hit the current one is beyond the first unless otherwise noted. This change remains reduced for other attacks that are part of the same action. The chance of infliction returns to normal at the end of the action that generated the attack; if an attack is launched outside of an action that such a reduction would be generated by, it reverts at the end of whatever the next action would be (regardless of who takes that action).
* Elaboration on the above point in an atypical case in which a non-intuitive result occurs: This means that if a single action contains multiple attacks that contain multiple hits, it goes down for the additional hits within each attack, but doesn't go down for the first hit of each attack within an action, but it doesn't reset to max until the end of the action.
An individual does not have to hit the maximum number of individuals with actions or attacks that inflict hits against or effect all individuals unless it is stated that 'all' individuals are hit, that the maximum possible number of individuals that can be hit must be hit, or if a detrimental effect, ability, or piece of rules text causes allies or other non-desired targets to be hit; in such exception cases, said individuals must be hit unless it is elsewhere explicitly noted otherwise.
If something gives an individual X hits against Y, and another something gives an individual A hits against B, then the individual has (The greater of X and A) hits against (The greater of Y and B).
If something gives an individual X bonus hits divided among Y, and another something gives an individual A bonus hits divided among B, then the individual has (The greater of X and A) bonus hits divided among (The greater of Y and B).
If something possesses multiple hits, each hit occurs at a different point in time, with the next hit triggering immediately after the prior hit is resolved.
An entity's Dodge chance is raised by 25% of its value, not counting previous 25% increases from this rule, against the prior hit targeting said entity of a multi-hit attack, to a minimum of a 1% increase. This increase only applies to hits within said same multi-hit attack and cannot be caused to remain present beyond said point. Said increase is not a buff. Said increase ignores PC Dodge caps.
If an action, hit, attack, or instance of Damage possesses the clause 'may Heal', said choice is made on a per-hit basis unless otherwise noted.
Multiple Instances of the Same PC In a Thread
If multiple copies of a PC exist at the end of battle that are not already established as separate characters with separate PC or sub-PC stat sheet, all copies beyond one first instance of each such PC must be carried in Summon Slots or they disappear at the end of battle.
Negative Numbers
Negative damage and stat damage may not be dealt unless explicitly specified. Values of such that would be below 0 instead become 0.
Numbers cannot become negative unless explicitly specified. Numbers that would be reduced below 0 instead become 0 unless it is noted that they may become negative.
Individuals may possess a negative Gold value.
If a negative value is part of a comparison where it is being determined how many times higher or lower another value is than said negative value, then treat said negative value as 1 for purposes of the comparison. This means that a negative turn-order-determining stat total will be treated as 1 for the purposes of individuals getting extra actions.
If an individual's Prime Attribute is negative, use the negative Prime Attribute in place of the positive one; this should typically do things like reduce damage.
Non-Use-Based Effects On Consumables
An individual may only have up to 5 non-use-based effects from equipped Consumables active at any one time and may switch which such effects are active at the beginning of a thread, at the beginning of battle, and at any point said individual has an action
Order of Effects
An individual decides the order in which constantly-applied effects that affect it are applied to it with the following parameters:
* If multiple different new constantly-applied effects would be applied to an individual at the same time, the individual decides in what order they are applied.
* At the beginning of a thread, an individual chooses the order in which its passive abilities are applied to it when determining its initial stats (and other parameters) in said thread. After doing so, it then does the same with its equipped items.
* Passive abilities, constant effects, and other entries within the 'Constant Effects' block of an entity's stats that an individual possesses are, unless otherwise noted, applied before other things. These are considered Application Step 1 Effects.
* Items that an individual has equipped are, unless otherwise noted, applied after Application Step 1 Effects but before other things. These are considered Application Step 2 Effects.
* Constantly-applied benefits that do not come from passive abilities (or other Application Step 1 Effects) possessessed by the individual in question, items equipped by the individual in question, buffs possessed by the individual in question, debuffs possessed by the individual in question, or status effects possessed by the individual in question are, unless otherwise noted, applied after Application Step 2 Effects but before other things. Benefits that come from buffs present on other entities, items equipped by other entities, debuffs present on other entities, constant effects on other entities, and the like are applied during this step. These are considered Application Step 3 Effects.
* Buffs present on an individual are, unless otherwise noted, applied after Application Step 3 Effects but before other things. These are considered Application Step 4 Effects.
* Positive Status Effects present on an individual are, unless otherwise noted, applied after Application Step 4 Effects but before other things. These are considered Application Step 5 Effects.
* Constantly-applied penalties that do not come from passive abilities (or other Application Step 1 Effects) possessessed by the individual in question, items equipped by the individual in question, buffs possessed by the individual in question, debuffs possessed by the individual in question, or status effects possessed by the individual in question are, unless otherwise noted, applied after Application Step 5 Effects but before other things. Penalties that come from buffs present on other entities, items equipped by other entities, debuffs present on other entities, constant effects on other entities, and the like are applied during this step. These are considered Application Step 6 Effects.
* Debuffs present on an individual are, unless otherwise noted, applied after Application Step 6 Effects but before other things. These are considered Application Step 7 Effects.
* Negative Status Effects present on an individual are, unless otherwise noted, applied after Application Step 7 Effects but before other things. These are considered Application Step 8 Effects.
* Effects not covered in above steps are applied in Application Step 9.
* If an individual would die at a point during the Application Steps, that individual does die from whatever said cause is.
* If an effect that is affecting an individual stops affecting that individual, it is removed from its place in the order and the rest of the effects affecting that individual are re-checked in the same order that they were previously listed in.
* If a new effect begins affecting an individual, it is applied at the end of its Application Step after the effects already assigned to places within its Application Step's order.
* An individual may not change the order of effects affecting it after their order has been chosen unless specifically noted.
* If an effect's taking effect is triggered by an effect that would be in a later Application Step, it occurs immediately after the triggering effect instead of in its normal application step.
Effects that do not effect individuals but do somehow effect a specific single side of battle have their effect order determined by said side of battle.
The mod running a thread decides the ordering of effects that do not effect individuals or single sides of battles.
Overcrashes
An Overcrash is a non-passive ability whose name naturally includes the word 'Overcrash'.
An individual cannot use an Overcrash if its HP or MP has been set to 0 by an Overcrash.
An Overcrash setting an individual's MP to 0 cannot be undone during the same thread except by things that specifically do such.
Owned Enemies
Entities from the Enemy List owned by PCs may be carried into threads as though they were pets, count as pets, and may be equipped as though they were pets. They may not be part of combos or absorbs.
If a PC acquires an entity from the Enemy List as a non-temporary reward for a thread, said enemy can be combo'd (noting that it is from the enemy list in parenthesis after it in combos that it is part of). It counts as a pet unless otherwise noted.
Passengers
If an entity is a passenger within another entity, it still gets assigned actions in turn-order and is still considered for purposes of determining how many actions other entities get in turn-order.
If an entity is a passenger in another entity, when it would normally take an action, at a point before other effects that would occur before that action, it is specifically checked whether said action may be taken while said entity is a passenger, and, if it isn't specified that it can, said action is skipped, with things that would occur before and after said action being skipped unless they specify that they are not skipped while said entity is a passenger and with said action skipping not being able to be stopped except by things that specify that they stop said action skipping as a result of said entity being a passenger.
If an entity is a passenger in another entity, it is considered present for purposes of effects that specifically check or target passengers, for purposes of effects that occur specifically while it is a passenger, for purposes of victory conditions, for purposes of having pets equipped and determining their semipresence, for purposes of continuing to hold passengers, and for purposes of preventing summons from being unsummoned, but it is otherwise not considered present within any battlespace. It is considered fully present in whatever battlespace the thing it is present in is present in for purposes of determining what battlespaces its passengers are present in for the purposes listed in this sentence as well as for purposes of actions it is performing while a passenger and any counters to said actions (including the checking of whether said counters are capable of occurring).
If an entity that other entities are passengers in is removed from a thread, dies, is removed from all battlespaces, or ceases to possess a Passenger Capacity, all passengers in it enter the battlespace that it was in (or, if it part of a chain of stacked things with passengers, may choose between becoming a passenger of something else in the passenger-chain that is willing to have it as a passenger or of entering any battlespace that anything else in the passenger chain is in).
An entity may not have more passengers than its Passenger Capacity. If an entity would gain passengers while its passenger capacity is full, it does not gain those passengers. If an entity's passenger capacity is reduced while it has passengers to a number lower than the number of passengers it possesses, passengers are randomly chosen to be removed from it as though it had died until the number of passengers it possesses is equal to or lower than its Passenger Capacity.
Per-Day Battle Limits
Each PC can participate in 5 Standard Arena Matches per day. Special Matches count towards this total.
Each PC may participate in a single Event Match, a single Random Dungeon, and a single Mini Quest per day.
Per-Day battle limits are tracked based on the day a match or mini quest is started, not the day it is resolved.
Each individual battle must possess at least one post for the PC side, and strings of battles may not be done in groups with a single post except as follows:
* This does not apply to auto-win battles. These must still have a post for each day, but up to 5 battles may be grouped together in each such post.
* If a Random Dungeon run is being done for a Seal Task and all possible encounters in said dungeon (that are not optional in the manner of Phantom Challenges or the like), each run may obtain a single post explaining how it is being auto'd. Auto'ing Phantom Challenges required for a Seal Task may be auto'd in the same manner assuming that both they and the non-optional parts of the dungeon are auto wins. Reaching a non-auto-win Phantom Challenge room for a Seal Task in this manner and then handling the Phantom Challenge room normally is additionally permissible.
A PC may not be doing multiple things in its battle slot simultaneously even if it can do them both in the same day. Other matches may occur once an individual's daily battle counts have been completed, or vice versa, but a battle slot is not considered 'open' for other ongoing activities if a PC is in the middle of an active battle-thread-slot thread that has not had requested counts processed.
Permanent Consumables
Permanent Consumables may not have their effects replicated by anything that cannot specifically do so.
Permanent Consumables may not be reproduced, copied, or replicated by anything that cannot specifically do so.
When a Permanent Consumable's charge would be consumed, said consumption may not be stopped by anything that does not specifically do so. This does not prevent actions that would involve a Permanent Consumable from being stopped, cancelled, or otherwise modified in other ways.
Nothing can add charges to Permanent Consumables unless it is specifically able to.
Pools
If an individual runs out of HP in their normal HP pool (or any other pool) but has an additional pool of HP that is not empty, said indivdual does not count as dead due to HP loss unless specifically noted.
If an individual would lose HP and has multiple HP pools, said individual may choose the order in which the pools lose HP.
An individual's HP is counted as being the sum of the HP in all of their HP pools, and their Max HP is considered to be the sum of the Max HP of said pools.
If something would cause an individual to lose more HP than is in a pool that said HP is being removed from and said individual still possesses HP in other pools, said individual chooses the next pool for the remainder of the HP loss to cascade into.
Additional pools of HP may be healed (or regenerated or otherwise added to) in the exact same manner as an individual's normal HP pool unless otherwise noted. An individual may choose the order in which its pools recover lost HP.
If an individual's Max HP increases, said increase is applied to its main HP pool unless otherwise specifically noted. Buffs are, unless otherwise noted, applied to an individual's main pool.
Debuffs are not present on any particular HP pool unless otherwise noted and instead reduce an individual's overall HP or Max HP.
Damage cannot be assigned to a secondary HP pool that is empty. If an individual would still accrue damage after all HP pools are empty through some effect, said damage is always applied to the main HP pool.
Status effects that operate off of a percentage of an individual's HP specifically count the total HP across all pools unless otherwise noted.
An entity's possession of a secondary HP pool never causes it to count as multiple entities for any reason unless such is explicitly stated.
If an HP pool that contains damage is lost entirely, said damage is automatically transferred from it to existing HP pools on said lost pool's possessor in the order its possessor chooses.
All rulings related specifically to HP Pools also apply to MP Pools and Stat Pools except where it is explicitly stated that they do not.
Purchase and Learning of Abilities
PCs who are Level 40 or greater may train for two abilities in the ability shop at once.
Individuals, when being checked for ability learning requirements, cannot use effects of possessed items or abilities for purposes of said requirements unless explicitly stated.
Individuals, when being checked for ability or constant effect learning requirements, cannot use effects of possessed items or abilities, buffs, debuffs, constant effects, or non-permanent effects for purposes of said requirements unless explicitly stated.
Redirection
An individual may not redirect something to an invalid target. An individual may not redirect an invalid quantity of something to an invalid target that cannot be targeted by more instances of said thing.
Actions, attacks, and effects may not be redirected to things that would be invalid targets for them unless the source of the redirection specifies that such is specifically possible.
An individual, when redirecting the targets of an attack or action, may consider its own allies to be considered 'allies' for purposes of the redirected action's targeting regardless of whether or not they are 'allies' of the original source of said action or attack. An individual, when redirecting the targets of an attack or action, may consider its own opponents to be considered 'opponents' for purposes of the redirected action's targeting regardless of whether or not they are 'opponents' of the original source of said action or attack.
If an entity is able to redirect an entire action or attack, it either may choose targets as though it were the originator of the action or attack (without actually making itself the origin of such) or may choose targets in place of (but not though it is) the originator of the action or attack.
If an entity is only able to redirect a portion of an action (not including a specific attack that is part of an action) or an attack, but not the entire action or attack, the entity must, if able, allocate each instance of targeting that it redirects to another valid target, should such a target exist. The individual order of redirected targeted components, however, is up to the redirecting entity.
An individual redirecting an action or attack may, if redirecting it as though its originator, target individuals in battlespaces that the originator could target but that the individual redirecting it normally could not, but would not be able to target such individuals if redirecting it but not as though its originator.
Regeneration
Regeneration increases the value that is being regenerated by the quantity that it is being regenerated by when said regeneration occurs. Regeneration cannot bring a value above its undamaged value.
Regeneration does not count as healing.
Removal From Battle
Individuals who are removed from a battle via means that do not state that said individuals are placed within a separate battle may not take actions.
Removal of Actions
If an individual removes a slot of a specified or unspecified type from a second individual, said first individual chooses which specific slot present on said second individual is removed unless otherwise specified.
If an effect without a source that is an individual removes a slot of a specified or unspecified type from an individual, which slot is removed is determined randomly unless otherwise specified.
If an item that is occupying multiple slots has any one of said slots removed, said item is unequipped even if the individual who has it equipped has an open slot of the same type as the removed slot.
Rented Items
An item that is 'rented' has a duration of rental attached to it. When said duration runs out, said item vanishes and cannot enter any new threads/arena battles, but it remains present in any already-open threads/arena battles.
An item that is 'rented' may not be traded, combo'd, sold, voluntarily destroyed (by the individual renting it), paid as part of a cost, or absorbed.
A PC may not carry, equip, or possess an item that has been rented by another PC.
Repeating
If an action or attack 'repeats' it occurs again in the manner it previously did, with the following changes: targets may be re-assigned unless otherwise noted, it does not possess any of its original costs unless otherwise noted, and all random values involved in it are generated again randomly. All techniques and spells that were involved in it during its prior execution remain involved. A repeating action or attack preserves a copy of its source at the time of its original, non-repeated use and uses the values of said copy unless otherwise noted. A repeating action or attack uses values of its targets at the time that it repeats and actually interacts with them. If a repeating action or attack targets its source, then it uses the values of its source at the time that it repeats instead of the copied values for all purposes unless otherwise noted. A repeating action or attack repeats on the turn-order count that it was originally used on, with ties between a repeating action repeating and other things that would occur on the same turn-order-determining value occurring in randomized order. A repeating action or attack may only be preemptively countered when it is first used and when it is repeating. A repeating action or attack may be countered both when it is first being used, and it may be countered normally when it is repeating. If the source of a repeating attack or action dies or leaves battle, said action or attack stops repeating unless otherwise noted.
Actions that repeat do count as bonus actions from the source that is making them repeat. Attacks that repeat do not count as bonus actions.
An action or attack may not repeat more than 200 times within a round unless otherwise noted.
Restrictions on Loops and Stacking
Any loop of actions or effects which would occur more than 200 times instead occurs 200 times unless otherwise noted. Should any loop of effects cyclically trigger more than 200 times in a row, said loop ends after the 200th iteration.
An individual may not take more than 200 actions in a round unless otherwise noted.
No single action may be taken by the same individual more than 200 times per round. No single effect may activate more than 200 times per round.
All instances of additional actions coming from different copies of an individual or item with the same name count as coming from the same copy of said individual or item for purposes of additional action capping.
An individual may not gain more than 200 actions in a round unless specifically noted or above Level 99.
Restrictions on Repeating Battles
Players not longer simply state that they are repeating a battle X numbers of times in a battle thread. They must actually wait for their battles to get updated, start a new battle thread, and then wait for that next one to be updated.
Retainers
Retainers-
Some PC types may acquire Retainers.
A Retainer, if an entity subtype that the PC is allowed to purchase, may be purchased in the Ability Shop from the Enemy List, provided that it normally fightable for drops on the Enemy List, costing 1,000,000 x its Level Gold and (1 x (Its Level/5, rounded up)) Weeks to purchase. An individual may only purchase Retainers of lower Level.
A Retainer, once possessed, gives the PC the option of using the enemy that is the Retainer as a Cohort or as Followers. A PC may not bring equal or higher Level cohorts or followers into a thread.
Cohorts may be brought into a thread in Pet slots, becoming Unique, gaining a second name of its controlling PC's choice (but also counting as possessing its original name), and have their natural stats, HP, MP, Defense, and Damage values multiplied by 2. Once brought into a thread in this manner, they act as pets, except where noted otherwise.
Followers may be brought into a thread in Spell slots. A PC with one or more Followers in Spell slots may, at the start of a round, choose a max of one type of equipped Follower and summon up to (the owning PC's Level) of that Follower (with a summon cap equal to 10 times the owning PC's Level). Followers in spell slots are always semipresent and may be targeted as Spell items, with something that manages to 'cast' them (although they do not normally possess an MP cost that would allow them to be cast) summoning a group equivalent to what their owner would have summoned were they selected at the start of a round. Summoned Followers behave as normal summons except where otherwise noted.
A Retainer may be brought into a thread as both a Cohort and as Followers at the same type, but may only be brought into a thread as each once.
Only one Cohort may be brought into a thread by a PC.
PCs, once in possession of a Retainer, may then purchase subtype-specific Retainer Augments, applying them to a single Retainer each time they are acquired (but being able to purchase them multiple times for different Retainers). Most Retainer Augments have different effects for Cohorts and Followers (and some only effect one or the other).
Battle Arena Members, Fated Ones, and Well-Locked BA Members may not take Retainers.
Living Treasures may not take Retainers; their Thrall-Bodies may if normally allowed to, however.
Radio Motorcyclists may not take Retainers.
Dimensional Heroes, Dread Villains, Relic Collectors, and Wandering Adventurers may not take Retainers.
Alien Warlords may take Aliens, Robots, Machines, Bio-Horrors, Astral Beings, Insects, Solar Beings, Umbrals, Humanoids, and Fae as Retainers.
Concord Administrators may take Humans, Humanoids, Fae, Aerials, Astral Beings, Elementals, Robots, Machines, and Coded Beings as Retainers.
Enigma Men may take Humans, Humanoids, Fae, Reptiles, Cthonians, Robots, Bio-Horrors, Horrors, Mindshadows, Umbrals, and Living Rumors as Retainers.
Keybearers may take Humans, Humanoids, Fae, Aquatics, and Elementals as Retainers.
Knights of the Orders may take Humans, Humanoids, Fae, Solar Beings, Celestials, Brilliants, Innocents, Paragons, Angels, Devas, Aisurii, Spireguides, Verdants, Wishkin, and Fantasmics as Retainers.
Mandate Magellans may take Humans, Humanoids, Fae, Mutants, Robots, Machines, and Clockworks as Retainers.
Nexus Administrators may take entities of the Tier 1 and/or Tier 2 subtypes it selected for its Retainers during character creation as Retainers.
Outer Lords may take entities of their own subtypes as Retainers.
Horse Geneticists may take Animals and Bio-Horrors as Retainers.
Anointed Prophets may choose at the time of their creation up to any two out of Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, Demon, Undead, Golem, Animal, Aerial, Aquatic, Astral Being, Cthonian, Insect, and Plant that they have chosen classes corresponding to during character creation and may take entities of those subtypes as Retainers.
Mad Geniuses may take Bio-Horrors, Clockworks, Machines, Mutants, Oozes, and Robots as Retainers.
Questing Knights may take Human, Humanoid, and Fae Retainers.
Realm Nobles may take entities corresponding to Tier 1 subtypes they selected during character creation as Retainers.
Private Detectives and Ronin Samurai may not take Retainers.
Retroactive Gaming
Retroactive gaming is not permitted without explicit permission. This means that you can't spend ability weeks that you missed in the past, for example.
Rounding
In instances where rounding is required but is not otherwise specified, round down.
Row Formations and Row Order
Each side of battle possesses two rows within each battlespace; the front row and the back row. These two rows together are considered a Row-Order Formation.
Each individual present must choose and declare to be in either the front row or the back row at the beginning of battle.
Summons may be summoned in either row.
There may not normally be more characters in the back row than in the front. If such a situation would occur, characters from the back row are automatically shifted to the front row until said problem is rectified.
Characters in the back row take half damage from attacks unless otherwise noted.
All individuals may target members of both the back rows of their own row-formation and all allied row-formations as though said members were in the front row.
All pets, summons, transformations, and enemies have the following ability, which counts as an ability and is not written on their sheet to save space. It is always assumed to be there:
Switch Rows- Caster either moves from the back row to the front row or from the front row to the back row. This ability's text may not be altered by sources below Level 200 that do not explicitly say that they may alter it. This ability's MP cost may not be altered by sources below Level 200 that do not explicitly say that they may alter it. Use of this ability does not count as using an ability that costs MP, even if an MP cost is present on this ability. This ability may never be used as a counter. This ability may not be used as part of another ability or action. This ability does not count towards the number of abilities a being possesses. This ability is not counted for ability-element-checking effects. This ability may not have effects added to it, though effects may trigger upon row-switching, Universe, 0 MP
Forced row shifting due to imbalances in the numbers of occupants of rows that is triggered during an action or attack occurs immediately at the end of said action or attack before any counters to said action or attack or actions that trigger based on said action or attack .
If a side of battle stops existing, all of its Row Order Formations also stop existing.
Sacrificing and Spending Things
An individual may not sacrifice or spend something simultaneously for multiple purposes that each require the sacrifice of said thing.
Scanning Stats
Abilities, attacks, and spells that scan enemy stats have a base 50% chance of working. For each level an enemy is lower than the scanner, said chance increases by 5%. For each level an enemy is higher than the scanner, the chance decreases by 5%.
Bosses are considered double their actual Level for purposes of being scanned as an effect that does not bypass 'Immune to Below Level X' effects.
If an individual scans the stats of something non-unique, other instances of said non-unique entity do not count as having had their stats scanned by said individual unless otherwise noted. If an entity is expressly 'copied' by something, the copy's stats do count as having had their stats scanned by individuals who scanned the stats of the original unless otherwise noted.
An individual may not choose to fail at scanning something if it performs a scan unless it is specifically granted the option to choose such.
Secret Arts
If an individual possesses Secret Arts, they do nothing until they are activated unless otherwise stated.
Secret Formulas
Bound secret formulas still contribute their point values to their possessor's total, even when not on the mod-run world they are bound to, unless explicitly specified otherwise.
Semipresence
If an entity is Semipresent, it may not be targeted as an entity in combat, but may be targeted as an item if it is being carried by an individual who is present in a battle.
A semipresent individual is not present in any row-formation. Semipresent entities may not be assigned actions or take actions unless explicitly noted. Semipresent entities are not considered to be in a list of turn-order-determining stat sums unless explicitly noted.
Semipresent entities retain 'Immune to sources below Level X' effects, Hierarchical Effects, and Absolute Holy Blessings. Semipresent entities retain their Reflections, Absorptions, and Immunities.
Semipresent entities may not target other entities unless explicitly noted. Effects that explicitly effect things the pet is unequipped or has a dead controller are automatically considered to work and be able to target things while Semipresent for the purposes of said effect that effect things while the pet is unequipped or has a dead controller.
Pets that are carried but not equipped are considered to be 'Semipresent' while in said state unless otherwise noted.
Semipresent individuals do not count as opponents or allies for purposes of anything that checks if an individual is another individual's opponents or allies unless otherwise stated.
If a pet would be made semipresent due to its controller's death or defeat, and the two are not in the same battle, said affect still happens to said pet.
If an individual is a passenger in something that becomes semipresent or leaves all battles in a thread, said individual ceases to be a passenger in said thing unless noted.
Setting Values
If an effect 'sets' a value to a specific number, it both alters the value and applies a debuff to the entity whose value it set that prevents the specific instances of constantly-applied effects that are already in place at the time of the setting from modifying the set value. Other instances of said effects, including ones that override the aforementioned instances, may affect the set values as normal. This debuff does not stack, but combines itself with all other debuffs generated with this rule infinitely, with said combined effects affecting each constantly-applied effect that they originally effected and not affecting additional values or effects that are being affected by the effects they were combined with.
Side-Switching
If an effect causes an individual to forcibly become a member of another side, said individual, unless otherwise noted, has its decisions controlled by a consensus of all non-forcibly-side-switched individuals on said side if any such individuals exist. If such a consensus is not reached, the individual who makes said decisions is determined randomly from all individuals who were involved in said decision.
Sides of Battle and Switching Sides of Battle
Forcibly switching the side of an individual does not count as killing or defeating said individual.
Individuals whose side is forcibly switched counts as allies of their new side if and only if all members of their new side choose to count them as allies upon their change of sides.
Individuals who change sides no longer count as allies of their former side unless all members of their former side choose to have them continue to count as allies and their new side chooses not to count them as allies.
An individual may, at any point that said individual could take an action, or at the beginning of any round, or in response to any action or effect that comes from an allied source, or in response to an ally switching sides, or in response to being denied switching sides by the members of a side opting not to accept said switch, choose to either switch to another side present or form a new side.
Switching sides is not considered an action.
Switching sides is not an option that may be randomly taken when confused or under similar random effects unless explicitly noted.
When an individual attempts to switch to an already-present side, all members of said side must agree to said switch for said switch to occur.
Sides formed by PCs are considered PC sides, as is the side PCs begin on in default threads.
All non-PCs that are not pets, summons, explicit allies of, or controlled by PCs are considered to be on the same non-PC side unless otherwise specified.
PCs may be members of non-PC sides.
If PCs are on a non-PC side at the conclusion of a default thread, then they obtain no rewards from said thread unless explicitly noted. All normal rewards are automatically forfeited by said PCs.
Skill Trees
Skill Trees are abilities.
Spending Skill Points on a Skill Tree is permanent.
Special Entity Subtypes
Individuals with the subtype Arch-Abyssal also count as possessing the subtype Abyssal.
Individuals with the subtype Arch-Aetheric also count as possessing the subtype Aetheric.
Individuals with the subtype Arch-Aisurii also count as possessing the subtype Aisurii.
Individuals with the subtype Arch-Angel also count as possessing the subtype Angel.
Individuals with the subtype Arch-Asterismic also count as possessing the subtype Asterismic.
Individuals with the subtype Arch-Brilliant also count as possessing the subtype Brilliant.
Individuals with the subtype Arch-Celestial also count as possessing the subtype Celestial.
Individuals with the subtype Arch-Daemon also count as possessing the subtype Daemon.
Individuals with the subtype Arch-Dauntless also count as possessing the subtype Dauntless.
Individuals with the subtype Arch-Demented also count as possessing the subtype Demented.
Individuals with the subtype Arch-Demon also count as possessing the subtype Demon.
Individuals with the subtype Arch-Deva also count as possessing the subtype Deva.
Individuals with the subtype Arch-Devil also count as possessing the subtype Devil.
Individuals with the subtype Arch-Eroded also count as possessing the subtype Eroded.
Individuals with the subtype Arch-Faceless also count as possessing the subtype Faceless.
Individuals with the subtype Arch-Fallen also count as possessing the subtype Fallen.
Individuals with the subtype Arch-Fantasmic also count as possessing the subtype Fantasmic.
Individuals with the subtype Arch-Illuminated also count as possessing the subtype Illuminated.
Individuals with the subtype Arch-Infernal also count as possessing the subtype Infernal.
Individuals with the subtype Arch-Innocent also count as possessing the subtype Innocent.
Individuals with the subtype Arch-Mechanichim also count as possessing the subtype Mechanichim.
Individuals with the subtype Arch-Paragon also count as possessing the subtype Paragon.
Individuals with the subtype Arch-Prime also count as possessing the subtype Prime.
Individuals with the subtype Arch-Quezmellym also count as possessing the subtype Quezmellym.
Individuals with the subtype Arch-Solar also count as possessing the subtype Solar Being.
Individuals with the subtype Arch-Umbral also count as possessing the subtype Umbral.
Individuals with the subtype Arch-Verdant also count as possessing the subtype Verdant.
Individuals with the subtype Arch-Voidstalker also count as possessing the subtype Voidstalker.
Individuals with the subtype Arrangement of Ruin also count as possessing the subtype Memento of Ruin.
Individuals with the subtype Exalted Wishkin also count as possessing the subtype Wishkin.
Individuals with the subtype Keeper of the Oath also count as possessing the subtype Oathbound.
Individuals with the subtype Lord of Thralls also count as possessing the subtype Thrallspawn.
Individuals with the subtype Marcoschnapt also count as possessing the subtype Abstract.
Individuals with the subtype Outer Terror also count as possessing the subtype Darkspawn.
Individuals with the subtype Spirelord also count as possessing the subtype Spireguide.
Individuals with the subtype Tyrant-Shard also count as possessing the subtype Warshard.
Special Rulings on the 'Cast a Spell' Ability
The Cast a Spell action is not a Magical Attack action. Only things that literally are a Melee Attack, Ranged Attack, or Magical Attack action (using the ability of the same name) are considered actions of that type unless explicitly specified.
Actions that include spells that are not the action generated by the ability Cast a Spell are not the Cast a Spell action unless explicitly specified.
The Cast a Spell action does not generate an attack unless it involves a spell or an effect that generates an attack. Most spells with an associated attack bonus generate attacks. See the definition of an attack for further clarification.
The Cast a Spell action is only the elements of the spell or spells involved unless otherwise noted.
The Cast a Spell action does not include attack bonuses from sources that are not the spell or spells involved unless otherwise noted.
The Cast a Spell action does not have a Prime Attribute unless the spell or spells involved or some other source somehow provide it with one.
The Cast a Spell action may incorporate spells with an attack bonus.
The Cast a Spell action, if incorporating spells with an attack bonus, must use one and only one type of attack bonus unless otherwise specified.
Spells
All spells possess an MP cost equal to 3/4 their natural listed MP cost.
Spending Gold
An entity cannot spend more Gold than it possesses.
Stacking Caps and Summon Caps
An effect's stacking cap is part of said effect unless the effect's stacking cap is not stated. If an effect's stacking cap is not stated, it uses the default stacking cap (which is normally 200) for all purposes that it would otherwise use its own stacking cap for. If the default stacking cap is specifically modified for an effect or group of effects but is not modified globally, said effect treats said modified stacking cap as its own stacking cap, making it part of the effect, until said modifications are no longer in place. Modifications that result in a stacking cap that ends up being the same as the default stacking cap still count as modifications for this purpose.
A summon's summon cap is considered part of the summon's source of summoning, unless the summon's summon cap is not stated. If a summon's summon cap is not stated, it uses the default summon cap (which is normally 200) for all purposes that it would otherwise use its own summon cap for. If the default summon cap is specifically modified for a summon or group of summons but is not modified globally, the sources of summoning treat said modified summons cap as their own summon caps, making it part of said sources of summoning, until said modifications are no longer in place. Modifications that result in a summon cap that ends up being the same as the default summon cap still count as modifications for this purpose. A summon tracks what its source of summoning is. If a summon somehow does not possess a source of summoning, it immediately begins to count as its own source of summoning.
Summons in excess of their respective summon caps cannot be summoned. If summons in excess of such a cap would be summoned, they are instead not summoned. If a summon cap is reduced so that the current number of related summons violates it, a number of such summons is unsummoned such that the number of remaining summons is not in violation of the summon cap.
Negative summon caps are treated as summon caps of 0 if they somehow occur.
Stances
An entity that is capable of being in a Stance may declare a Stance to be active upon its initial entry to a thread
An individual may only have one stance active at a time.
Bonuses provided by stances are subject to capping unless otherwise specified.
Start of Battle Triggering
If something would occur at the 'start of battle' that is present on something that first enters a set of connected battles at a point after the start of battle, said thing occurs at the time of said entry unless otherwise noted. Each such thing may only occur once per source per set of connected battles.
Start of round effect ordering has the same rules apply to it as start of battle effect ordering, except where otherwise noted.
Stat Checks In Random Quests and Mini Quests
Take the relevant character's modified stat and add a random number from 1 to 100 to it. If this number equals or exceeds the target value, then the character is successful.
How you get the relevant stats for non-stat checks:
Detect Traps = (AGI + MIN) /2
Disarm Traps = (AGI + STR) /2
Diplomacy = (SPI + MIN) /2
Note that these checks will not appear in Player Quests or Official Quests. Roleplaying and GM discretion is used in those instead.
Stat Damage
Stat damage is not affected by normal defense. It cannot critical, and it is affected by weaknesses, resistances, and immunities.
If something refers to 'Damage' it does not also refer to Stat Damage unless explicitly specified.
If an entity would take Stat Damage to a stat it does not possess, it may instead take five times that amount (with caps not applying to this multiplier) to its lowest stat that it actually possesses. This extra, uncapped stat damage may not be converted to any other type of stat damage by anything that does not specifically convert uncapped stat damage resultant from stat damage having been dealt to a stat it does not possess.
If an entity would suffer a penalty to a stat it does not possess from a means that is not Stat Damage, that value is instead deducted from all of its stats. This extra, uncapped stat reduction may not be converted to any other type of stat reduction by anything that does not specifically convert stat reduction resultant from stat reduction having been applied to a stat an entity does not possess.
When something affects all of an individual's stats without specifying what those stats are, it only affects stats that individual possesses unless otherwise noted.
Status Effects and Sub-Status Effects
An individual's natural per-round chance of recovering from a minor negative status effect is equal to an individual's level. This occurs at the beginning of an individual's first action on that round.
Minor positive status effects have a 25% chance of wearing off per round.
An individual's natural per-round chance of recovering from a moderate status effect is equal to (an individual's level / 5, rounded up). This occurs at the beginning of an individual's first action on that round.
Resistances and Immunities to a status effect also grant you protection against the appropriate sub-effects.
Damage caused by status effect is affected by Resistances and Immunities, but not defense unless specifically noted.
No individual's stats can be reduced below 1% of their maximum value through minor or moderate status effects, excepting stat damage, that do not expressly say that they can do such.
Enemies and bosses may choose to auto-recover from any single minor or moderate status effect (or any single stacked instance of one debuff from an equal or lower-Level source) at the beginning of their first action on that round, to a max of one use per thread per 10 levels possessed, rounded down. This may be used any number of times on different effects in a single turn.
When anything references 'auto recovery' from a status effect, it only refers to the per-round auto-recovery chance provided by the status effect being a minor or moderate status effect, or any part of the status effect's text that presents a different type of recovery that specifically references 'auto-recovery', 'automatic recovery', 'automatically recovering', 'natural start-of-round recovery rate', or 'natural recovery rate'. This explicitly does not reference other recovery conditions of status effects, including recovery upon an individual dying, status effects expiring or wearing off, or recovery from status effects caused by spells, abilities, consumables, or items unless such other recovery methods are specifically stated as counting as auto recovery for purposes of whether or not they are being recovered from. For example does not include the recovery chances mentioned in 'Elevated: Well Respected' or 'Charm', because the word 'automatic' or 'natural' is not present in either.
An individual cannot benefit from more than three positive status effects unless otherwise noted.
Positive status effects may be carried like buffs in buff slots.
Positive status effects are not buffs and are unaffected by buff removal.
Individuals may, at any time they have an action, choose to cease possessing any number of positive status effects that they possess if not controlled by another individual of less than Level 100 at that time.
Individuals may, at any time they have an action, choose to cease possessing any number of buffs that they possess if not controlled by another individual of less than Level 100 at that time.
Defense against status effects counts as being Defense of or against any specific element required for purposes of defending against damage from Minor and Moderate status effects.
If an individual dies, all minor and moderate status effects on said individual are immediately removed. Major status effects, as well as status effects of higher tiers than major, are not affected by the death of their possessor unless specifically noted.
If any entity may choose a 'status effect' for any purpose (such as an ability that can inflict "Any minor status effect"), said entity may not choose a sub-status effect instead unless explicitly specified.
If any effect references a status effect, it automatically includes all of that status effect's sub-status effect (with the notable exclusion of choosing a 'status effect' not including them), unless explicitly noted. (Examples: Immunity to Fatigued would also apply to Fatigued: Stun or an effect causing double damage from Awestruck would also double damage from Awestruck: Lifeforce Overload.)
If any effect references a sub-status effect, it does not also include the status effect that sub-status effect is a sub-status effect of.
Sub-sub status effects (and further) are treated as though the sub-status effects they were part of are status effects and they are sub-status effects for purposes of rulings regarding sub-status effects unless sub-sub-status effects (or further) are mentioned.
If a negative status effect is inflicted upon an individual who already possesses said status effect, then said new instance of the status effect, if coming from a higher-level source than the prior instance that is not allied with the original instance of the status effect, may be chosen by its inflicter to override a single prior infliction instance of said status effect, or, if the status effect stacks, to stack said status effect. This ruling also applies to identical debuffs in a similar manner to negative status effects.
If a negative status effect is inflicted upon an individual who is already afflicted with an instance of said status effect that comes from a allied source, then said new instance of the status effect, if coming from a higher-level source than the prior instance, may be chosen by its inflicter to override a single prior infliction instance of said status effect, unless the status effect is not stacked the maximum number of times it is able to be stacked, in which case it must be stacked. This ruling also applies to identical debuffs in a similar manner to negative status effects.
If a negative status effect is inflicted upon an individual who is already afflicted with an instance of said status effect and the inflictor of the new instance is not a higher-level source than the prior instance that is not allied with the original instance of the status effect, and the status effect is not stacked the maximum number of times it is able to be stacked, it must be stacked. This ruling also applies to identical debuffs in a similar manner to negative status effects.
If a positive status effect is inflicted upon an individual who already possesses said status effect, then said new instance of the status effect, if coming from a higher-level source than the prior instance that is allied with the original instance of the status effect, may be chosen by its inflicter to override a single prior infliction instance of said status effect, or, if the status effect stacks, to stack said status effect. This ruling also applies to identical buffs in a similar manner to positive status effects.
If a positive status effect is inflicted upon an individual who is already afflicted with an instance of said status effect that comes from a non-allied source, then said new instance of the status effect, if coming from a higher-level source than the prior instance, may be chosen by its inflicter to override a single prior infliction instance of said status effect, unless the status effect is not stacked the maximum number of times it is able to be stacked, in which case it must be stacked. This ruling also applies to identical buffs in a similar manner to positive status effects.
If a positive status effect is inflicted upon an individual who is already afflicted with an instance of said status effect and the inflictor of the new instance is not a higher-level source than the prior instance that is not allied with the original instance of the status effect, and the status effect is not stacked the maximum number of times it is able to be stacked, it must be stacked. This ruling also applies to identical buffs in a similar manner to positive status effects.
If a status-effect-inflicting action hits multiple targets, separate infliction rolls are made for each target.
If an action, attack, or effect has multiple chances of inflicting the same status effect (with sub-status effects counting as different from the status effects they are considered sub-status effects of for this purpose), only the highest infliction chance is used unless otherwise noted.
If an item equipped by an individual, effect on an individual, or effect affecting an individual gives said individual an infliction chance of a negative status effect, said status effect infliction chance applies to all of said individual's offensive actions and offensive attacks. If an item equipped by an individual, effect on an individual, or effect affecting an individual gives said individual an infliction chance of a positive status effect, said status effect infliction chance applies to all of said individual's non-offensive actions and non-offensive attacks. If a spell cast by an individual gives said individual or a certain action or attack an infliction chance of a status effect, said status effect infliction chance applies to whatever actions or attacks said spell's casting is part of.
Stealing
Stealing an item is considered to explicitly be something that effects that item.
Subcharacters
A subcharacter is, for all purposes where not explicitly stated otherwise, considered to be its own character. A subcharacter possesses its own distinct inventory sheet.
Rules for sub-characters:
A sub-character counts as a PC that exists within another PC's slot. It has its own set of stats and may either share its owner's inventory or have its own.
A sub-character shares its owning character's slots, including combo slots and can-be-in-this-many-places slots, but it may enter threads with its owning character without double-counting its presence for slot purposes.
A sub-character may be taken along in threads it isn't part of without taking a slot as though it were a pet.
A sub-character counts as a PC for purposes of the number of PCs that can be in a thread.
Submatches
Each submatch in a Special Match or Event Match is its own battle.
Summoning and Summons
Each PC that is not a summon possesses 10 summon slots; each may carry a single summoned entity between battles. Other entities may gain summon slots, but do not possess them by default unless specifically noted. Summons may not be given summon slots unless explicitly noted.
Summons not carried in summon slots vanish between battles.
Summon caps are tied to a given user across all instances of the same effect, ability, spell, item, or anything else that possesses a summon cap unless otherwise noted.
The summons of a player's summons (and their summons and so on and so forth) take up the summon slots of said player; non-players do not have their own summon slots unless specifically noted.
The summons of a PC's pets or summons count as the summons of said player for all intents and purposes. Their controller is considered to be the PC, not their original summoner. They vanish when said PC dies.
If non-unique enemies join a PC side in a quest, it begins acting as the summons of a designated PC with the difference that it cannot be unsummoned save by the death (or defeat through other means) of said PC.
Summons that would be unsummoned when their controller dies are still unsummoned if in a different battle.
Individuals may, at any time they have an action, choose to unsummon any of their summons if not controlled by another individual of less than Level 100 at that time.
Summons of temporary entities created for action-replication purposes by individuals count as the summons of the individual replicating said actions, even if said actions are being performed as though the temporary entities conducted them unless otherwise specified.
If an entity is replicated, copied, or otherwise 'created', it is a summon unless otherwise specified.
Unless an ability or item that summons states that it summons on an opposing side of battle or as an uncontrolled summon, it summons the summon on the summoner's side of battle. If the caster of a spell is not the individual who possesses the spell, the summons are summoned on the caster's side of battle rather than the possessor's side of battle.
Suspending Attacks and Actions
An attack or action must have a target to be suspended unless something else is specified by the attack or action or another effect. Said attack or action must still possess a reachable target when it leaves suspension, doing nothing if all of its targets are no longer targettable when it activates, provided that something else is not specified by the attack or another effect. Suspended attacks and actions vanish when their user dies or leaves battle unless something else is specified by the attack, action, or another effect. This doesn't necessarily apply to some player quests, mod-run quests, and official quests, where mod / my judgment will come into play regarding when the attack can and cannot be used as well as what it can and cannot hit.
A suspended action or attack becomes un-suspended on the turn-order count that it was originally suspended on, with ties between a suspended action becoming un-suspended and other things that would occur on the same turn-order-determining value occurring in randomized order.
A suspended action or attack preserves a copy of its source at the time of suspension and uses the values of said copy unless otherwise noted. A suspended action or attack uses values of its targets at the time that it is un-suspended and actually interacts with them. If a suspended action or attack targets its source, then it uses the values of its source at the time that it is un-suspended instead of the copied values for all purposes unless otherwise noted.
A suspended action or attack may only be per-emptively countered when it is first being suspended and not when it is un-suspending and resolving.
A suspended action or attack may be countered both when it is first being suspended by individuals who are targeted by a non-suspended part of said attack or action or whose counters possess a trigger other than normal targeting that is triggered, and it may be countered normally when it is un-suspending and resolving.
The suspension of an action or attack occurs immediately after said action's initial targets are chosen but before the action does anything else.
Targeting
An individual conducting an attack or action with a variable number of hits must declare all possible targets when declaring said action. Following all preemptive counters and other pre-action occurrences, the number of hits for such an attack as calculated. At this point, the user of said action chooses how to divide said hits among the chosen targets. Any hits that would be directed at a target that dies or is otherwise rendered non-targettable part-way through an action may be re-assigned to another of the pre-declared targets who remains a valid target following the processing of all valid hits. At any point in this process, the user of said action may choose to cancel any number of voluntary hits. Once all hits are accounted for or cancelled, or all pre-declated targets become non-targettable, the attack or action ends.
Any instance of something affecting something else or itself counts as the first thing targeting the second to process the effect.
Specific exceptions:
The effects of equipped items on the individuals who have them equipped do not target those individuals, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
The effects of non-active-portions of abilities that individuals possesses do not target those individuals, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
The effects of anything within the 'constant effects' block on an individual's stats do not target said individual, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
Buffs, debuffs, and status effects, once on an individual, do not target said individual, excepting in cases where said individual is somehow being counted as an 'ally' of itself for purposes of said effect.
Examples:
1) Fire Wizard A and Fire Wizard B are fighting Ice Wizard A. Fire Wizard A uses an ability called Flame Torrent that takes an action and deals 500 Flat Fire element damage to every individual in battle. This ability targets Fire Wizard A, Fire Wizard B, and Ice Wizard A.
2) Ice Wizard A (in the same situation) has a Constant Effect that deals 5,000 Flat Ice element damage to every individual in battle at the start of every round. This effect targets Fire Wizard A and Fire Wizard B, but it manages to affect Ice Wizard A without targeting him, since it is a Constant Effect on him that is not counting him as an ally.
If an individual who is being targeted by an action or attack ceases to be a valid target for said action or attack partway into said action or attack, but becomes a valid target for said action again while said action or attack continues to resolve, said individual is still able to be targeted by said action or attack.
An individual may ignore targeting restrictions set by things that it is Immune to due to being Immune to things below a certain Level.
Technique Abilities
An individual may only use Technique Abilities in conjunction with said individual's own actions, not the actions of others, unless otherwise noted.
'Temporary' Things
Any Gold, XP, Items, or other permanent rewards that are somehow obtained from the destruction of items or rewards designated as Temporary are also designated as being Temporary and lasting only for the thread's duration (as well as such rewards obtained from said rewards). Something is designated as Temporary if its type includes the word "Temporary" or it is designated as either being Temporary at its creation or is noted as lasting only a set length of time at the time of its creation.
The Enemy List (and Special Fights Enemies)
Entities marked with a ! on the Enemy List cannot be summoned or have abilities or effects copied from them unless specifically noted.
The Universe Element
Attacks which contain Universe as an element become solely Universe element unless their user chooses to make them not such, in which case they are all of their elements as usual. Attacks which are solely Universe element ignore Defense against both damage and stat damage, though not immunity to stat damage by individuals who both are not Universe element and do not have Defense-boosting sources that are Universe element. The user of an attack or ability may choose to have solely-Universe-element attacks or abilities not gain the special Defense-piercing power that Universe element attacks can gain. Should possessor not be Universe element and choose to have a solely-Universe-element attack or ability pierce all non-Universe-element Defense, then possessor takes an amount of non-Universe-Defense-piercing Universe element damage equal to 1/10 the amount of damage that said attack or ability dealt.
Universe element Damage cannot automatically pierce the Defense of targets 20 or more Levels greater than its source.
Universe-element Damage backlash (generated by choosing to make the Universe element Defense-piercing) counts as part of the action that generated it and does target, but it does not count as an attack. An individual treats such actions as they would any other in which they were targeting themselves outside of an attack for purpose of countering the action.
Whenever an element is selectable, Universe may not be selected as the element unless it is explicitly permitted as a choice.
An entity may not Resist, Reflect, Absorb, or be Immune to the element Universe through any means that does not specifically permit such.
An entity that Resists, Reflects, Absorbs, or is Immune to Universe may apply such to any element, subset of elements, or combination of elements.
Things That Occur Before Combat (But Not Specifically At The Beginning Of a Thread)
If an individual would do something 'before combat' and it is not present as one of the individuals at the start of a combat, said things that would trigger or occur 'before combat' occur as soon as it enters a battle.
Individuals who are summoned during actions occurring before the beginning of combat, said summoned individuals do not gain pre-combat actions even if they would do so otherwise.
Individuals on opposing sides of battles may not target or effect each other before battle unless specifically noted.
Individuals cannot win a battle before the battle begins unless specifically noted.
If an individual is summoned before the start of battle, said summon may not summon other individuals before the start of battle, but may trigger other non-summoning effects that would occur before the start of battle or act before the start of battle if it possesses a means of doing so.
An individual may not be given extra actions during rounds of battle that occur before the start of battle unless the granting of said actions specifies such.
An individual may not perform a counter during rounds of battle that occur before the start of battle unless said counter specifies such.
Rounds do not exist before the start of battle unless something occurs before the start of battle. Should something occur before the start of battle, a special round, which possesses the round number 0, is created for the side of battle that did something before the start of battle. Should multiple different sides of battle perform things before the start of battle, they use the same pre-battle round and exist in the same round 0.
Effects generated by opposing sides of battles may not target or effect individuals from other sides of battle before battle unless specifically noted.
The round number of a round that exists before the start of battle may not be changed.
New battles may not be entered or created before the start of battle.
A round may only be added before the start of battle to the first battle in a linked group of battles, with individuals entering said battle after the start of battle or entering into battles other than the first battle within a group of linked battles being unable to do things that they would do before the start of battle.
An individual doesn't count as having been in battle for a round if present during a round that occurs before the start of battle, since said round is before that point at which battle actually starts.
If something can happen a certain number of times per round, it may be used before the first round of battle starts if conditionals for it are met and it is able to be triggered at said time, but said uses count towards the number of uses that it could be used during the first round of battle.
Trade Actions
Individuals may use the Trade action to obtain items from dead allies provided that said allies, upon death, declared that they are willing for their items to be traded. This ruling affects non-RP threads.
Transfer and Replication of Effects
Unless otherwise noted, debuffs and copies of negative status effects may only be transferred to individuals who would have been valid application targets for their initial application, were those individuals in their current state present at said time. For example, a debuff that only targets the caster of an action could not be transferred to an individual other than the caster, a debuff that could only be placed on targets below Level 20 could not be transferred to a Level 30 individual, and a debuff that could only be placed on Aquatics could not be transferred to an individual who was not an Aquatic. This restriction only applies at the time of transfer (for example, if a debuff that could only be placed on targets below Level 20 was placed on someone whose Level was temporarily reduced to 15, it would not vanish simply because its possessor's Level stopped being below 20). This does not apply to buffs or positive status effects.
The above ruling also applies to debuffs and negative status effects that are 'copied' or 'replicated'.
If a status effect, buff, debuff, or other effect that does not specify its source when copied is copied, its source is considered to be the copier, not its original source. If the status effect, buff, debuff, or other effect that does not specify its source when copied is copied copies itself, then its original source is still considered to be the source of said copies.
Replicating the effect of a consumable does not use a charge of that consumable unless such is specified. Replicating the use of a Permanent Consumable creates Temporary results unless otherwise is specified.
Entities off of the Enemy List / Boss List / Zoo Record that are temporarily replicated to perform actions aren't summons unless the wording of the replication explicitly says so.
If an entity is replicated, copied, or otherwise 'created', it is a summon unless otherwise specified.
Abilities being replicated may not be used via replication at times when they could not be used via non-replicated methods unless specifically noted. Abilities, actions, and effects that replicate abilities may not have their timing or triggering altered by permitted activation times or triggers of the abilities they are replicating unless specifically noted.
Transforming and Transformations
A PC may start a battle in a Transformation.
If a transformed individual dies; they die. They do not transform back. They are considered dead both in and out of their transformation.
If an individual who is not in a transformation transforms into a transformation, said individual's non-transformed form retains all damage, buffs, debuffs, and effects that are on it, save those effects which are caused by the constant application of said effect by another source.
If an individual who is in a transformation transforms into a different transformation or de-transforms, said transformation retains all damage, buffs, debuffs, and effects that are on it, save those effects which are caused by the constant application of said effect by another source.
No damage, buffs, debuffs, or effects are carried between a non-transformed individual and any of said individual's transformations unless specifically noted. No damage, buffs, debuffs, or effects are carried between different transformations that an individual possesses or has equipped unless specifically noted.
If a pet or transformation is traded or unequipped, all buffs, debuffs, and effects affecting it, save those buffs, debuffs, and effects that were affecting it solely as a result of the individual who previously possessed it or were the sole result of another specific item, ability, or combination of items and /or abilities being equipped by the individual who possessed it, remain in effect on it. Buffs, debuffs, and effects which depend on effects from items, abilities, or combinations of items and /or abilities that the previous possessor of a pet or transformation had equipped that also apply to the new recipient of said pet or transformation do not vanish in this manner. If a pet or transformation is traded or unequipped, all damage, including stat damage and other nonstandard damage types, remain applied to said pet or transformation.
An individual that is in a transformation or is transformed into something is considered to still be carrying anything it was previously carrying and is considered to have anything equipped that it previously had equipped.
Abilities possessed by transformed individuals and items equipped by transformed individuals have no effect unless it is noted that they function in transformations or reference having some sort of effect while their possessor is transformed.
An individual in a transformation is considered to be the same source as said individual when said individual is not in said transformation.
If an individual is de-transformed, it retains previously assigned actions to-be-taken and their prior timing unless otherwise noted.
If a transformation is permitted to perform an action possessed by either its non-tansformed self or another transformation of itself, all values possessed by said other form are used except where explicitly stated otherwise, including Level. All effects, status effects, buffs, and debuffs on said other form are taken into account for purposes of said action, and no buffs, debuffs, effects, or status effects on said transformation are taken into account, with this alteration of what is and is not taken into account beginning after things that happen before the action and ending immediately before things that happen at the end of the action.
Pets equipped as transformations (or being used as transformations) do not count as pets for purposes of things that specifically effect pets.
Transforming Things Into Non-Transformations
Individuals who are transformed into non-PCs who end up on the PCs side of battle, provided they are not singular copies of a PC that is transformed into a non-PC, must either be carried in Summon Slots or they disappear at the end of battle.
An individual transformed into something from the Enemy List, Shop, or Zoo Record counts as being in a Transformation unless otherwise noted.
If something is stated to 'become' something from the Enemy List or Zoo Record, it is considered to have transformed into said thing unless otherwise noted, however.
Treasure in Instances of PC Loss
If an entire team of PCs dies in a mini quest, event match, specialty match (with some notable exceptions like Endurance Match and Boss Rush), or arena battle, they get no Gold, Treasure, or XP.
Triggering
A state-based effect (something that occurs because something else is set to a certain state or value) or trigger-based effect (something that occurs because something else either has happened, is happening, or is about to happen) is checked when:
* Whenever another effect is about to trigger
* Whenever another effect triggers
* After any effect fully resolves
* Before each action
* After each action
* At the beginning of each battle
* At the end of each battle
* At the beginning of each round
* At the beginning of each round, after actions and action-order are determined
* At the end of each round
* When damage of any type is about to be applied
* After damage of any type is applied
* At the beginning of an attack
* At the end of an attack
* Whenever something is about to be selected as a target
* Whenever something is selected as a target
* Whenever a target becomes invalid
* When something is about to acquire a buff, debuff, status effect, or effect of any other kind
* After something acquires a buff, debuff, status effect, or effect of any other kind
* When an individual is about to enter a battle
* When an individual has entered battle
* When something is about to be created
* When something is created
* When something is about to become 'Dead'
* When something becomes 'Dead'
* When something is about to be defeated
* When something is defeated
* When a side is about to lose a battle
* When a side loses a battle
* When a side is about to win a battle
* When a side wins a battle
* When a new side of battle is about to be created
* When a new side of battle is created
* When a side of battle is about to leave battle
* When a side of battle leaves battle
* When a cost is about to be paid for something
* When a cost is paid for something
* When something is about to be equipped
* When something is equipped
* When something is about to be unequipped
* When something is unequipped
* When something is about to be traded
* When something is traded
* When a value is about to be replaced
* When a value is replaced
* When a value is about to be linked to another value
* When a value is linked to another value
* When an effect is about to cease affecting something
* When an effect ceases to affect something
An individual may choose the order in which its state-based and trigger-based effects are checked in. The order of which individual's state-based and trigger-based effects are triggered in is randomized between different individuals. These orderings are superseded by any situation that specifies a different protocol for effect occurrence and order-checking (Example: Beginning-of-the-battle effects, which are trigger-based and possess the trigger of a battle beginning, have their own ordering system.)
The most recently triggered effect occurs first, with other triggered effects happening in reverse order, going back towards the least recent effect triggered.
If a loop of the same things triggering each other occurs 200 times, the loop stops, with the thing that would initiate the loop for the 201st time not being re-triggered.
Effects that trigger upon something occurring do not take the source of said occurrence or cause into effect unless such is stated or implied by their wording.
Turn-Order Determination
Spirit acts as the default turn-order-determining stat.
If an individual's turn-order-determining stat sum is equal to 10 times the agility of every opponent it is fighting, it gains two an additional action per round based on turn-order. If its agility is equal to 20 times the agility of every monster you are fighting, it gains an additional two actions based on turn-order. Etc.
If two individuals have equal turn-order-determining stat sums, then as soon as said instance of equal stats first appears, it is randomly determined what order said individuals will act in. As long as no such individual's turn-order-determining stat changes from said tied value, this randomly determined order persists. If an individual's turn-order-determining stat changes from the tied value and then changes back to it, this random order of actions is re-determined.
If one individual changes its turn-order-determining stat, this does not affect what stat determines the turn order of other individuals unless explicitly stated.
If the sum of an individual's Turn-Order-Determining stats is equal to or less than 0, said individual behaves as though said sum were 1 unless otherwise noted.
Individuals within a battle with no opponent do not get extra actions based on their turn-order-determining attribute's value.
An individual's number of natural and turn-order-determining-stat-based actions is determined at the beginning of a round after all other beginning-of-round effects but before any actions are taken. This means that summons do not get actions on the rounds they are summoned. This means that resurrected individuals do not get actions on the rounds they are resurrected unless they died earlier in said same round with unresolved actions. This means that dealing massive stat damage to an individual does not alter the number of turn-order-determining-stat-based actions all individuals on the other side of battle get until the next round unless otherwise noted.
If an individual's turn-order-determining stat(s) are changed, the order in which said individual takes its actions during a round changes to match its new turn-order-determining stat value.
If an individual suddenly obtains a turn-order-determining stat value that is greater than the current value of turn-order-determining stat that is being acted upon or an individual with such a value suddenly enters battle, said individual's action(s) that occur in standard turn order occur before whatever action would be next in the current order.
Battles that are linked to other battles via an effect that allows any individuals to move between said battles or affect any individuals in said battles count the turn-order-determining stats of individuals within all such linked battles for purposes of turn-order-determining-stat-based actions.
Typing of Abilities
The abilities present in the 'Abilities' section of enemies, bosses, transformations, and pets are considered to be active abilities.
Unequipped Items
Items have no effects while unequipped unless specifically noted.
In order for an individual to gain benefits from an item, it must be equipped unless it is explicitly noted otherwise.
Unequipping a pet that is in another battle still affects said pet.
Uniqueness
PCs are considered to be Unique.
Bosses are not automatically unique. All of the bosses in the Boss List at the moment, however, are. The unique star needs to be added to them at some point.
Units and Thresholds
Units may not gain more thresholds than their normal starting number of thresholds unless they are affected by effects that specifically do so. A unit whose Max HP (or other threshold-determining value) is buffed above a point at which said threshold increase would occur still benefits from all other effects of such buffing and may still be buffed beyond said point.
Bonus actions granted to units by unit effects are not placed in turn-order-assignment at the beginning of a round. Whenever a unit would take an action that was assigned to it in turn order during the beginning of a round, including additional ones granted specifically at said time by effects and including ones that are granted by high turn-order-determining stat sums, the unit's unit effect grants its listed compliment of additional actions to said unit, to a max of 200 times per round. Said effects do not grant units additional actions due to actions granted to units by other abilities, actions, and effects unless specifically noted.
Use of Future Actions
An individual may not use up more than one future action at a time.
Voluntary Removal of Effects and Buffs
Any individual may, at any time that said individual could perform an action, choose to end any buff or positive status effect on itself. Doing so does not consume an action.
An individual may not choose to ignore constantly applied effects, including positive ones, choose to ignore passive ability / item text, even from positive abilities / items, or choose to voluntarily reduce any stats or other values possessed unless given specific permission to do so.
Values of 'X'
If an item has no listed value or a listed value of X, it is assumed to be above the max value for value-based effects.
Vehicles
Anything that possesses a Vehicle Trait counts as a Vehicle.
Weaknesses, Resistances, Immunities, Absorption, and Reflection
Weakness and Resistances are calculated for all elements (as well as anything else that is a relevant Weakness or a Resistance, such as 50% Sword Resistance of 20% Alien Weakness) involved in an attack or value of Damage dealt that is not part of an attack.
Weaknesses and Resistances affect Damage (including Flat Damage and Stat Damage), but not other values unless otherwise specifically noted.
When a value is modified by a Weakness, it is multiplied by a value equal to (1+(The Percent Weakness)*.01).
When a value is modified by a Resistance, it is multiplied by a value equal to (1-(The Percent Resistance)*.01).
If something would be multiplied by multiple Weaknesses and Resistances to different things, said modifications occur sequentially in a randomly determined order.
If an individual would have both weakness and resistance to something, the value of the lesser of the two is subtracted from the value of the greater of the two, and only that resultant value takes effect.
Weakness to something cannot affect an individual in a positive way (such as by increasing the amount said individual is healed) unless explicitly noted.
Resistance, immunity to, or absorption of something cannot affect an individual in a negative way (such as by blocking a heal spell) unless said individual chooses such or such is explicitly noted.
Resistances to status effects are subtracted directly from the chance of landing the status effect.
Effects which ignore immunities do not ignore immunity to individuals below certain levels unless explicitly stated.
Immunity trumps Resistance in terms of precedence when both are possessed. Absorption and Reflection both trump Immunity in terms of precedence when both are possessed. If both Absorption and Reflection are possessed, their possessor may choose which takes precedence. If Absorption and / or Reflection is bypassed and the other is present, the other is counted. If Absorption and / or Reflection is bypassed and Immunity is present, Immunity is counted. If Immunity is bypassed and Resistance is present, Resistance if present.
If an individual would absorb an element and would take stat damage from it, said stat damage is absorbed and heals prior stat damage dealt to said individual. The absorbed stat damage cannot buff stat values above their prior maximums. Absorbed HP and MP damage cannot bring said values above their respective maximums.
If an individual has 100% or greater resistance to an element, immunity to an element, or absorbs an element, said individual cannot be affected (including obtaining unwanted buffs) by negative effects or actions of said element unless explicitly noted. (So an individual who is immune to Ice is unaffected by an Ice element attack that always inflicts Paralysis even though said attack deals no damage).
'Individuals below Level 20 cannot inflict status effects on possessor' is not the same as 'Immune to status effects from sources below Level 20'. If something says it ignores Resistances and Immunities, it would bypass the later wording but not the earlier one.
If an attack or action is absorbed, all HP damage or drain it would deal to the target that absorbed it is converted into HP healing, all stat damage or drain it would deal to the target that absorbed it is converted into stat healing, all MP damage or drain it would deal to the target that absorbed it is converted into MP healing, and all Defense damage or drain it would deal to the target that absorbed it is converted into Defense healing. All negative effects that it would generate for the target that absorbed it are ignored by said target.
If an individual 'Absorbs' an element, then things that are that element do not naturally apply any of their negative effects on said absorbing individual. In addition, said individual's HP, MP, stats, and assorted values are raised by damage to said respective values instead of being lowered by said damage. This does not change said damage into healing.
If an individual 'Absorbs' a subtype of entity, then anything sourced from said entity does not naturally apply any of its negative effects on said absorbing individual. In addition, said individual's HP, MP, stats, and assorted values are raised by damage to said respective values instead of being lowered by said damage. This does not change said damage into healing.
If an individual 'Absorbs' a subtype that is not an entity subtype, then anything sourced from an entity that has something of said subtype equipped or any action, effect, or attack that counts as containing, involving, or being said subtype does not naturally apply any of its negative effects on said absorbing individual. In addition, said individual's HP, MP, stats, and assorted values are raised by damage to said respective values instead of being lowered by said damage. This does not change said damage into healing.
A series of repeated reflections resolves in the same manner as any cycle of things repeating.
If an individual 'Reflects' something, that thing's target changes from the individual who is reflecting it to the individual who reflected it. This target-change is capable of making things that may not normally target the same individual multiple times able to do so, with each instance of said added targetting treating said individual as an additional target and re-calculating and applying its effects seperately each time.
If an individual 'Reflects' an element, then any action that is said element is reflected, any attack that is said element that is not part of an action that is being reflected is reflected, and any damage or effect that is said element but that is not part of an action or attack that is being reflected is reflected.
If an individual 'Reflects' a subtype of entity, then anything sourced from an entity that is said subtype is reflected.
If an individual 'Reflects' a subtype that is not an entity subtype, then anything sourced from an entity that has something of said subtype equipped or any action, effect, or attack that counts as containing, involving, or being said subtype is reflected.
An individual may, at any time they are Immune to a source of a buff or debuff on their, and triggering is being checked, choose to have said buff or debuff vanish.
An individual may choose to voluntarily lower or ignore any Immunity, Absorption, or Reflection that individual possesses unless specified otherwise. This status of being 'lowered' or 'ignored' lasts for the duration that the individual making the choice for it to be lowered or ignored and may be reinstated at any time.
An individual who is Immune to a buff or debuff may choose to acquire and/or possess but not be affected by said buff or debuff. If an individual becomes Immune to a buff or debuff while that buff or debuff is present on them, it is not removed but does not affect them unless they choose to lower the Immunity.
An individual who is Immune to a status effect may choose to acquire and/or possess but not be affected by said status effect. If an individual becomes Immune to a status effect while that status effect is present on them, it is not removed but does not affect them unless they choose to lower the Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a specific status effect, it does not bypass said same thing(s) applied to categories that contain that specific status effect unless specifically specified. For example, bypassing Instant Death Immunity does not bypass Major Status Effect Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a category of status effects, it does not bypass said same thing(s) applied to individual status effects within said category unless specifically specified. For example, bypassing Major Status Effect Immunity does not bypass Instant Death Immunity. Something can be worded to bypass all entries in a category with wording similar to 'This bypasses the Immunities to all individual Major Status Effects as well as Major Status Effect Immunity'. Bypassing the Immunity, Resistance, Reflection, and/or Absorption of a specific status effect does also bypass said same thing(s) applied to its sub-status effects as a specific exception to the above, unless otherwise stated. For example, bypassing Impaired Immunity also does bypass Impaired: Blind Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a element, it does not bypass said same thing(s) applied to categories that contain that specific element unless specifically specified. For example, bypassing Earth Immunity does not bypass Base Element Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a category of elements, it does not bypass said same thing(s) applied to individual elements within said category unless specifically specified. For example, bypassing Base Element Immunity does not bypass Earth Immunity. Something can be worded to bypass all entries in a category with wording similar to 'This bypasses the Immunities to all individual base elements as well as Base Element Immunity'.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a subtype, it does not bypass said same thing(s) applied to categories that contain that specific subtype unless specifically specified. For example, bypassing Aerial Immunity does not bypass Tier 1 Subtype Immunity.
If something ignores Immunity, Resistance, Reflection, and/or Absorption of a category of subtypes, it does not bypass said same thing(s) applied to individual subtypes within said category unless specifically specified. For example, bypassing Tier 1 Subtype Immunity does not bypass Aerial Immunity. Something can be worded to bypass all entries in a category with wording similar to 'This bypasses the Immunities to all individual Tier 1 Subypes as well as Tier 1 Subtype Immunity'.
An individual cannot be unwillingly prevented from doing anything by, or unwillingly made to abide by any rules change by, any individual that it is Immune to due to said second individual's Level.
An individual may ignore targeting restrictions set by things that it is Immune to due to being Immune to things below a certain Level.
What You Can Bring Into Threads
An individual may not bring unequipped items into non-RP threads unless explicitly specified. An individual may bring unequipped items, regardless of slots, into official quests, player quests, mod-run-world quests, and some special events. Either Gadigan or the moderator running the RP thread in question will determine what can or cannot be brought on an RP thread.
An individual chooses at the beginning of a thread how much Gold they are bringing into said thread in a similar manner to choosing what equipment to bring. An individual may bring any quantity of Gold (provided that they actually have said quantity) into a non-RP thread. Gold brought into a thread may not be brought into or used in another thread simultaneously.
If an individual has items attached to non-Curse abilities that are always carried or equipped and is starting a Task or Mini-quest that requires no items be carried or equipped, that individual may choose to not bring those abilities into that specific thread.
When Individuals May Do Things
Individuals cannot do things at points in time when they are not able to conduct an action unless explicitly specified.
XP and Level Loss
The minimum level for a PC is 1 unless otherwise noted. The minimum level for an entity on either the Enemy List or the Boss List is the level it is listed as being on said list unless otherwise noted. The minimum level for any item that does not state that it possesses a minimum level value is 1. The minimum level for all pets, summons, and transformations should be present as part of their stats, but, if it is not, it should be assumed to be 1.
If an entity or item loses (Via XP damage, XP Drain, the spending of XP to power effects, XP transfer, or other means) more XP than it possesses and it is above its minimum level, its Level is reduced by 1 and it is given an amount of XP equal to the amount of XP that it would have required to gain a level from the level it has just been reduced to minus 1.
If an entity or item loses (Via XP Drain or XP Transfer) an amount of XP greater than it possesses and is its minimum level, the transfer of any XP beyond the amount that it possesses is stopped.
An entity or item cannot spend XP that exceeds the amount of XP it would possess if it added the sum of the XP required to level up for each level from its minimum level to its current level to its current XP and then subtracted a quantity from said value equal to the number of times it would have to level up from its minimum level to its current level unless otherwise noted.
If an entity or item loses (Via P damage, XP Drain, the spending of XP to power effects, XP transfer, or other means) more XP than it possesses and it is its minimum level, then it remains said level and does not acquire a negative amount of XP unless otherwise noted.
If a PC goes down in level, it must de-assign a number of bonus stat points equal to the quantity that it would gain upon level-up and remove them from its stats. Its stats are then recalculated, re-determining them based on its new level. All effects that were present on said PC, as well as all damage, remain unaffected unless otherwise noted.
If a non-unique pet, summon, transformation, or item, or an entity from the enemy list or boss list (including unique entities on the boss list) would lose a level, then its stats are replaced by the stats of its lower level version. All effects that were present on said entity, as well as all damage, remain unaffected unless otherwise noted.
If a unique pet, summon, transformation, or item would lose a level, it must be re-statted at its new, lower level even if there is one or more versions of its at said level in existence. This is due to the potential for effects, events, absorptions, and enchantments to alter the method by which a unique levels. All effects that were present on said entity, as well as all damage, remain unaffected unless otherwise noted.
Anything that has its level reduced to a level that would require something other than XP to level up is not refunded the non-XP things that were required to level up.
If a PC or anything else that requires a Holy Imperial Seal to gain a level would be reduced in level below a level at which it would require such a Seal to level and it has in the past paid the cost of said Seal when leveling, it does not require said Seal again to re-level.
Zero-Values in Comparisons
If a value of 0 is part of a comparison where it is being determined how many times higher or lower another value is than said value, then treat said value as 1 for purposes of the comparison. This means that a turn-order-determining stat total of 0 will be treated as 1 for the purposes of individuals getting extra actions.
Zones, Terrains, and Phantom Terrains
Each side of battle may create and possess up to 200 Zones at once unless otherwise noted. There may be up to 200 Zones present that are not generated by any side of battle unless otherwise noted. Each such Zone may possess up to 200 different effects on it from each side of battle in addition to up to 200 different effects that come from no side in particular unless otherwise noted.
A Zone, when created, is considered owned by its creator and created by its creator's side. If a Zone's creator switches sides while in control of said Zone, then said Zone transitions to said new side of battle, counting as being created by said side. A Zone's owner may choose, at the start of any round or action of said owner, to remove said Zone as though said Zone were a buff that said owner could remove; this removal may only occur if no opposing side that is still in existence has attached any effects to said Zone. Should said Zone have any effects attached to it by a side other than it's owner's side (or in the event that said Zone has no owner, the side that it is considered as having for its source), then said Zone may not be removed in this manner.
A Zone's owner may choose to carry said Zone in a buff slot. Unowned Zones that belong to a side may not be carried in buff slots in this manner.
A Zone's owner loses ownership of said zone upon death or upon leaving a thread. Should said Zone's owner be resurrected, ownership of said Zone does not resume. Effects may restore or change Zone ownership if they say they do so.
Zones are typically of an element, but there can be Zones of other things (such as subtypes) or Zones that aren't of anything and are simply Zones.
If a Zone would be created that exceeds the number of Zones that are creatable by its side of battle or if a Zone transitions to having a side (or lack of side) that is maxed out in terms of how many Zones can be assigned to said side or lack of side, then said side must immediately choose to delete a Zone that they are capable of deleting. If no Zones may be deleted to correct said situation, a Zone is deleted at random unless otherwise noted.
If all members of a side that created a Zone are dead or no longer in a battle that said Zone is present in, then the remaining sides of battle may, at the end of a round or the end of said battle, choose to remove said Zone from battle should they all decide to unanimously.
Zones do not transition between battles unless carried in buff slots. Effects attached to Zones transition with the Zones that they are attached to unless otherwise noted.
Each side of battle may create and possess up to 200 Terrains and up to 200 Phantom Terrains at once unless otherwise noted. There may be up to 200 Terrains and up to 200 Phantom Terrains present that are not generated by any side of battle unless otherwise noted. Each such Terrain or Phantom Terrain may possess up to 200 different effects on it from each side of battle in addition to up to 200 different effects that come from no side in particular unless otherwise noted.
A Terrain or Phantom Terrain, when created, is considered owned by its creator and created by its creator's side. If a Terrain or Phantom Terrain's creator switches sides while in control of said Terrain or Phantom Terrain, then said Terrain or Phantom Terrain transitions to said new side of battle, counting as being created by said side. A Phantom Terrain's owner (but not a Terrain's owner) may choose, at the start of any round or action of said owner, to remove said Phantom Terrain as though said Phantom Terrain were a buff that said owner could remove; this removal may only occur if no opposing side that is still in existence has attached any effects to said Phantom Terrain . Should said Phantom Terrain have any effects attached to it by a side other than it's owner's side (or in the event that said Phantom Terrain has no owner, the side that it is considered as having for its source), then said Phantom Terrain may not be removed in this manner.
A Phantom Terrain (but not Terrain)'s owner may choose to carry said Phantom Terrain in a buff slot. Unowned Phantom Terrains that belong to a side may not be carried in buff slots in this manner.
A Terrain or Phantom Terrain's owner loses ownership of said zone upon death or upon leaving a thread. Should said Terrain or Phantom Terrain's owner be resurrected, ownership of said Terrain or Phantom Terrain does not resume. Effects may restore or change Terrain or Phantom Terrain ownership if they say they do so.
If a Terrain or Phantom Terrain would be created that exceeds the number of Terrains or Phantom Terrains that are creatable by its side of battle or if a Terrain or Phantom Terrain transitions to having a side (or lack of side) that is maxed out in terms of how many Terrains or Phantom Terrains can be assigned to said side or lack of side, then said side must immediately choose to delete a Terrains or Phantom Terrain that they are capable of deleting. If no Terrains or Phantom Terrains may be deleted to correct said situation, a Terrain or Phantom Terrain, as is appropriate, is deleted at random unless otherwise noted.
If all members of a side that created a Phantom Terrain (but not Terrain) are dead or no longer in a battle that said Phantom Terrain is present in, then the remaining sides of battle may, at the end of a round or the end of said battle, choose to remove said Phantom Terrain from battle should they all decide to unanimously.
Terrains and Phantom Terrains do not transition between battles unless carried in buff slots. Effects attached to Terrains and Phantom Terrains transition with the Terrains or Phantom Terrains that they are attached to unless otherwise noted.
All individuals within a battle are considered to be inside all Zones, Terrains, and Phantom Terrains in said battle unless otherwise noted.
Effects attached to Zones, Terrains, and Phantom Terrains may be removed as though they were buffs that have their creators as their sources.
Zones and Phantom Terrains may be removed as though they were buffs that have their creators as their sources. Terrains may not be removed in this way.
Standard Universe Rules
Over time, major plot events have caused universe-wide rule changes to take effect that do not reflect the standard state of the game or a standard, 'default' version of the setting. The following list of changes should be made for things (such as the Ascension games) that use a more default version of things:
* Light is a Tier 1 Base Element.
* Hope is a Tier 1 Nonbase Element.
* Progress is a Tier 2 Nonbase Element.
* Agility is the default Turn-Order-Determining stat.
* Angels are a Tier 1 Base Subtype with the traits 'Hexed Immunity , Diseased Immunity'.
* The rule where spells possess an MP cost equal to 3/4 their natural listed MP cost is not a rule.
Changes specific to BA Members and Arena Matches are not included in this list, as BA Member-specific rulings hold more bearing on this game and less of a setting-changing impact on other things.
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- Site Admin
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Re: Rules Thread
The Shop
Buying Stuff:
You can buy any item from the shop that is not marked as being out of stock. To buy something, simply post in the shop that you are buying it. Make sure that you have enough gold to afford your purchases.
A mod will, within a short time span, enact your purchase, taking your gold and adding the items you bought to your stat sheet.
Selling Stuff:
To sell something, simply post in the shop that you are selling it. Most items under 10,000 gold sell for half their value. Items worth more have a cap, selling for 5,000 gold (Note that some abilities can raise this cap).
A mod will, within a short time span, enact your sale, taking your items and adding the gold you got to your stat sheet.
Only 5 of any given item may be sold a day by a character.
You can't sell things you or another player has made through combos more than once per item.
Combos:
You can at any time you could access the shop, combine items. To combine items, post what items you are combining, the stats of each item, and an ability you are using with the combination in the shop thread. All items combined are lost. Using an ability is optional, the ability (typically) is not lost, and the results are usually changed.
In the case of combos that have not been previously done and are therefore not on the Shop's combo list, Gadigan will need to personally update the combo and determine its result. This can often take a while. Remember that performing a combo does not take one of your character's slots of where they can be (unless they are doing an RP combo in an RP thread), so the PC doing the combo can do other things while waiting. Make sure, however, that the items being combined do not get taken into RP threads or other threads where they could be lost.
Each player (NOT character) now has 5 combo slots.
Any combo that involves more than 5 different items or ANY number of pets / summons / transformations, counts as 2 slots.
Pet / summon / transformation level-ups take 2 slots, assuming said pet hasn't already been leveled up to said point.
Artifact level-ups take up 3 slots.
Permanent Consumable level-ups take 1 slot.
This might seem to restrict things, but I think this will also mean they (may) get done faster.
Absorptions take up half a slot.
If you want to replicate a previously done combo (all of which are stored on the second page of the shop), then simply post what combo you are replicating. Any mod can update these.
Combining items is often a very handy way of making newer, more powerful items. Sometimes, however, a combo may go awry and you will end up with something worse than what you started with. To minimize chances of this, don't combine too many odd things together.
Please post Items in the following format:
Item 1 + Item 2 . . . Item X = ??? (Ability used, put in "No Ability" if none is used)
(Note how many of each up here)
Item 1's Stats
Item 2's Stats
....
Item X's Stats
An example of how to set up a combo:
I am combining:
5 Magi-Seal Tape + Paralyze Other + The Wizard's Guide to Spells = ??? (Basic Wizard Magic Attunement)
Magi-Seal Tape- (Item, Antiquity, Magic, 1,500 Gold)
Paralyze Other- (Spell, Wizard Spell, Earth, 50 MP, 3,000 Gold) 55% Inflicts Paralysis
The Wizard's Guide to Spells- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
The combo's result would be-
"5 Magi-Seal Tape + Paralyze Other + The Wizard's Guide to Spells = Power Word: Tape (Basic Wizard Magic Attunement)
Power Word: Tape- (Spell, Wizard Spell, Earth, 500 MP, 22,000 Gold) 75% Inflicts Paralysis, 15% Inflicts Paralysis: Sticky"
Unique Items and Artifacts cannot be used in combos, however they may absorb items. Please be careful about what items you try to have absorbed, since not all items will have a positive effect.
Unique items and artifacts from mod-run worlds may only be involved in combos, absorbs, and Level-ups in mod-run threads for their respective worlds. If multiple such items from different mod-run worlds are involved in the same combo or absorb, a special thread must be started with the approval of the mod-run world mods from all said worlds in question. If unique items or artifacts that are not from mod-run worlds are involved in such a combo or absorb, Gadigan should be consulted.
A character with access to another character's inventory may not use the items in said second character's inventory to perform combos; all items in a combo must be present in the inventory of the individual performing the character and may not be simultaneously present in any other individual's inventory.
A combo, when declared, may be declared as having an 'Instantly Traded Result to <Character Name>' upon its creation; this may only be used as part of non-RP combos. If such is the case, it keeps this designation with it on the To Do list. If such is the case, any result of the combo is, if possible, immediately traded to <Character Name> upon the completion of the combo. If <Character Name> cannot receive the result or the combo'er cannot trade away the result, then this designation has no effect.
Items, when traded, may be declared as having a 'Sole Combo Application in <Entire Combo Written Here>'. If this is the case, these items keep this designation on the sheet of the individual they are traded to. Note that the combo may be declared ahead of time as having an 'Instantly Traded Result to <Character Name>. They may only be used to perform the noted combo. The noted combo must be a non-RP combo. Items traded in this manner cannot be taken into threads and cannot appear in threads that are not the Shop. They must be either used in the designated combo or given back to their source. If their source is unable to receive them back at any point that they are attempted to be given back, they lose this designation. If the combo noted does not make it onto the To Do list within a week of the trade, the items are automatically traded back. The combo the items are used as part of must be exactly the combo agreed upon and cannot differ from it in any way. Vague notation cannot be used in the description of such a combo, with all items and abilities in said combo being spelled out in entirety.
Players may not say that they don't want something updated to their sheet because they are using it immediately in a combo. Combos take a while and this causes massive amounts of confusion.
A single character may not perform the same combo more than 200 times in a day unless explicitly noted. A single character may not craft or otherwise produce or create the same item more than 200 times in a day unless explicitly noted. A single character may not teach the same ability more than 200 times in a day unless explicitly noted.
A combo slot cannot be mechanically traded by a player to another player, and a player cannot use another player's combo slot to perform a combo or to do anything else that a player could normally use its own combo slots to do (such as an absorbtion). If a player (referred to as A) wishes to allow another player (referred to as B) to perform one or more combos in A's slots, then A's characters must perform said combos. As has been noted in a prior ruling, the character whose abilities are used to perform a combo must be the character who performs said combo, meaning that if an player's combo slots are full, that player's characters' abilities may not be used in combos.
Combos may not include anything other than items unless otherwise noted (excluding up to one ability being used by the combo in the standard manner). This means that Gold, XP, stat points, and anything else that is not an item may not normally be included in combos. This rule is often less strict in RP threads.
Combos may include PCs if the respective PCs agree to be part of the combo. Doing so makes the combo a 'Player Combo' which is non-repeatable even if another PC with the same name is created; each instance of a Player Combo has its own result, and said results are usually different. All items other than the PCs in a player combo must abide by the same rules of being possessed by the individual performing the combo. A PC who is part of a player combo may be the individual performing the combo.
Absorbs:
Each absorb takes half a combo slot.
Any item involved in an Absorb must be statted.
Unique items an artifacts may attempt to absorb Abilities and PCs in RP threads, but not in the Shop.
Unique items and artifacts may only absorb items unless in an RP thread.
For an item to be absorbed by a unique item or artifact, both the absorber and absorbee must be in the possession of the individual performing the absorb.
Trading Items and Inventory Updates:
Trades, changes to inventory contents, and questions for mods regarding inventory-related updates should be posted in the Shop.
An individual may refuse to obtain traded items in the Shop. An individual must make this refusal before the trade is updated to block the trade. If the individual realizes they do not want to accept the items after the items are updated, they may attempt to trade them back, but cannot block the trade from occurring in the first place.
An individual may state that they do not want one (or more) of their characters to obtain items from trades made in the Shop without specific per-trade permission. If an individual does so, a note stating such is to be placed on the sheet of each character that said individual makes said decision for. This decision may be revoked by said individual at any given time, at which point the designation is to be removed. If such a designation is in place, said individual must post to approve each trade directed at said character in the shop. Specific trades for individuals with said designation cannot be pre-approved; trades from specific individuals to individuals with said designation cannot be pre-approved.
Enhancements:
Weapons may be enhanced in a variety of was, though only one of each type of enhancement may be on a weapon at a time.
Buying Stuff:
You can buy any item from the shop that is not marked as being out of stock. To buy something, simply post in the shop that you are buying it. Make sure that you have enough gold to afford your purchases.
A mod will, within a short time span, enact your purchase, taking your gold and adding the items you bought to your stat sheet.
Selling Stuff:
To sell something, simply post in the shop that you are selling it. Most items under 10,000 gold sell for half their value. Items worth more have a cap, selling for 5,000 gold (Note that some abilities can raise this cap).
A mod will, within a short time span, enact your sale, taking your items and adding the gold you got to your stat sheet.
Only 5 of any given item may be sold a day by a character.
You can't sell things you or another player has made through combos more than once per item.
Combos:
You can at any time you could access the shop, combine items. To combine items, post what items you are combining, the stats of each item, and an ability you are using with the combination in the shop thread. All items combined are lost. Using an ability is optional, the ability (typically) is not lost, and the results are usually changed.
In the case of combos that have not been previously done and are therefore not on the Shop's combo list, Gadigan will need to personally update the combo and determine its result. This can often take a while. Remember that performing a combo does not take one of your character's slots of where they can be (unless they are doing an RP combo in an RP thread), so the PC doing the combo can do other things while waiting. Make sure, however, that the items being combined do not get taken into RP threads or other threads where they could be lost.
Each player (NOT character) now has 5 combo slots.
Any combo that involves more than 5 different items or ANY number of pets / summons / transformations, counts as 2 slots.
Pet / summon / transformation level-ups take 2 slots, assuming said pet hasn't already been leveled up to said point.
Artifact level-ups take up 3 slots.
Permanent Consumable level-ups take 1 slot.
This might seem to restrict things, but I think this will also mean they (may) get done faster.
Absorptions take up half a slot.
If you want to replicate a previously done combo (all of which are stored on the second page of the shop), then simply post what combo you are replicating. Any mod can update these.
Combining items is often a very handy way of making newer, more powerful items. Sometimes, however, a combo may go awry and you will end up with something worse than what you started with. To minimize chances of this, don't combine too many odd things together.
Please post Items in the following format:
Item 1 + Item 2 . . . Item X = ??? (Ability used, put in "No Ability" if none is used)
(Note how many of each up here)
Item 1's Stats
Item 2's Stats
....
Item X's Stats
An example of how to set up a combo:
I am combining:
5 Magi-Seal Tape + Paralyze Other + The Wizard's Guide to Spells = ??? (Basic Wizard Magic Attunement)
Magi-Seal Tape- (Item, Antiquity, Magic, 1,500 Gold)
Paralyze Other- (Spell, Wizard Spell, Earth, 50 MP, 3,000 Gold) 55% Inflicts Paralysis
The Wizard's Guide to Spells- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
The combo's result would be-
"5 Magi-Seal Tape + Paralyze Other + The Wizard's Guide to Spells = Power Word: Tape (Basic Wizard Magic Attunement)
Power Word: Tape- (Spell, Wizard Spell, Earth, 500 MP, 22,000 Gold) 75% Inflicts Paralysis, 15% Inflicts Paralysis: Sticky"
Unique Items and Artifacts cannot be used in combos, however they may absorb items. Please be careful about what items you try to have absorbed, since not all items will have a positive effect.
Unique items and artifacts from mod-run worlds may only be involved in combos, absorbs, and Level-ups in mod-run threads for their respective worlds. If multiple such items from different mod-run worlds are involved in the same combo or absorb, a special thread must be started with the approval of the mod-run world mods from all said worlds in question. If unique items or artifacts that are not from mod-run worlds are involved in such a combo or absorb, Gadigan should be consulted.
A character with access to another character's inventory may not use the items in said second character's inventory to perform combos; all items in a combo must be present in the inventory of the individual performing the character and may not be simultaneously present in any other individual's inventory.
A combo, when declared, may be declared as having an 'Instantly Traded Result to <Character Name>' upon its creation; this may only be used as part of non-RP combos. If such is the case, it keeps this designation with it on the To Do list. If such is the case, any result of the combo is, if possible, immediately traded to <Character Name> upon the completion of the combo. If <Character Name> cannot receive the result or the combo'er cannot trade away the result, then this designation has no effect.
Items, when traded, may be declared as having a 'Sole Combo Application in <Entire Combo Written Here>'. If this is the case, these items keep this designation on the sheet of the individual they are traded to. Note that the combo may be declared ahead of time as having an 'Instantly Traded Result to <Character Name>. They may only be used to perform the noted combo. The noted combo must be a non-RP combo. Items traded in this manner cannot be taken into threads and cannot appear in threads that are not the Shop. They must be either used in the designated combo or given back to their source. If their source is unable to receive them back at any point that they are attempted to be given back, they lose this designation. If the combo noted does not make it onto the To Do list within a week of the trade, the items are automatically traded back. The combo the items are used as part of must be exactly the combo agreed upon and cannot differ from it in any way. Vague notation cannot be used in the description of such a combo, with all items and abilities in said combo being spelled out in entirety.
Players may not say that they don't want something updated to their sheet because they are using it immediately in a combo. Combos take a while and this causes massive amounts of confusion.
A single character may not perform the same combo more than 200 times in a day unless explicitly noted. A single character may not craft or otherwise produce or create the same item more than 200 times in a day unless explicitly noted. A single character may not teach the same ability more than 200 times in a day unless explicitly noted.
A combo slot cannot be mechanically traded by a player to another player, and a player cannot use another player's combo slot to perform a combo or to do anything else that a player could normally use its own combo slots to do (such as an absorbtion). If a player (referred to as A) wishes to allow another player (referred to as B) to perform one or more combos in A's slots, then A's characters must perform said combos. As has been noted in a prior ruling, the character whose abilities are used to perform a combo must be the character who performs said combo, meaning that if an player's combo slots are full, that player's characters' abilities may not be used in combos.
Combos may not include anything other than items unless otherwise noted (excluding up to one ability being used by the combo in the standard manner). This means that Gold, XP, stat points, and anything else that is not an item may not normally be included in combos. This rule is often less strict in RP threads.
Combos may include PCs if the respective PCs agree to be part of the combo. Doing so makes the combo a 'Player Combo' which is non-repeatable even if another PC with the same name is created; each instance of a Player Combo has its own result, and said results are usually different. All items other than the PCs in a player combo must abide by the same rules of being possessed by the individual performing the combo. A PC who is part of a player combo may be the individual performing the combo.
Absorbs:
Each absorb takes half a combo slot.
Any item involved in an Absorb must be statted.
Unique items an artifacts may attempt to absorb Abilities and PCs in RP threads, but not in the Shop.
Unique items and artifacts may only absorb items unless in an RP thread.
For an item to be absorbed by a unique item or artifact, both the absorber and absorbee must be in the possession of the individual performing the absorb.
Trading Items and Inventory Updates:
Trades, changes to inventory contents, and questions for mods regarding inventory-related updates should be posted in the Shop.
An individual may refuse to obtain traded items in the Shop. An individual must make this refusal before the trade is updated to block the trade. If the individual realizes they do not want to accept the items after the items are updated, they may attempt to trade them back, but cannot block the trade from occurring in the first place.
An individual may state that they do not want one (or more) of their characters to obtain items from trades made in the Shop without specific per-trade permission. If an individual does so, a note stating such is to be placed on the sheet of each character that said individual makes said decision for. This decision may be revoked by said individual at any given time, at which point the designation is to be removed. If such a designation is in place, said individual must post to approve each trade directed at said character in the shop. Specific trades for individuals with said designation cannot be pre-approved; trades from specific individuals to individuals with said designation cannot be pre-approved.
Enhancements:
Weapons may be enhanced in a variety of was, though only one of each type of enhancement may be on a weapon at a time.
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Re: Rules Thread
Other Stuff to Do
Encounter Areas
Encounter areas function as arena battles would except where otherwise noted. They are not considered to be arena battles for the purpose of effects.
A character may participate in 5 battles in an encounter area per day. These are separate from battles in the arena in terms of the number of battles that a character may perform per day. An individual may, upon completion of a battle in an encounter area, choose to either hop back to Nexus, meaning that all summon slots, buff slots, and the like are cleared (so the player is essentially leaving and then re-entering the thread) or choose to continue fighting without leaving, in which case summons and buffs may travel between battles normally within their respective slots. If an individual chooses to continue fighting and then loses, all accumulated Gold, XP, and items in the thread are lost. If a group does not explicitly state that they are continuing battles without returning to Nexus, it is to be assumed that they are returning to Nexus between each battle in the thread. Dead party members in encounter area battles, like in random quests and arena battles, continue to accumulate XP, Gold, and treasure as though they were alive unless the entire team is defeated.
Any effect which would cause or allow a full room reroll in a random quest may do so in an encounter area to cause an encounter reroll. Any effect which would allow for escape from a random quest will also provide such in an encounter area.
Event Matches
Event Matches are found in a thread in Key Threads.
Events
You may enter a special event at any time by posting in the event's thread, generally.
Mana Sparks are semi-common events that pop up in Nexus. If your characters are available, you may grab them and something random will happen. Be warned there are usually 1 to 2 bad sparks in every batch.
Guilds:
Players may typically start guilds at any time. It is encouraged for a new guild to own some sort of property to place a base on and for there to be at least two members in the clan. Players are encouraged to join or start guilds, but clans are in no way necessary to play the game or interact with other players.
Guild Rules:
All instances of a 'guild leader' in these rules that state that a 'guild leader' may do things only refer to said guild leader in regards to guilds that said guild leader is the guild leader of.
A PC may register a guild for a fee of 5,000 Gold so long as at least one Property item is owned by the new guild leader. The mod who acknowledges the guild's registration or the member paying for such will create a thread for the guild, which will include its name, all property owned by the guild (along with what members are currently accessing it), and a list of guild members with the guild leader denoted as such. Players may post in this thread to note transfers of property between guild members, organize guild activities, manage item loans, or do just about anything guild-related that they desire to. These threads will remain in the Guild Threads area.
Players may purchase permanent benefits for their guilds which are added by the mod running the player thread to the respective guild's thread.
A guild may possess guild benefits up to an amount totaling the combined value of all Property and Antiquity items which are considered guild property. Properties have their value doubled for this purpose.
Guilds members may have one active guild benefit active at any time unless otherwise noted.
Each guild must maintain one guild thread in the Guild Threads section.
Each such guild thread must maintain a list of the members in said guild.
Each guild must, at all times, either possesses one and only one guild leader or be attempting to designate a new guild leader through an official process. Said guild leader must be designated as such in the guild thread's list of members.
The guild leader is also called a guildmaster. These two terms are, until further notice, considered to be interchangable in all contexts that do not explicitly state otherwise.
To be a guild's guild leader, an individual must be in said guild.
A guild's leader must either exist as a PC who is not retired or must be an NPC.
Individuals may belong to multiple guilds.
In order to join a guild, you must be approved by the guild leader unless other officialized methods of entry exist.
Individuals may be be guild leaders of multiple guilds.
A guild leader may designate an individual to become guild leader should said individual either leave the position, retire, or otherwise be unable to be a guild leader of said guild. Said designated individual must be in the guild. A guild leader may make a list of further desinated individuals to inherit the title of guild leader, with said list requiring an order with no duplicated numbers and all individuals on said list needing to be in the guild. Any individual who ceases to be in the guild or retires is removed from said list. The guild leader may choose to remove any individual from said list or re-order said list at any time with a post made in the guild's thread.
If the guild leader ceases to hold its position in a guild, then said designated individuals, in descending order from the top of the list of designated individuals, are in turn offered the position of guild leader. Should any individual be ineligable for the position, turn down the offer, or do not respond to said offer for 14 days, then the next individual on said list is given the offer.
Should no remaining individuals exist on said list, or should said list of designated individuals not exist, then a post is made by a mod in the thread stating that any guild member may claim the position of leader by posting they they wish to. The mod who posts such must wait 10 minutes before claiming said position with any character. Whoever posts first claiming that they desire said position after said posting is given said position. Should no guild leader be claimed in this manner for a period of 14 days after said posting, then said guild is immediately dissolved, with its members being removed from the guild, the guild's thread being locked, and all items that are in possession of the guild at said time becoming unclaimable.
A guild leader may, at any time, offer the position of guild leader to another guild member in the guild's thread, with the guild leader remaining the leader both for the duration of the offer and in the case that the offer is rejected. A guild leader may make such an offer to multiple members at once, with the first of said members to post being the one to obtain the position. A guild leader may make a post cancelling said offer, with said offer being cancelled in said case unless it was already accepted in an earlier post. Each such offer of guild leader status automatically ends after 14 days.
Each guild possesses a single guild inventory.
Each guild also possesses permanent guild storage, which is seperate. Permanent guild storage tracks permanent guild property (typically for use with guild-based dungeons); items and other things may not be removed from permanent guild storage.
A guild leader may place items and Gold into said guild inventory and take items and Gold from said guild inventory.
A guild leader may designate any guild member, or all guild members, as being able to place items into the guild inventory. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item entries that have already been posted.
A guild leader may designate any guild member, or all guild members, as being able to place Gold into the guild inventory. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item entries that have already been posted.
A guild leader may designate any guild member, or all guild members, as being able to take either any item or individually designated items, from the guild inventory. These designations of individual removable items may be different for different guild members. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item withdraws that have already been posted.
No individual may use an item from a guild's inventory while it is in the guild's inventory. It must be removed from the guild's inventory before it may be used in any manner.
A guild leader may place items and Gold into permanent guild storage.
A guild leader may designate any guild member, or all guild members, as being able to place items into permanent guild storage. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item entries that have already been posted.
A guild's thread must list all guild benefits that said guild possesses.
All guild members, by default, may use all guild benefits.
A guild leader may make a designation that prohibits some or all guild members from using certain guild benefits. A guild leader may also designate any individual or group of individuals as being able to use certain guild benefits despite a blanket ban on the use of guild benefits being in place.
A guild leader may make a post in a guild thread removing a guild member from said guild at any time. Said post does not retroactively affect any earlier posts made by said guild member.
A guild leader may designate other guild members as being able to accept new members into the guild. A guild leader may remove said designation with a post in the guild thread at any time.
A guild leader may make a post in a guild thread that closes the guild at any time. Any removable items in the guild's inventory are given to the guild leader in this case, all members, including the guild leader, are then removed from the guild, and the guild and its thread are then closed.
A guild leader may designate other guild members as being make any type of designation or types of designation that the guild leader may make, excluding the ability to offer guild leadership to another individual and the ability to close the guild. The guild leader may remove said designation at any point. The guild leader may remove any designation of any such type made by an indvidual who was designated by the guild leader or by any chain of designated individuals beneath the guild leader at any time by making a post of such in the guild thread. A guild leader may choose to remove this designation at any time by making a post doing so in the guild thread.
All designations currently made must be tracked in a guild's thread.
When the items owned by a guild are being checked for some purpose, only those in the guild inventory and permanent guild storage are checked.
Guild leaders may purchase guild benefits by posting said purchase in the Shop.
A guild leader may designate any other guild member or all guild members as being able to purchase guild benefits for the guild. A guild leader may remove this designation at any time.
A guild may possess guild benefits with a combined Gold value worth up to an amount totaling the combined Gold value of all Property and Antiquity items in the Guild Inventory. If a guild's inventory's total Gold value of said items drops below the total Gold value of the guild's guild benefits, guild benefits are not lost.
All guilds members may have one active guild benefit active at any time unless otherwise specified and any number of non-active guild benefits active at any time unless otherwise specified.
Important Notes Regarding Being In Quests
-No player may combo items that are in a player / official quest or special event or similar thread. No player may level said items outside of that quest. No player may trade said items outside of said quest; this restriction includes loaning them to other players to use temporarily in battles. No player may take said items into situations where they could be permanently lost.
-No XP, items, abilities, or other rewards that are gained while on a player / official quest or while in a special event or similar thread may be used outside of said thread until that thread's completion. This includes using abilities in combos.
-If a player or anything else gets the XP to level up in a thread, it may do so within said thread.
Mercenaries
Mercenaries may be hired to assist with quests and battles.
Characters may hire any mercenary from the ones who will be posted in the Mercenary List at the listed cost. Multiple copies of the same mercenary may be hired at the same time in different threads provided that no PC is present in both said threads at the time of the mercenary's hiring (which is generally the start of the thread). Simply post in a player thread (or at the start of a randomized quest, or battle) that the mercenaries are being hired.
Mercenaries may currently be hired for randomized quests, special matches, event matches, and arena battles. Mercenaries are paid their rate for any battle or quest they go on. A mercenary may instead be paid 10 times their normal rate to claim no treasure or gold during the quest if so desired.
If a mercenary is present in a non-quest thread, all Gold and Items obtained enter a pool of unassigned treasure that is in no individual's possession. This pool may not be accessed at the end of the thread, at which point the mercenaries will take their share of things from it.
If a mercenary is not paid to claim no treasure or Gold, it takes ((Total Gold in the pool)/(The number of PCs + Mercenaries on its side) at the end of its thread. This may be different in RP threads.
If a mercenary is not paid to claim no treasure or Gold, each PC and mercenary, in a random order, with mercenaries picking before PCs, selects a item from the pool, obtaining it. Mercenaries will always take the item worth the highest amount of Gold that is present, deciding randomly in case of ties, when it is their turn to pick an item from the pool.
Mini Quests
Check Nexus to see what mini quests are available.
Mini quests may not be left until complete without the PCs surrendering everything they have thus far earned in the quest unless specifically noted.
Official Quests
You may join an official quest at any time between when the sign-up post is posted and when the quest is declared as having started. Rules for who can join each official quest are included in the official quest's post.
Old Content: Collections
PCs could formerly possess collections. This feature is not present in the current BA. This entry in the Rules thread is being maintained to notify players who are either reading old threads or used to earlier versions of the site's rules that this is not a current feature of the site.
Old Content: Guild-Based Dungeons
Guild-Based dungeons (due to having incomplete rules and being very low priority) are being declared a non-current feature. I'm doing this at least in part so that I can clear out the old guild-creation thread (which has rules that are obsolete in it and doesn't really need to be hanging around the Nexus subforum anymore). I do think that guild-based dungeons are something I'd still like to run at some point, but there are a bunch of other things I'd like to handle on the BA first.
Old Content: Rewards Programs
There site previously possessed an Art Rewards Program and a New Member Rewards Program. These rewards programs are currently discontinued, with rewards for art and bringing new members being handled on an individual basis. This entry in the Rules thread is being maintained to notify players who are either reading old threads or used to earlier versions of the site's rules that this is not a current feature of the site.
Old Content: The Wiki
The website formerly had a Wiki. It was closed due to excessive spam and general inactivity from productive members. Content that it would have tracked is now tracked in the Setting Info, People, Places, and Things threads. This entry in the Rules thread is being maintained to notify players who are either reading old threads or used to earlier versions of the site's rules that this is not a current feature of the site.
Other Ability Shops
If an individual is able to access Ability Shops other than the main Ability Shop, the same rules that apply to the main Ability Shop apply to them except where noted.
An individual may simultaneously learn abilities from up to 200 different Ability Shops.
The purchase of abilities directly using entirely bonus weeks bypasses the number of different Ability Shops that an individual can learn abilities from concurrently except when otherwise noted.
Transactions conducted in Other Ability Shops occur in the main Ability Shop thread unless otherwise noted, with the poster of said transaction noting which Other Ability Shop is being used.
Unless otherwise noted, individuals who possesses the Access Requirements to use an Other Ability Shop may purchase items from it at the listed prices.
Other Shops
Some shops beyond the main Shop will be listed in the Nexus sub-forum and other locations. PCs may conduct purchases and other actions as per the rules in their entries.
If an individual is able to access Shops other than the main Shop, the same rules that apply to the main Shop apply to them except where noted.
Transactions conducted in Other Shops occur in the main Shop thread unless otherwise noted, with the poster of said transaction noting which Other Shop is being used.
Unless otherwise noted, individuals who possesses the Access Requirements to use an Other Shop may purchase items from it at the listed prices.
Patron Deities and Worshiper Benefits
PCs may choose to be devout worshipers of a deity or pantheon listed in the Worshippable Deity List. To do this, the PC starts a non-slotted player thread requesting such. Gadigan will review said thread and either accept or deny the request.
Devout Worshipers receive various (frequently level-based) benefits, but they have to adhere to specific behavioral codes in RP threads. Sometimes they must also adhere to certain restrictions in non-RP threads. Worshippers gain all Worshipper Requirements and Restrictions for their deity.
Devout worshipers of entire pantheons receive the benefits of worshiping every deity in the pantheon, but the characters' Levels are divided by 5 (rounded down) in regards to accessing these benefits and for Level-related components of said benefits. Worshippers do not gain the Worshipper Requirements and Restrictions for their deities. RP-wise, the tenets of each individual deity are looser if a whole pantheon is being worshipped.
If an individual 'loses all Worshipper Benefits' said event does not auto-recover at the end of a thread. Alert Gadigan if this happens.
Note that characters may choose to worship currently deceased or inactive beings. Such beings provide no benefits in their current state, but there is a definite possibility that some of them may come back, and odds are high that they will be pleased with anyone they find worshiping them.
An individual seeking to stop being a devout worshipers of a deity or pantheon must start a slotted player thread to do so.
An individual is considered to have any being that it is a devout worshiper of as a Patron Deity.
An individual may not be a devout worshiper of multiple patron deities in a manner other than being a devout worshiper of a pantheon unless otherwise noted and may not be a devout worshiper of multiple pantheons unless otherwise noted.
A devout worshiper receives the Worshiper Benefits listed in its deity's or deities' profile(s) that it qualifies for that are automatically obtained.
Additional worshiper benefits may sometimes be acquired or unlocked through quests, through purchase, or through other means.
'Worshipper benefits' and 'worshiper benefits' are considered to be the same.
Player Quests
If you want to start your own quest for some objective you have, make a thread in the player quests section asking if you can go on this quest. I will then either approve or deny the quest.
You can start these in any area mentioned in Nexus that is either open to all characters or that you have gained an access key for. You may go to any other area that has been mentioned that your character would know about, as Nexus isn't exactly kept up to date.
Random Quests
Read the individual threads for each randomized quest to find out the rules for joining each. You may start a new randomized quest at any time you could start a battle. Please include your modified stats in the first post of the quest. You can do one randomized quest per day.
Check Nexus to see what randomized quests are available.
In random quests, you may not run from battles once you know what is in them unless you have special abilities, spells, or other ways (such as items) that let you do so. You may leave the random quest entirely and keep whatever treasure, Gold, and XP you have found at any point that you are not in battle. If the PCs all die in a Random Quest you lose all treasure gold and XP.
In Random Quests, monsters always drop Gold, but they do not drop it on a per-PC basis.
In Random Quests, monsters always give XP, and they do give it on a per-PC basis.
Special Matches
Special Matches are found in a thread in Key Threads.
Each time a new set of set of opponents is generated or acquired from a match-appropriate-list as per the instructions for the respective Special Match in any specialty match whose name includes 'Endurance' or 'Boss', the current battle ends and a new battle begins, with said new opponents being encountered in said new battle.
Tasks
These are simple, usually self-explanatory quests. Characters may be actively pursuing three task quests at once.
An individual may not receive the rewards for any given task multiple times.
An individual may not run multiple instances of the same task in parallel in different task slots.
A task that requires someone to do something actively (most tasks that do not simply require someone to 'possess' something are like this) do not count work done before the task is started. An individual may not count work done towards a task in any thread that began before said task was started, unless said task was acquired as part of said thread, in which case, work done towards said task after the obtaining of the task may be counted.
The Ability Shop
The Ability Shop is for the purchase of abilities. Most abilities have a time requirement factored into their purchase; this time requirement is tracked from the point the poster makes a post stating that they are learning said ability, provided that it is found they have the proper prerequisites and funds to do so. At the end of the period of time, the ability is added to the purchaser's sheet. Only one ability may be purchased at a time by each character. A character must be able to pay for an ability to purchase it, with the required costs (excluding time) being deducted from the purchaser's sheet at the initial point of purchase. All prerequisites for an ability must be met in order to purchase and learn it.
Bonus weeks may be spent to expedite the purchase of abilities.
If an individual pays for an ability's time cost using entirely bonus weeks, that individual may gain said ability from the ability shop while in the process of training for another ability or spending weeks for some other reason.
Since several players have wanted to play characters who have mechanically crippling flaws, I have implemented a system where PCs may gain bonus weeks by picking up flaws. A PC may buy off flaws it possesses at a cost of 10 times the bonus weeks they would give in weeks and 100,000 times the number of bonus weeks they would give in Gold.
Most PCs and players probably don't want these. I don't recommend that characters take these. They're only here because people wanted them and I was feeling inspired. These can't be easily overcome through RP, as they are intrinsically woven into your character through the BA's magics. Flaws cannot be used in combos.
The Cash Shop
Players can buy in-game items for real cash using the Battle Arena cash store. Your purchases support the continuation of this game, along with the regularity of updates. Buying stuff is, however, by no means mandatory. If there is something you would like to purchase for real money that is not in the cash shop, contact me and we can probably arrange something.
The Tavern
In the non-slotted Tavern Bulletin Board thread, PCs may head into the tavern to chat in-character with other players, post up ads for items, plan strategies for quests, or make requests. Roleplaying in here is encouraged.
Any thread in the Tavern that requires NPC interaction must be a slotted RP thread of some sort (generally meaning a Player Quest is required) unless otherwise noted.
The Warehouse
Tip: When a new character is created, that character gets three warehouse tickets. These should generally be immediately turned in at the warehouse thread, which is located in Nexus, for items. New characters typically receive a substantial boost from the warehouse's items.
Tutoring-Based Ability Shops
A Turoring-Based Ability Shop may only be having one individual learning abilities from it at a time.
If an individual is learning an ability in a Tutoring-Based Ability Shop, other individuals may not spend bonus weeks to directly obtain abilities from said ability shop if doing so would bypass the number of individuals who are capable of concurrently learning abilities from that ability shop at a time.
Encounter Areas
Encounter areas function as arena battles would except where otherwise noted. They are not considered to be arena battles for the purpose of effects.
A character may participate in 5 battles in an encounter area per day. These are separate from battles in the arena in terms of the number of battles that a character may perform per day. An individual may, upon completion of a battle in an encounter area, choose to either hop back to Nexus, meaning that all summon slots, buff slots, and the like are cleared (so the player is essentially leaving and then re-entering the thread) or choose to continue fighting without leaving, in which case summons and buffs may travel between battles normally within their respective slots. If an individual chooses to continue fighting and then loses, all accumulated Gold, XP, and items in the thread are lost. If a group does not explicitly state that they are continuing battles without returning to Nexus, it is to be assumed that they are returning to Nexus between each battle in the thread. Dead party members in encounter area battles, like in random quests and arena battles, continue to accumulate XP, Gold, and treasure as though they were alive unless the entire team is defeated.
Any effect which would cause or allow a full room reroll in a random quest may do so in an encounter area to cause an encounter reroll. Any effect which would allow for escape from a random quest will also provide such in an encounter area.
Event Matches
Event Matches are found in a thread in Key Threads.
Events
You may enter a special event at any time by posting in the event's thread, generally.
Mana Sparks are semi-common events that pop up in Nexus. If your characters are available, you may grab them and something random will happen. Be warned there are usually 1 to 2 bad sparks in every batch.
Guilds:
Players may typically start guilds at any time. It is encouraged for a new guild to own some sort of property to place a base on and for there to be at least two members in the clan. Players are encouraged to join or start guilds, but clans are in no way necessary to play the game or interact with other players.
Guild Rules:
All instances of a 'guild leader' in these rules that state that a 'guild leader' may do things only refer to said guild leader in regards to guilds that said guild leader is the guild leader of.
A PC may register a guild for a fee of 5,000 Gold so long as at least one Property item is owned by the new guild leader. The mod who acknowledges the guild's registration or the member paying for such will create a thread for the guild, which will include its name, all property owned by the guild (along with what members are currently accessing it), and a list of guild members with the guild leader denoted as such. Players may post in this thread to note transfers of property between guild members, organize guild activities, manage item loans, or do just about anything guild-related that they desire to. These threads will remain in the Guild Threads area.
Players may purchase permanent benefits for their guilds which are added by the mod running the player thread to the respective guild's thread.
A guild may possess guild benefits up to an amount totaling the combined value of all Property and Antiquity items which are considered guild property. Properties have their value doubled for this purpose.
Guilds members may have one active guild benefit active at any time unless otherwise noted.
Each guild must maintain one guild thread in the Guild Threads section.
Each such guild thread must maintain a list of the members in said guild.
Each guild must, at all times, either possesses one and only one guild leader or be attempting to designate a new guild leader through an official process. Said guild leader must be designated as such in the guild thread's list of members.
The guild leader is also called a guildmaster. These two terms are, until further notice, considered to be interchangable in all contexts that do not explicitly state otherwise.
To be a guild's guild leader, an individual must be in said guild.
A guild's leader must either exist as a PC who is not retired or must be an NPC.
Individuals may belong to multiple guilds.
In order to join a guild, you must be approved by the guild leader unless other officialized methods of entry exist.
Individuals may be be guild leaders of multiple guilds.
A guild leader may designate an individual to become guild leader should said individual either leave the position, retire, or otherwise be unable to be a guild leader of said guild. Said designated individual must be in the guild. A guild leader may make a list of further desinated individuals to inherit the title of guild leader, with said list requiring an order with no duplicated numbers and all individuals on said list needing to be in the guild. Any individual who ceases to be in the guild or retires is removed from said list. The guild leader may choose to remove any individual from said list or re-order said list at any time with a post made in the guild's thread.
If the guild leader ceases to hold its position in a guild, then said designated individuals, in descending order from the top of the list of designated individuals, are in turn offered the position of guild leader. Should any individual be ineligable for the position, turn down the offer, or do not respond to said offer for 14 days, then the next individual on said list is given the offer.
Should no remaining individuals exist on said list, or should said list of designated individuals not exist, then a post is made by a mod in the thread stating that any guild member may claim the position of leader by posting they they wish to. The mod who posts such must wait 10 minutes before claiming said position with any character. Whoever posts first claiming that they desire said position after said posting is given said position. Should no guild leader be claimed in this manner for a period of 14 days after said posting, then said guild is immediately dissolved, with its members being removed from the guild, the guild's thread being locked, and all items that are in possession of the guild at said time becoming unclaimable.
A guild leader may, at any time, offer the position of guild leader to another guild member in the guild's thread, with the guild leader remaining the leader both for the duration of the offer and in the case that the offer is rejected. A guild leader may make such an offer to multiple members at once, with the first of said members to post being the one to obtain the position. A guild leader may make a post cancelling said offer, with said offer being cancelled in said case unless it was already accepted in an earlier post. Each such offer of guild leader status automatically ends after 14 days.
Each guild possesses a single guild inventory.
Each guild also possesses permanent guild storage, which is seperate. Permanent guild storage tracks permanent guild property (typically for use with guild-based dungeons); items and other things may not be removed from permanent guild storage.
A guild leader may place items and Gold into said guild inventory and take items and Gold from said guild inventory.
A guild leader may designate any guild member, or all guild members, as being able to place items into the guild inventory. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item entries that have already been posted.
A guild leader may designate any guild member, or all guild members, as being able to place Gold into the guild inventory. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item entries that have already been posted.
A guild leader may designate any guild member, or all guild members, as being able to take either any item or individually designated items, from the guild inventory. These designations of individual removable items may be different for different guild members. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item withdraws that have already been posted.
No individual may use an item from a guild's inventory while it is in the guild's inventory. It must be removed from the guild's inventory before it may be used in any manner.
A guild leader may place items and Gold into permanent guild storage.
A guild leader may designate any guild member, or all guild members, as being able to place items into permanent guild storage. A guild leader may at any time make a post to remove these designations. The removal of designations does not retroactively effect item entries that have already been posted.
A guild's thread must list all guild benefits that said guild possesses.
All guild members, by default, may use all guild benefits.
A guild leader may make a designation that prohibits some or all guild members from using certain guild benefits. A guild leader may also designate any individual or group of individuals as being able to use certain guild benefits despite a blanket ban on the use of guild benefits being in place.
A guild leader may make a post in a guild thread removing a guild member from said guild at any time. Said post does not retroactively affect any earlier posts made by said guild member.
A guild leader may designate other guild members as being able to accept new members into the guild. A guild leader may remove said designation with a post in the guild thread at any time.
A guild leader may make a post in a guild thread that closes the guild at any time. Any removable items in the guild's inventory are given to the guild leader in this case, all members, including the guild leader, are then removed from the guild, and the guild and its thread are then closed.
A guild leader may designate other guild members as being make any type of designation or types of designation that the guild leader may make, excluding the ability to offer guild leadership to another individual and the ability to close the guild. The guild leader may remove said designation at any point. The guild leader may remove any designation of any such type made by an indvidual who was designated by the guild leader or by any chain of designated individuals beneath the guild leader at any time by making a post of such in the guild thread. A guild leader may choose to remove this designation at any time by making a post doing so in the guild thread.
All designations currently made must be tracked in a guild's thread.
When the items owned by a guild are being checked for some purpose, only those in the guild inventory and permanent guild storage are checked.
Guild leaders may purchase guild benefits by posting said purchase in the Shop.
A guild leader may designate any other guild member or all guild members as being able to purchase guild benefits for the guild. A guild leader may remove this designation at any time.
A guild may possess guild benefits with a combined Gold value worth up to an amount totaling the combined Gold value of all Property and Antiquity items in the Guild Inventory. If a guild's inventory's total Gold value of said items drops below the total Gold value of the guild's guild benefits, guild benefits are not lost.
All guilds members may have one active guild benefit active at any time unless otherwise specified and any number of non-active guild benefits active at any time unless otherwise specified.
Important Notes Regarding Being In Quests
-No player may combo items that are in a player / official quest or special event or similar thread. No player may level said items outside of that quest. No player may trade said items outside of said quest; this restriction includes loaning them to other players to use temporarily in battles. No player may take said items into situations where they could be permanently lost.
-No XP, items, abilities, or other rewards that are gained while on a player / official quest or while in a special event or similar thread may be used outside of said thread until that thread's completion. This includes using abilities in combos.
-If a player or anything else gets the XP to level up in a thread, it may do so within said thread.
Mercenaries
Mercenaries may be hired to assist with quests and battles.
Characters may hire any mercenary from the ones who will be posted in the Mercenary List at the listed cost. Multiple copies of the same mercenary may be hired at the same time in different threads provided that no PC is present in both said threads at the time of the mercenary's hiring (which is generally the start of the thread). Simply post in a player thread (or at the start of a randomized quest, or battle) that the mercenaries are being hired.
Mercenaries may currently be hired for randomized quests, special matches, event matches, and arena battles. Mercenaries are paid their rate for any battle or quest they go on. A mercenary may instead be paid 10 times their normal rate to claim no treasure or gold during the quest if so desired.
If a mercenary is present in a non-quest thread, all Gold and Items obtained enter a pool of unassigned treasure that is in no individual's possession. This pool may not be accessed at the end of the thread, at which point the mercenaries will take their share of things from it.
If a mercenary is not paid to claim no treasure or Gold, it takes ((Total Gold in the pool)/(The number of PCs + Mercenaries on its side) at the end of its thread. This may be different in RP threads.
If a mercenary is not paid to claim no treasure or Gold, each PC and mercenary, in a random order, with mercenaries picking before PCs, selects a item from the pool, obtaining it. Mercenaries will always take the item worth the highest amount of Gold that is present, deciding randomly in case of ties, when it is their turn to pick an item from the pool.
Mini Quests
Check Nexus to see what mini quests are available.
Mini quests may not be left until complete without the PCs surrendering everything they have thus far earned in the quest unless specifically noted.
Official Quests
You may join an official quest at any time between when the sign-up post is posted and when the quest is declared as having started. Rules for who can join each official quest are included in the official quest's post.
Old Content: Collections
PCs could formerly possess collections. This feature is not present in the current BA. This entry in the Rules thread is being maintained to notify players who are either reading old threads or used to earlier versions of the site's rules that this is not a current feature of the site.
Old Content: Guild-Based Dungeons
Guild-Based dungeons (due to having incomplete rules and being very low priority) are being declared a non-current feature. I'm doing this at least in part so that I can clear out the old guild-creation thread (which has rules that are obsolete in it and doesn't really need to be hanging around the Nexus subforum anymore). I do think that guild-based dungeons are something I'd still like to run at some point, but there are a bunch of other things I'd like to handle on the BA first.
Old Content: Rewards Programs
There site previously possessed an Art Rewards Program and a New Member Rewards Program. These rewards programs are currently discontinued, with rewards for art and bringing new members being handled on an individual basis. This entry in the Rules thread is being maintained to notify players who are either reading old threads or used to earlier versions of the site's rules that this is not a current feature of the site.
Old Content: The Wiki
The website formerly had a Wiki. It was closed due to excessive spam and general inactivity from productive members. Content that it would have tracked is now tracked in the Setting Info, People, Places, and Things threads. This entry in the Rules thread is being maintained to notify players who are either reading old threads or used to earlier versions of the site's rules that this is not a current feature of the site.
Other Ability Shops
If an individual is able to access Ability Shops other than the main Ability Shop, the same rules that apply to the main Ability Shop apply to them except where noted.
An individual may simultaneously learn abilities from up to 200 different Ability Shops.
The purchase of abilities directly using entirely bonus weeks bypasses the number of different Ability Shops that an individual can learn abilities from concurrently except when otherwise noted.
Transactions conducted in Other Ability Shops occur in the main Ability Shop thread unless otherwise noted, with the poster of said transaction noting which Other Ability Shop is being used.
Unless otherwise noted, individuals who possesses the Access Requirements to use an Other Ability Shop may purchase items from it at the listed prices.
Other Shops
Some shops beyond the main Shop will be listed in the Nexus sub-forum and other locations. PCs may conduct purchases and other actions as per the rules in their entries.
If an individual is able to access Shops other than the main Shop, the same rules that apply to the main Shop apply to them except where noted.
Transactions conducted in Other Shops occur in the main Shop thread unless otherwise noted, with the poster of said transaction noting which Other Shop is being used.
Unless otherwise noted, individuals who possesses the Access Requirements to use an Other Shop may purchase items from it at the listed prices.
Patron Deities and Worshiper Benefits
PCs may choose to be devout worshipers of a deity or pantheon listed in the Worshippable Deity List. To do this, the PC starts a non-slotted player thread requesting such. Gadigan will review said thread and either accept or deny the request.
Devout Worshipers receive various (frequently level-based) benefits, but they have to adhere to specific behavioral codes in RP threads. Sometimes they must also adhere to certain restrictions in non-RP threads. Worshippers gain all Worshipper Requirements and Restrictions for their deity.
Devout worshipers of entire pantheons receive the benefits of worshiping every deity in the pantheon, but the characters' Levels are divided by 5 (rounded down) in regards to accessing these benefits and for Level-related components of said benefits. Worshippers do not gain the Worshipper Requirements and Restrictions for their deities. RP-wise, the tenets of each individual deity are looser if a whole pantheon is being worshipped.
If an individual 'loses all Worshipper Benefits' said event does not auto-recover at the end of a thread. Alert Gadigan if this happens.
Note that characters may choose to worship currently deceased or inactive beings. Such beings provide no benefits in their current state, but there is a definite possibility that some of them may come back, and odds are high that they will be pleased with anyone they find worshiping them.
An individual seeking to stop being a devout worshipers of a deity or pantheon must start a slotted player thread to do so.
An individual is considered to have any being that it is a devout worshiper of as a Patron Deity.
An individual may not be a devout worshiper of multiple patron deities in a manner other than being a devout worshiper of a pantheon unless otherwise noted and may not be a devout worshiper of multiple pantheons unless otherwise noted.
A devout worshiper receives the Worshiper Benefits listed in its deity's or deities' profile(s) that it qualifies for that are automatically obtained.
Additional worshiper benefits may sometimes be acquired or unlocked through quests, through purchase, or through other means.
'Worshipper benefits' and 'worshiper benefits' are considered to be the same.
Player Quests
If you want to start your own quest for some objective you have, make a thread in the player quests section asking if you can go on this quest. I will then either approve or deny the quest.
You can start these in any area mentioned in Nexus that is either open to all characters or that you have gained an access key for. You may go to any other area that has been mentioned that your character would know about, as Nexus isn't exactly kept up to date.
Random Quests
Read the individual threads for each randomized quest to find out the rules for joining each. You may start a new randomized quest at any time you could start a battle. Please include your modified stats in the first post of the quest. You can do one randomized quest per day.
Check Nexus to see what randomized quests are available.
In random quests, you may not run from battles once you know what is in them unless you have special abilities, spells, or other ways (such as items) that let you do so. You may leave the random quest entirely and keep whatever treasure, Gold, and XP you have found at any point that you are not in battle. If the PCs all die in a Random Quest you lose all treasure gold and XP.
In Random Quests, monsters always drop Gold, but they do not drop it on a per-PC basis.
In Random Quests, monsters always give XP, and they do give it on a per-PC basis.
Special Matches
Special Matches are found in a thread in Key Threads.
Each time a new set of set of opponents is generated or acquired from a match-appropriate-list as per the instructions for the respective Special Match in any specialty match whose name includes 'Endurance' or 'Boss', the current battle ends and a new battle begins, with said new opponents being encountered in said new battle.
Tasks
These are simple, usually self-explanatory quests. Characters may be actively pursuing three task quests at once.
An individual may not receive the rewards for any given task multiple times.
An individual may not run multiple instances of the same task in parallel in different task slots.
A task that requires someone to do something actively (most tasks that do not simply require someone to 'possess' something are like this) do not count work done before the task is started. An individual may not count work done towards a task in any thread that began before said task was started, unless said task was acquired as part of said thread, in which case, work done towards said task after the obtaining of the task may be counted.
The Ability Shop
The Ability Shop is for the purchase of abilities. Most abilities have a time requirement factored into their purchase; this time requirement is tracked from the point the poster makes a post stating that they are learning said ability, provided that it is found they have the proper prerequisites and funds to do so. At the end of the period of time, the ability is added to the purchaser's sheet. Only one ability may be purchased at a time by each character. A character must be able to pay for an ability to purchase it, with the required costs (excluding time) being deducted from the purchaser's sheet at the initial point of purchase. All prerequisites for an ability must be met in order to purchase and learn it.
Bonus weeks may be spent to expedite the purchase of abilities.
If an individual pays for an ability's time cost using entirely bonus weeks, that individual may gain said ability from the ability shop while in the process of training for another ability or spending weeks for some other reason.
Since several players have wanted to play characters who have mechanically crippling flaws, I have implemented a system where PCs may gain bonus weeks by picking up flaws. A PC may buy off flaws it possesses at a cost of 10 times the bonus weeks they would give in weeks and 100,000 times the number of bonus weeks they would give in Gold.
Most PCs and players probably don't want these. I don't recommend that characters take these. They're only here because people wanted them and I was feeling inspired. These can't be easily overcome through RP, as they are intrinsically woven into your character through the BA's magics. Flaws cannot be used in combos.
The Cash Shop
Players can buy in-game items for real cash using the Battle Arena cash store. Your purchases support the continuation of this game, along with the regularity of updates. Buying stuff is, however, by no means mandatory. If there is something you would like to purchase for real money that is not in the cash shop, contact me and we can probably arrange something.
The Tavern
In the non-slotted Tavern Bulletin Board thread, PCs may head into the tavern to chat in-character with other players, post up ads for items, plan strategies for quests, or make requests. Roleplaying in here is encouraged.
Any thread in the Tavern that requires NPC interaction must be a slotted RP thread of some sort (generally meaning a Player Quest is required) unless otherwise noted.
The Warehouse
Tip: When a new character is created, that character gets three warehouse tickets. These should generally be immediately turned in at the warehouse thread, which is located in Nexus, for items. New characters typically receive a substantial boost from the warehouse's items.
Tutoring-Based Ability Shops
A Turoring-Based Ability Shop may only be having one individual learning abilities from it at a time.
If an individual is learning an ability in a Tutoring-Based Ability Shop, other individuals may not spend bonus weeks to directly obtain abilities from said ability shop if doing so would bypass the number of individuals who are capable of concurrently learning abilities from that ability shop at a time.
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Re: Rules Thread
Status Effects
Negative Status Effects-
Minor Negative Status Effects
Charm (Possessor is controlled by the source of this effect's infliction, with said source making all possible choices that possessor could make. Possessor may target both possessor and possessor's allies with effects that could otherwise only target enemies. Possessor may target both this effect's inflicter and said inflicter's allies with actions and effects that could otherwise only target allies. For all other purposes, possessor is considered to remain a member of possessor's original side. This status effect may be re-inflicted on individuals who are already afflicted by it, with, upon successful infliction, there being a 50% chance that the new infliction's source supersedes the source of the prior infliction, with said new source failing to do so otherwise. There is a 25% chance that this status effect wears off each time a charmed target should possessor be about to perform any offensive action against or be about to be the source of any offensive effect that affects possessor or an ally of possessor, with said recovery occurring before said action or effect. There is a 25% chance that this status effect wears off each time a charmed target should possessor be targeted by an offensive action by this effect's inflicter or any of said inflicter's allies or be affected by an offensive effect that comes from this effect's inflicter or any of said inflicter's allies, with said recovery occurring after said action or effect. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's control of decisions being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. This status effect immediately wears off if its source dies or somehow leaves battle.)
Charm: Got Shipped (Possessor gains a 30% Vessel Weakness, Possessor's opponents may choose to treat possessor as though possessor's HP, MP, and SPI were linked to an individual of any name they desire)
Charm: Impressed (Each time possessor would perform an action which would target or effect at least one opponent, there is a 50% chance that said action does not occur and possessor must instead choose a different action which does not target or effect any opponents. If possessor is, for any reason, unable to perform the action determined or no action of the type mentioned is able to be chosen for possessor, then possessor may act normally.)
Charm: Infatuation (Possessor may not perform offensive actions that negatively affect any opponents. There is a 5% chance at the start of each round that possessor's first action must positively affect at least one opponent, or, should such an action not be available, negatively affect at least one ally other than possessor. If possessor is, for any reason, unable to perform the action determined or no action of the type mentioned is able to be chosen for possessor, then possessor may act normally.)
Charm: Lovestruck (Possessor may not perform offensive actions that negatively affect any opponents. Whenever an ally of possessor performs an offensive action which targets or affects at least one opponent in an offensive manner, there is a 15% chance that a randomly determined target out of the opposing targets of said action is changed from its original target to possessor, should the source of said action be no more than 19 Levels higher than possessor.)
Charm: Lust (At the start of each round, there is a 25% chance that possessor may not perform offensive actions that negatively affect any opponents. If possessor may choose to inflict Charm on or deal Drain to an opponent with any chosen action, possessor must choose to do so in lieu of other options presented in said action that do not have a chance of inflicting Charm or deal Drain (this does not factor in whether the opponent may actually be Charmed or drained, only if the action has an infliction chance or Drain damage type attached to it). Whenever an ally of possessor performs an offensive action which targets or affects at least one opponent in an offensive manner, there is a 5% chance that a randomly determined target out of the opposing targets of said action is changed from its original target to possessor, should the source of said action be no more than 4 Levels higher than possessor.)
Charm: Masochism (Possessor cannot Dodge attacks from higher Level entities. The chances of inflicting minor and moderate negative status effects on possessor are doubled.)
Charm: Overwhelmed By Greed (Possessor has a 50% chance each action of only being able to target individuals who possesses the highest sum of either (Gold dropped + the Gold value of each item on said individual's drop table) or (Total Gold value of items carried or equipped)
Charm: Pacified (Any offensive action possessor attempts to conduct has a 90% chance of failing)
Charm: Perverse Compulsion (Wielder's negative status effect infliction chances are doubled against allies. Whenever wielder performs an offensive attack or action and does not assign all of its targets, if wielder possesses allied targets who were not chosen, wielder must assign them as targets offensively. Possessor may not be afflicted with positive status effects on rounds during which possessor has not killed or inflicted a negative status effect on an ally.)
Charm: Wanderlust (There is a 5% chance that, whenever possessor may perform an action, that possessor must, if it possesses an ability named Switch Rows, use said ability.)
Confusion (Possessor acts randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Confused individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Confusion: Berserk (Possessor always chooses to make a Melee, Ranged, or Magical Attack, with the attack type being randomly determined from those that possessor can perform, against a singular target that is randomly determined from all possible targets, using no spells or active abilities as part of said action, every action if a non-transformed PC. Possessor uses a 0 MP or HP cost ability on a singular target that is randomly determined from all possible targets every action if not a non-transformed PC. If possessor is, for any reason, unable to perform the action determined or no action of the types mentioned is able to be chosen for possessor, then possessor may act normally.)
Confusion: Berserk: Annoyed (Possessor suffers a 1% MIN reduction based on possessor's non-status-effect counting value and has a 1% chance of skipping its actions)
Confusion: Berserk: Annoyed: Kinda Bothered I Guess? (Possessor's stats are reduced by 0.1% of their non-status effect counting values, Possessor's actions have a 1% chance of having to be offensive actions that target the source of this status effect if such an action would be possible and possessor's MIN is not higher than this status effect's source's highest stat.)
Confusion: Berserk: Annoyed: Vexed by the Inconsequential (Possessor gains a 1% chance of losing each action. This status effect possesses no per-round auto-recover chance.)
Confusion: Bored (Possessor cannot pass or delay its actions unless no other option exists.)
Confusion: Chorm (If possessor is afflicted with Confusion or another sub-status effect of confusion and is not Immune to Charm, does not Reflect Charm, and does not Absorb Charm, possessor is controlled by this status effect's inflictor as though possessor were afflicted with Charm)
Confusion: Convinced It's DANCE TIME (Possessor's actions have a 15% chance of being cancelled if they don't include a Dance spell)
Confusion: Convinced of Own Status as an Avacado (Possessor's subtype is replaced with the subtypes Food and Plant. Possessor's actions have a 95% chance of being skipped, with things that would occur before and after said actions still occurring, if possessor is below Level 80)
Confusion: Depression (There is a 25% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified SPI suffers a 20% reduction from its non-status-effect-counting value.)
Confusion: Depression: Despair (There is a 50% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified SPI suffers a 20% reduction from its non-status-effect-counting value.)
Confusion: Depression: Tears of Blood (Each time possessor attacks, possessor is, at the start of said attack, dealt an amount of Flat Blood element Damage equal to the combined Max HP values of each non-summon opponent possessor has killed during this thread.)
Confusion: Dizzy (Possessor's attacks have a 15% chance of randomizing their targets. Possessor obtains -25% To Hit.)
Confusion: Enraged (Possessor performs an offensive action, the details of which may be chosen by possessor, on a singular target that is randomly determined from all possible targets every action if not a non-transformed PC. All choices relevant to this offensive action that may be made before the random determination of said action's target are made before said determination. If possessor is, for any reason, unable to perform the action determined or no action of the type mentioned is able to be chosen for possessor, then possessor may act normally.)
Confusion: Fear (Possessor gets -5% To Hit. There is a 10% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 5% reduction from their non-status-effect-counting values.)
Confusion: Fear: Disconcerted (At the start of each round, there is a 5% chance per individual in this battle that possessor is unable to target said individual for the remainder of the round, with possessor not being included amongst said individuals. Individuals who enter battle after the start of the round may be targeted by possessor normally.)
Confusion: Fear: Prey of the Hunter (Possessor gains -50% Dodge against attacks that deal HP Drain)
Confusion: Fear: Shaken (Possessor makes two rolls each time a random roll is required for as part of the normal damage calculation for possessor, taking the less favorable of the two rolls)
Confusion: Fear: Terriorized By Llamas (Possessor's actions are skipped, with things that would occur before and after said actions still occurring, if any of possessor's opponents' names include 'Llama', 'Vicuna', or 'Alpaca' and possessor is below Level 60)
Confusion: Hallucinating (Possessor has a 50% chance of acting randomly, Possessor has a 25% chance of having any selected target become a random valid target, Possessor has a 5% chance of having any selected target be cancelled as a selected target if possible.)
Confusion: High (Possessor has a 1% chance of skipping actions. Possessor's MIN is reduced by 1% of its non-status-effect-counting value.)
Confusion: Inadequate (Possessor's stats are reduced until they are either 1 point lower than the lowest opponent's value for the same stat or until they have suffered a 10% reduction from their non-status-effect-counting value)
Confusion: Lonely (Possessor's stats are reduced by 5% of their non-status-effect-counting value if possessor has no allies)
Confusion: Lost (Possessor's opponents may choose to treat possessor as being in any row (including rows of different row formations or in no row formation) as desired.)
Confusion: Overcome by Laughter (There is a 25% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified MIN suffers a 20% reduction from its non-status-effect-counting value.)
Confusion: Paranoia (Possessor's allies cannot apply buffs to possessor)
Confusion: Surprised (Possessor's turn-order-determining stat is halved for turn-order-determining purposes so long as it is not more than double that of all of possessor's opponents. This status effect has a 50% chance per round of wearing off instead of the normal chance.
Confusion: System Overload (Possessor acts randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Confused individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. This effect may only affect Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs.)
Diseased (Possessor's HP suffers a reduction equal to 5% of possessor's Max HP at the start of each round, with this effect not being a source of damage.)
Diseased: Computer Virus (Possessor's HP suffers a reduction equal to 5% of possessor's Max HP at the start of each round, with this effect not being a source of damage. This effect may only affect Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs)
Diseased: Contagious Ailment (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of HP. There is a 4% chance that each ally of possessor (as a separate roll) is afflicted with this ailment at the start of each round, with separate rolls being made for each possessor of this status effect)
Diseased: Degenerative Ailment (Possessor's STR, CON, and AGI suffer a reduction equal to 2% of possessor's non-status-effect-or-stat-damage-counting value of possessor's respective stat at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of STR, CON, and AGI by a value equal to 1/10 the combined sum of their values.)
Diseased: Lingering Illness (Possessor's HP suffers a reduction equal to .01% of possessor's Max HP at the start of every tenth round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of HP. Possessor's checks for this status effect naturally wearing off as a Minor Status effect occur every 10,000 rounds instead of every round.)
Diseased: Lycanthropy (Possessor's opponents may choose for possessor to count as possessing the subtype Shapeshifter, Possessor has a 75% chance of being afflicted with Confusion: Berserk at the start of each round.)
Diseased: Immunodeficiency (Possessor does not have a natural 5% or 1% chance of recovering from Minor or Moderate status effects, respectively. Should possessor's natural chance of recovering from any status effects, not taking into account alternate recovery chances factored into the effects themselves, be greater than 5% for Minor status effects or 1% for Moderate status effects, then possessor's chance of recovery from the effects that possessor's chance is such a value for is merely reduced by 5% or 1%, respectively.)
Diseased: Infected Wound (Possessor suffers a 1% reduction in Constitution. Whenever possessor loses HP, half of said amount may not be healed by individuals below Level 40 until this status effect is cured.)
Diseased: Infested (Possessor's STR, CON, and AGI are reduced by to 2% of possessor's non-status-effect-or-stat-damage-counting value; Quantities of HP and MP Drain dealt to possessor are doubled.)
Diseased: Mimetic Virus (Possessor's MIN suffers a reduction equal to 3% of possessor's non-status-effect-or-stat-damage-counting value of possessor's MIN at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of MIN by a value equal to 1/10 the combined sum of their values. There is a 10% chance that each ally of possessor (as a separate roll) is afflicted with this ailment at the start of each round, with separate rolls being made for each possessor of this status effect)
Diseased: Mind Rot (Possessor's MIN suffers a reduction equal to 5% of possessor's equal to 5% of possessor's non-status-effect-or-stat-damage-counting value of possessor's MIN at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of MIN by a value equal to 1/10 the combined sum of their values.)
Diseased: Undead Plague (If possessor is below Level 40, possessor's opponent's may treat possessor as though possessor possessed the subtype Undead and/or the subtype Bio-Horror. If possessor is below Level 40, when possessor dies, one of possessor's opponents may choose to replace possessor's corpse with a summoned Undead of Level between (possessor's Level - 5) and (possessor's Level) that is normally fightable for drops on the Enemy List.)
Fatigued (Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 1% reduction from their non-status-effect-counting values. At the beginning of each round, immediately following possessor's natural chance of recovering from status effects, should such a chance exist, and occurring with the timing of any other beginning-of-round action should such a chance not exist, there is a 5% chance that possessor is cured of this status effect and is immediately afflicted with Fatigued: Asleep.)
Fatigued: Dehydration (Deals 1% of possessor's Max HP in Physical Damage to possessor at the start of every round if possessor is neither an Aquatic nor Water element. Deals 5% of possessor's Max HP in Physical Damage to possessor at the start of every round if possessor is either an Aquatic or Water element. Deals 15% of possessor's Max HP in Physical Damage to possessor at the start of every round if possessor is both an Aquatic and Water element. There is a 5% chance that that possessor may not act each action; effects that would occur before each action still occur.)
Fatigued: Elderly (Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 10% reduction from their non-status-effect-counting values. Possessor's turn-order-determining stat is multiplied by .75 for purposes of determining turn order)
Fatigued: Knocked Unconscious (There is a 100% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. There is a 5% chance that possessor is cured of this status effect at the end of any action which affected possessor or after possessor was either damaged, including stat damage and the infliction of negative status effects, or healed, including stat healing, the infliction of positive status effects, and the curing of negative status effects, by any effect.)
Fatigued: Overheated (Possessor's actions have a 25% chance of failing and possessor's Agility is reduced by 5% of its non-status-effect counting value)
Fatigued: Prone (Possessor obtains -5% To Hit. Possessor's turn-order-determining stat sum is reduced by 5% for turn-order-determining purposes. Damage dealt to possessor is increased by 5%.)
Fatigued: Sleep (There is a 100% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. Possessor is immediately cured of this status effect if possessor is damaged by any source or takes stat damage from any source.)
Fatigued: Starvation (Deals .5% of possessor's Max HP in Physical Damage to possessor at the start of every round. There is a 1% chance that that possessor may not act each action; effects that would occur before each action still occur.)
Fatigued: Stress (Possessor's MP suffers a reduction equal to 1% of possessor's Max MP at the start of each round, with this effect not being a source of damage. Defense against Fatigued and Defense against status effects reduce this loss of MP.)
Fatigued: Stunned (There is a 50% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. Possessor gets -5% Dodge.)
Fatigued: Tired (At the start of every round, there is a 5% chance that possessor is cured of this status effect and afflicted with Fatiged: Sleep. At the end of every round, there is a 5% chance that possessor is cured of this status effect.)
Fatigued: Weakness (Possessor's modified STR, AGI, CON, and Defense all suffer a 5% reduction from their non-status-effect-counting values, Possessor's actions involving possessor's Melee or Ranged Attack bonus but not possessor's Magical attack bonus, as well as possessor's abilities that use AGI, CON, or STR as a prime attribute but not either MIN or SPI deal 95% damage)
Hexed (Possessor's modified STR, CON, AGI, MIN, SPI, and Defense all suffer a 10% reduction from their non-status-effect-counting values)
Hexed: Attracts Angry Waterfowl (Possessor's opponents who summon Water-element Aerials may summon 1 more of each whenever they summon said summons. Possessor's opponents who are Water-element Aerials deal 15,000 additional Damage to possessor.)
Hexed: Backlash (Possessor takes an amount of damage equal to 5% of the damage that possessor deals. This damage is of the same element that it was originally. This damage does not carry additional effects beyond damage with it. This effect does not count damage from inflicted status effects or debuffs.)
Hexed: Deelementalized (Possessor's base element actions become Null element)
Hexed: Deelementalized: Air Deelementalization (Possessor's Air element actions become Null element)
Hexed: Futility Locked (Possessor's actions have a 5% chance of failing to have any effect; this status effect can stack up to 5 times, with its percent chances being cumulative, up to a 25% chance of such.)
Hexed: Haunted (Possessor's modified MP, Resistances, and turn-order-determining stat sum all suffer a 10% reduction from their non-status-effect-counting values, If possessor is not immune to Charm then there is a 5% chance per round that possessor acts as though afflicted with Confusion)
Hexed: Ill Fortune (Possessor gets -10% Dodge, -5% To Hit, -50% Critical, and has a 1% chance of dealing no damage with each damage-dealing action or effect)
Hexed: Leech (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage and with this status effect's source having its HP increased by said same amount, with said increase counting as Regeneration. Defense against Hexed, Defense that is specifically against Drain, and Defense against status effects reduce this loss of HP.)
Hexed: Leech: Mana Leech (Possessor's MP suffers a reduction equal to 1% of possessor's Max MP at the start of each round, with this effect not being a source of damage and with this status effect's source having its MP increased by said same amount, with said increase counting as Regeneration. Defense against Hexed, Defense that is specifically against Drain, and Defense against status effects reduce this loss of MP.)
Hexed: No Reflection (Possessor may not be given additional actions by allies.)
Hexed: Outlined (Possessor's Dodge is halved, rounding down, to a minimum of 0.)
Hexed: Uncontrolled Lycanthropy (Possessor's opponents may choose to treat possessor as though possessed any combination of base entity subtypes instead of or in addition to its actual subtypes. Possessor has a 50% chance of deciding choices randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Afflicted individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Hexed: Wicked Wounds (Possessor may not be healed of HP Damage)
Impaired (There is a 5% chance of each buff on possessor disappears at the beginning of each round)
Impaired: Blind (Possessor -50% To Hit)
Impaired: Blind: Colorblind (Possessor's scans have all instances of elements referenced in information revealed by them them replaced with the element 'Null')
Impaired: Blind: Constant Glare (Possessor gets -20% To Hit, There is a 5% chance that each of possessor's actions hit wrong targets, with replacement targets being randomly chosen for each target originally selected out of the non-originally selected applicable targets present, and with multiple instances of the same replacement target being chosen being ignored, If possessor is Darkness element, then this status effect possesses a 35% chance of wearing off each round as opposed to its normal chance of doing so as a Minor Status Effect)
Impaired: Blind: Darkness (Possessor gets -25% To Hit, There is a 3% chance that each of possessor's actions hit wrong targets, with replacement targets being randomly chosen for each target originally selected out of the non-originally selected applicable targets present, and with multiple instances of the same replacement target being chosen being ignored, If possessor is Light element, then this status effect possesses a 35% chance of wearing off each round as opposed to its normal chance of doing so as a Minor Status Effect)
Impaired: Blind: Eyes Being Covered by a Semi-Invulnerable Mime (Possessor gains -50% To Hit. Any instance of possessor targeting an individual who is not possessor has a 5% chance of being cancelled if possessor is below Level 80.)
Impaired: Deafened (There is a 50% chance per Buff that any Buff coming from an allied source that would be applied to possessor is instead not applied)
Impaired: Disarmed (Possessor cannot equip anything in weapon slots.)
Impaired: Forgetful (Possessor has a 25% chance of losing each buff on it or summon it possesses at the start of each round)
Impaired: Got Rekt (Possessor's stats suffer a 10% reduction from its non-status-effect-counting values. Possessor may not win battles while afflicted with this status effect.)
Impaired: Mute (There is a 50% chance per Buff that any Buff coming from possessor that is being applied to an allied source is instead not applied)
Impaired: Mute: Can Only Make A Joyful 'Squeeeeeeee!' Noise (Possessor may not inflict buffs on non-'Cute Pets'-element targets)
Impaired: Mute: Debilitating Verbal Tic (There is a 20% chance per Buff that any Buff coming from possessor that is being applied to an allied source that is a different subtype than possessor is instead not applied)
Impaired: No Sense of Smell (Possessor may not deny individuals permission to leave battle)
Impaired: No Sense of Taste (Stat buffs from sources that are Food or Drink present on possessor are halved, Possessor's opponents may choose for possessor's actions to become solely Tacky element)
Impaired: Obese (Possessor's Dodge value is halved, Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes)
Impaired: Overwhelmed by Gerbils (Possesssor's actions have a 15% chance of failing if possessor is below Level 60, with things that would occur before and after said actions still occurring. Possessor has a 30% chance of being afflicted with Confusion at the start of every round. Possessor has a 15% chance of being afflicted with Pain at the start of each round)
Impaired: Rewind (Possessor's actions have a 25% chance of being undone after their completion, provided that the battle does not end at said time)
Impaired: Silence (There is a 50% chance per Buff that any Buff with possessor as a source that would be applied is instead not applied, with a separate roll being made for each instance of application)
Impaired: Silence: Bad Breath (There is a 1% chance per Buff that any Buff with possessor as a source that would be applied is instead not applied, with a separate roll being made for each instance of application)
Impaired: Slow (Possessor's turn-order-determining stat is halved for turn-order-determining purposes)
Impaired: Sterile (Possessor cannot summon)
Impaired: Unbalanced (Possessor's Dodge and To Hit are reduced by the difference in percentage between possessor's highest stat and possessor's lowest stat, to a minimum of 1% and a maximum of 50%)
Impaired: What a Loser (Possessor's stats are reduced by 43% of their non-status-effect counting values, If this makes possessor's side of battle lose, the message 'HAHA, WHAT A LOSER' is announced five times in a post at the end of the thread)
Pain (Possessor gets -5% To Hit, There is a 12% chance that that possessor may not act each action; effects that would occur before each action still occur)
Pain: Bruised Ego (Actions consuming 20% or more of possessor's MP that possessor initiates have a 50% chance of failing)
Pain: Constant Itching (If possessor's modified CON is under 500, then there is a 12% chance that that possessor may not act each action; effects that would occur before each action still occur)
Pain: Discomfort (Possessor gets -2% To Hit, There is a 5% chance that that possessor may not act each action; effects that would occur before each action still occur)
Pain: Discomfort: Stomachache- Target cannot be positively affected by Food or Drink Consumables
Pain: Dry Skin (Reductions to possessor's stats from effects attached to Zones, Terrains, and Phantom Terrains are increased by 25% at the time of their application.)
Pain: Exposed Nerves (Possessor's Resilience is halved. Possessor's Resistances against status effects are decreased by 25%. Possessor is afflicted with Pain whenever possessor takes Damage.)
Pain: Mental Anguish (Possessor gets -5% Dodge, There is a 24% chance that each action that possessor takes that would involve casting a spell or using a technique fails)
Pain: Nauseous (Possessor gets -3% To Hit, There is a 10% chance that that possessor may not act each action; effects that would occur before each action still occur, At the start of each round, there is a 50% chance per buff that possessor is dis-buffed of each buff present on possessor that was not applied by a source above Level 50)
Pain: Tickle Overload (There is a 75% chance that that possessor may not act each action; effects that would occur before and after each skipped action still occur. Possessor gets -20% Dodge. Possessor's modified Defense suffers a 5% reduction from its non-status-effect-counting value.)
Pain: Wracked (There is a 75% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. Possessor gets -25% Dodge. Possessor's modified Defense suffers a 50% reduction from its non-status-effect-counting value.)
Paralysis (There is a 75% chance that that possessor may not act each action; effects that would occur before each action still occur)
Paralysis: Adhered (Possessor may not willingly change rows or move to different battlespaces. If possessor changes rows involuntarily or is moved to another battlespace involuntarily, this status effect is exchanged for Wounded: Torn.)
Paralysis: Molecular Stasis (Possessor may not act each action unless possessor is a Fiend, Holy One, Immortal, Serpent Blessed, Magic Being, or nonstandard subtype; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Minor Status Effect if possessor is below level 50)
Paralysis: Sticky Possessor's modified AGI suffers a 5% reduction from its non-status-effect-counting value, There is a 5% chance that that possessor may not act each action; effects that would occur before each action still occur)
Paralysis: Temporal Stasis (Possessor may not act each action unless possessor is a Fiend, Holy One, Immortal, Serpent Blessed, Magic Being, or nonstandard subtype; effects that would occur before each action still occur)
Paralysis: Thinks It Might Not Hit You If You Don't Move (There is a 75% chance that that possessor may not act each action; effects that would occur before each action still occur; this status effect immediately wears off if possessor takes damage. Note that Resistance and Immunity to Confusion: Fear also apply to this status effect.)
Paralysis: Turned to Glass (There is a 75% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor takes double damage from all damage-dealing sources.)
Poison (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of HP.)
Poison: Allergic Reaction (Possessor has a 15% chance of automatically skipping each action, with things that would occur before and after such actions still occurring, Possessor has a 30% chance of being afflicted with Suffocation at the start of each round, Possessor has a 60% chance of being afflicted with Pain at the start of each round)
Poison: Atrophying Toxin (Possessor's stats each suffers a reduction equal to 1% of possessor's max value for said stat at the start of each round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of stats.)
Poison: Damage Effect (Possessor takes an amount of Basic element damage equal to 1% of possessor's Max HP at the start of every round)
Poison: Desert Bee Sting (Consult Gadigan if this ever somehow occurs)
Poison: Drunk (Possessor's modified MIN suffers a 10% reduction from its non-status-effect-counting value, Possessor gets -5% To Hit and -5% Dodge)
Poison: High (Possessor has a 15% chance per action of acting randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Confused individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Poison: Irradiated (Possessor's HP suffers a reduction equal to 5% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Each of possessor's stats suffers an amount of Technology element stat damage equal to 5% of possessor's non-status-effect-or-stat-damage-counting value of said stat at the start of each round. Defense against Poison and Defense against status effects reduce this loss of HP.)
Poison: Numbing Agent (Possessor's turn-order-determining-stat-sum each suffers a reduction equal to 1% of its value for said stat at the start of each round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of turn-order-determining-stat-sum points. Possessor may not perform counters.)
Poison: Slow-Acting Poison (Possessor's HP suffers a reduction equal to .01% of possessor's Max HP at the start of every tenth round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of HP. Possessor's checks for this status effect naturally wearing off as a Minor Status effect occur every 10,000 rounds instead of every round)
Poison: Somehow Got High On Bees (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each odd-numbered round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of HP. Possessor has a 5% chance to act randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Possessor can treat possessor and possessor's allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Poison: Viilranth Sting (There is a 5% chance at the start of each round that possessor can perform one less action on that round, with possessor losing the first action that possessor would otherwise obtain entirely; effects that would occur before this action do not occur. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately)
Stat Drain (Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 10% reduction from their non-status-effect-counting values)
Stat Drain: AGI Drain (Possessor's modified AGI suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: ATK Drain (Possessor's damage dealt, including both flat and non-flat damage, HP damage, and MP damage, but not other types of damage, is reduced by 10%, This status effect can stack up to 5 times)
Stat Drain: Improved ATK Drain (Possessor's damage dealt, including both flat and non-flat damage, HP damage MP damage, Gold damage, and stat damage, but not other types of damage, is reduced by 10%, This status effect can stack up to 5 times. This status effect does not stack normally with Stat Drain: ATK Drain, with both being able to be applied up to 5 times to the same target, but with each instance Stat Drain: Improved ATK Drain removing all natural text and effects from one instance of Stat Drain: ATK Drain, causing it to have no natural effect, with this effect ending as soon as Stat Drain: Improved ATK Drain is no longer present.)
Stat Drain: CON Drain (Possessor's modified CON suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: CRIT Drain (Possessor's Critical Chance suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: DEF Drain (Possessor's modified Defense suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: DEF Drain: STAT-DEF Drain (Possessor's Defense against Stat Damage suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: DODGE Drain (Possessor's Dodge suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: ELM Drain (Possessor's actions have a 95% chance of becoming solely the element Null if their target desires such)
Stat Drain: HIT Drain (Possessor's To Hit suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: HNR Drain (Possessor's Critical Chance and Resilience are reduced by 15% of their non-status-effect-counting values. Possessor cannot voluntarily apply effects that possessor can only voluntarily apply to lower-Level individuals to individuals who are only 1-5 Levels below possessor. Possessor cannot inflict Awestruck or Charm. Possessor does not count as possessing the elements Glory or Nobility.)
Stat Drain: HP Drain (Possessor's modified HP suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: LVL Drain (Possessor's modified Level suffers a reduction of 1 Level from its non-status-effect-counting value, This status effect can stack up to 5 times, This effect cannot effect those above Level 99)
Stat Drain: MAG Drain (Possessor's modified Magical Attack bonus suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: MEL Drain (Possessor's modified Melee Attack bonus suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: MIN Drain (Possessor's modified MIN suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: MP Drain (Possessor's modified MP suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: RAT Drain (Possessor's modified Ranged Attack bonus suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: RES Drain (Possessor's Resilience suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: SPD Drain (Possessor's turn-order-determining stats all suffer a 10% reduction from their non-status-effect-counting values for purposes of determining turn order, This status effect can stack up to 5 times)
Stat Drain: SPI Drain (Possessor's modified SPI suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: STR Drain (Possessor's modified STR suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: Vexatious Stat Swapping (Whenever one of possessor's stats would be checked, there is a 25% chance that the value of one of possessor's lower stats (randomly chosen from such stats if any such stats exist) is used instead)
Moderate Status Effects
Dissolving (Possessor takes an amount of Acid element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Acid)
Dissolving: Bankrupt (Possessor takes an amount of Wealth element Gold Damage equal to 5% of possessor's Gold at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wealth)
Dissolving: Bankrupt: Total Bust (Possessor takes an amount of Wealth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wealth)
Dissolving: Caught Within Catastrophic Circumstance (Possessor takes an amount of Fortune element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fortune)
Dissolving: Consumed By Taint (Possessor takes an amount of Acid element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Acid. Possessor takes an amount of Corruption element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Corruption.)
Dissolving: Deadly Toxin (Possessor takes an amount of Toxin element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Toxin)
Dissolving: Erosion (Possessor takes an amount of Acid element Defense Damage equal to 2% of possessor's non-Damage-counting Defense at the start of every round that cannot be defended against by Defense Against Stat Damage that is not either coming from Universe-element sources or Defense Against Stat Damage that is specifically Defense Against Stat Damage against the element Acid.)
Dissolving: Fading Away (Possessor takes an amount of Color element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Color)
Dissolving: Mystic Degredation (Possessor takes an amount of Acid element damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Acid)
Dissolving: Rotting Away (Possessor takes an amount of Rot element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources, Defense that is specifically against Lower Elements, or Defense that is specifically Defense against the element Rot. Possessor's stats are reduced by 5% of their non-status-effect-counting value as an effect that stacks 5 times across all of the Lower Element Damage Sub-Status Effects)
Drowning: Sludge-Choked (Possessor takes an amount of Sludge element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources, Defense that is specifically against Lower Elements, or Defense that is specifically Defense against the element Sludge. Possessor's stats are reduced by 5% of their non-status-effect-counting value as an effect that stacks 5 times across all of the Lower Element Damage Sub-Status Effects)
Dissolving: Universal Solvent (Possessor takes an amount of Azoth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Azoth)
Antimatter (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology)
Antimatter: Atomic Meltdown (Possessor takes an amount of Atomic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Atomic)
Antimatter: Elemental Deletion (Possessor takes an amount of Formus element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Formus)
Antimatter: Glitched Out (Whenever possessor performs an attack, there is a 25% chance of each digit of possessor's Prime Attribute is set to 0 for purposes of the attack calculation. Whenever possessor would be dealt Damage, there is a 25% chance that each digit of possessor's Defense is set to 0 for purposes of the Damage calcluation. Whenever actions are being assigned in turn order, there is a 25% chance that each digit of possessor's turn-order-determining stat sum is set to 0 for turn-order-determining purposes for said calculation.)
Antimatter: Gravity Lock (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Technology or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Antimatter: Gravity Lock: Gravity Well (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology, Possessor cannot voluntarily move to another row)
Antimatter: Inverse Status Field (Whenever possessor would receive a buff to possessor's stats, there is a 50% chance that possessor treats said buff as a debuff.)
Antimatter: Obliterated (Possessor takes an amount of Destruction element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fate)
Antimatter: Returned to Chaos (Possessor takes an amount of Chaos element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Chaos)
Antimatter: Reversed Polarity (Possessor treats Healing and Regeneration as Damage.)
Antimatter: Syphon (If this status effect's source is alive and in the same battlespace as this status effect's possessor, 5% of this status effect's possessor's Current HP is transferred to this status effect's inflictor at the start of each round)
Antimatter: Vaporized (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology. Possessor actions have a 50% chance of failing.)
Awestruck (Possessor takes an amount of Light element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Light)
Awestruck: Cage of Light (Possessor takes an amount of Light element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Light, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Light or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Awestruck: Holy Blaze (At the start of each round, possessor is dealt an amount of Light & Fire element damage equal to 5% of possessor's Max HP, Possessor's is hit with a debuff that gives -100 Defense at the start of each round that stacks 40 times, this status effect ignores Fire Resistance, Immunity, and Absorption of individuals below level 80, this damage cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Light or the element Fire)
Awestruck: Imperial Wrath (Possessor takes an amount of Nobility element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Nobility)
Awestruck: Lifeforce Overload (Possessor takes an amount of Life element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Life)
Awestruck: Myth-Eaten (Possessor takes an amount of Glory element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Glory)
Awestruck: Sealed (There is a 50% chance that possessor may not act each action; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Awestruck: Starstruck (Possessor takes an amount of Glitz element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Glitz)
Awestruck: Way Too Famous (Attempts to scan possessor's stats automatically succeed.)
Awestruck: Wonderstruck (Possessor takes an amount of Wonder element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wonder)
Burning (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire)
Burning: Caramelized (Possessor takes an amount of Candy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Candy)
Burning: Consumed By Rage (Possessor takes an amount of Fury element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fury)
Burning: Flammable (Possessor takes 50% more Fire element Damage)
Burning: Igneous (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Fire or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Burning: Investment Pyre (Possessor takes an amount of Fire element Gold Damage equal to 5% of possessor's Current Gold at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense against Gold Damage that is specifically Defense against the element Fire)
Burning: Mindfire (Possessor takes an amount of Fire element MP Damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire; Possessor, at the start of each round, takes an amount of MIN Damage equal to 5% of possessor's Max MIN that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically or Fire Element)
Burning: On Green and Purple Fire (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire. Possessor takes an amount of Chaos element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Chaos. Possessor's modified SPI suffers a 10% reduction from its non-status-effect-counting value. Possessor's modified CON suffers a 10% reduction from its non-status-effect-counting value. There is a 15% chance that that possessor may not act each action if possessor is neither Chaos-element nor an Abstract; effects that would occur before each action still occur.)
Burning: Sunburnt (Possessor's Defense is reduced by 5% of its non-status-effect-counting value. Possessor gains a 25% Pain Weakness, 25% Light Weakness, and 25% Physical Weakness if possessor does not already have such weaknesses and has the values of such weaknesses that possessor already possesess increased by 25%.)
Burning: Superheated (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire; Possessor's Weaknesses are doubled)
Burning: Vaporized Spirit (Possessor takes an amount of Psychic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Burning: Vaporized Spirit, immediately takes an amount of SPI Damage equal to 5% of possessor's Max SPI that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Psychic Element or Fire Element)
Drowning (Possessor takes an amount of Water element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water)
Drowning: Arcane Inundation (Possessor takes an amount of Water element MP Damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water)
Drowning: Drowning In Obscurity (Possessor's Fame is reduced to 0.)
Drowning: Poor Circulation (Possessor has a 5% chance that possessor may not act each action; effects that would occur before each action still occur, possessor's turn-order-determining stat is halved for purposes of determining turn order)
Drowning: Pressure of the Deep (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Drowning: Pressure of the Deep, immediately takes an amount of CON Damage equal to 5% of possessor's Max CON that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Physical Element or Water Element)
Drowning: Tide-Trapped (Possessor takes an amount of Water element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Water or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Electrocuted (Possessor takes an amount of Electrical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Electrical)
Electrocuted: Brain-Zapped (Possessor's MIN is reduced by 25% of its non-status-effect-counting value. Possessor has a 15% chance each action of acting as though afflicted with Confusion, with things that would make possessor Immune to Confusion or otherwise alter the functionality of Confusion affecting this part of this status effect, but not, unless they would otherwise do so, affecting the MIN-reduction portion of this status effect.)
Electrocuted: Constant Current (Possessor takes an amount of Electrical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Electrical, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Electrical or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Entombed (Possessor takes an amount of Earth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Earth)
Entombed: Buried in Leaves- (Possessor takes an amount of Earth & Acid element damage equal to 10% of possessor's Max HP at the start of every round)
Entombed: Crystalized (Possessor takes an amount of Crystal (2) element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Crystal (2), There is a 95% chance that that possessor may not act each action unless possessor is Immune to Crystal (2) or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Entombed: Encased in Rock (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Entombed: Encased in Rock, immediately takes an amount of AGI Damage equal to 5% of possessor's Max AGI that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Physical Element or Earth Element)
Entombed: Incarcerated (There is a 50% chance each round that possessor may not target enemies; There is a 50% chance each round that possessor may not target allies; There is a 20% chance that possessor may not act each action; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Entombed: Metallic Doom (Possessor takes an amount of Metal element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Metal)
Entombed: Oublietted (Possessor takes an amount of Earth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Earth, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Earth or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Entombed: Overgrown (Possessor takes an amount of Wood element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wood)
Entombed: Rooted (Possessor takes an amount of Earth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Earth; Possessor may not voluntarily switch rows)
Entombed: Shard Prison (Possessor takes an amount of Crystal (2) element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Crystal (2))
Frozen (Possessor takes an amount of Ice element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ice)
Frozen: Brittle (Possessor takes 25% additional Damage unless Ice element)
Frozen: Cold's Bitter Love (Whenever an individual in the same battlespace as possessor, not counting possessor and not counting Damage from instances of this status effect, would take Ice element Damage, possessor takes an amount of Ice element Damage equal to 10% of that Damage's value as Damage that cannot be reduced by Defense, excluding Defense specifically against the element Ice, and that vanishes if it would be converted to Healing.)
Frozen: Cubed (Possessor takes an amount of Ice element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ice, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Ice or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Frozen: Frostbite (Possessor's STR, CON, and AGI are reduced by 1% of their non-status-effect-counting value. Possessor has a 5% chance at the start of every round of losing a random equipment slot as a debuff that stacks 15 times)
Frozen: Sugarcrystal Glaciation (Possessor takes an amount of Candy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Candy. Possessor takes an amount of Ice element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ice. There is a 95% chance that that possessor may not act each action unless possessor is Immune to Candy (or Absorbs or Reflects it) or is Immune to Ice (or Absorbs or Reflects it) or is over level 99; effects that would occur before each action still occur.)
Frozen: Time Stop (Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor counts as dead for purposes of victory conditions. All damage and healing received by possessor while possessor possesses this status effect is totaled and is applied as a net sum as soon as status effect is removed from its possessor. Entities may count Resistance, Immunity, Absorption and other interactions they would possess specifically with Petrified: Time Stop, but not Petrified in general, as though they applied to this status effect. This status effect possesses no natural per round recovery chance despite being a moderate status effect.)
Manablasted (Possessor takes an amount of Magic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Magic)
Manablasted: Depatterned (Bonuses to possessor's stats, HP, and MP from Passive Abilities and Constant Effects are reduced by 20%)
Manablasted: Mystic Devastation (Possessor takes an amount of Mystic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Mystic)
Manablasted: Mystic Leak (Possessor takes an amount of Magic element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Magic)
Manablasted: Mystic Overload (Possessor takes an amount of Magic element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Magic)
Manablasted: Mystic Seal (There is a 50% chance that possessor may not act each action unless possessor is Immune to Magic, is Immune to Mystic, or is over level 99; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Mindblasted (Possessor takes an amount of Psychic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic)
Mindblasted: Fried Brain (Possessor's MIN is reduced by 50% of its non-status-effect-counting value, Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes)
Mindblasted: Illusory World Imprisonment (Possessor takes an amount of Illusion element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Illusion, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Illusion or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Mindblasted: Losing Your Mind (Possessor takes an amount of Psychic element SAN damage equal to 5% of possessor's Max SAN at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic)
Mindblasted: Lost in Thought (Possessor has a 75% chance of skipping each action possessor would take, with things that would occur before and after each such action still occurring.)
Mindblasted: Mental Destabilization (Possessor takes an amount of Psychic element MIN Damage equal to 5% of possessor's undamaged MIN at the start of every round that cannot be defended against by Defense Against Stat Damage that is not either coming from Universe-element sources or Defense Against Stat Damage that is specifically Defense Against Stat Damage against the element Psychic)
Mindblasted: Really, Really Bad Headache- Possessor's MIN is halved, There is a 1% chance per round that possessor takes an amount of Psychic element damage at the start of the round equal to 1% of Possessor's Max HP, this damage can bring the character to a minimum of 1 HP, Only Universe element Defense and Defense specifically against Psychic reduces this damage
Mindblasted: Stupefied (Possessor's modified MIN and SPI suffer a 50% reduction from their non-status-effect-counting values, Spells cast and abilities used by possessor cost double MP, with this doubling being factored in before other spell-cost-modifying effects, Possessor's Magical Attack actions or actions that use SPI as their Prime Attribute do 50% damage)
Mindblasted: Too Much Information (Possessor takes an amount of Knowledge element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Knowledge)
Overload (Possessor takes an amount of Energy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Energy)
Overload: Flickering (Each round possessor has a 20% chance of being unable to act during that round)
Overload: Flux Destabilization (Possessor takes an amount of Flux element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Flux)
Overload: Low Energy (Whenever possessor would regenerate MP, the amount of MP possessor regenerates becomes 1 if it would otherwise be higher. Whenever possessor's MP would be healed by an equal-Level or lower-Level course, the amount of MP possessor would be healed for becomes 1 if it would otherwise be higher.)
Overload: Thermonuclear Meltdown (Possessor takes an amount of Atomic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Atomic)
Overload: Unbalanced Essence (Possessor takes an amount of Ki element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ki)
Rectified (Possessor takes an amount of Truth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Truth)
Suffocation (Possessor takes an amount of Air element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air)
Suffocation: Desolidified Body (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Suffocation: Desolidified Body, immediately takes an amount of STR Damage equal to 5% of possessor's Max STR that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Physical Element or Air Element)
Suffocation: Done In By The Disco (Possessor is treated as dead for victory condition purposes if this was inflicted by a source of higher Level and wielder isn't over Level 80 or in possession of an ability named 'Dancer')
Suffocation: Heavy Winds (Possessor's actions have a 15% chance of being cancelled, with things that would occur before and after them still occurring. Possessor has a 25% chance at the start of each round of being moved to a random different row in the same row-order-formation, with possessor not being able to be chosen unless there are not other valid targets to correct row-order imbalances as a result of this shift.)
Suffocation: Miasmatic Air (Possessor takes an amount of Air element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air; Possessor is afflicted with a random minor status effect at the start of every round)
Suffocation: No Future (Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time)
Suffocation: Prison of Wind (Possessor takes an amount of Air element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Air or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Suffocation: Sonic Assault (Possessor takes an amount of Sonic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Sonic)
Suffocation: Sonic Assault: Rapture of Sound (Possessor takes an amount of Sonic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Sonic, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Sonic or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Suffocation: Sonic Whiplash (Possessor takes an amount of Air element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air, This status effect possesses a 5% chance of wearing off each round as opposed to its normal chance of doing so as a Moderate Status Effect; There is a 25% chance that possessor may not act each action; effects that would occur before each action still occur; There is a 25% chance that possessor does not receive any buff that possessor would otherwise receive)
Voidstruck (Possessor takes an amount of Darkness element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness)
Voidstruck: Astral Echoes (Possessor takes an amount of Astral element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Astral)
Voidstruck: Black Cleansing (This status effect only affects Demons, Daemons, Devils, Darkspawn, and Fiends, This status effect ignores Darkness Resistance, Immunity, and Voidstruck Immunity for Demons, Daemons, Devils, and Darkspawn that are under level 50 that not also immune to Awestruck or Light (or in the case of Resistance, said Darkness Resistance is reduced to the level of possessor's Light Resistance, provided such Light Resistance exists), Possessor takes an amount of Darkness element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness)
Voidstruck: Blackout (Possessor's To Hit is halved, rounded down)
Voidstruck: Blood Rebellion (Possessor takes an amount of Blood element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Blood)
Voidstruck: Bound (There is a 50% chance that possessor may not act each action; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Voidstruck: Dulled (Possessor cannot Reflect attacks or actions)
Voidstruck: Endless Torment (Possessor takes an amount of Agony element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Agony)
Voidstruck: Fading (This status effect tracks the elements of actions and attacks its user performs. Whenever its user performs an action, any previously utilized elements are converted into Basic.)
Voidstruck: Hole in the Pocket (Possessor takes an amount of Null element Gold Damage equal to 5% of possessor's current Gold at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against Gold Damage)
Voidstruck: Marked for Demise (Possessor takes an amount of Fate element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fate)
Voidstruck: Moon Mad (Possessor takes an amount of Moon element damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Moon)
Voidstruck: Torn Across Space (Possessor takes an amount of Spatial element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Spatial)
Voidstruck: Rotten Soul (Possessor takes an amount of Darkness element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness. Possessor takes an amount of Corruption element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Corruption.)
Voidstruck: Theoretical Experimental Status Effect 22-J (Possessor takes an amount of Theoretical Experimental Element 22-J element Damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources, Defense that is coming from Formus-element sources, or Defense that is specifically Defense against the element Theoretical Experimental Element 22-J)
Voidstruck: Torn Across Space (Possessor takes an amount of Spatial element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Spatial)
Voidstruck: Torn From Time (Possessor's actions have a 50% chance of failing, Possessor may not obtain buffs from effects on Chronogeomantic Zones)
Voidstruck: Turned to Shadow (Possessor takes an amount of Darkness element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Darkness or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect. Does not affect Umbrals or Solar Beings.)
Voidstruck: Wrecked (Possessor takes an amount of Devastation element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Devastation)
War-Torn (Possessor takes an amount of War element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element War)
Wounded (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical)
Wounded: Bleeding (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical, Possessor takes an amount of Physical element CON damage equal to 1% of possessor's Max CON at the start of every round)
Wounded: Bodily Rot (Possessor takes an amount of Physical element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical. Possessor takes an amount of Corruption element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Corruption.)
Wounded: Broke (Possessor cannot gain Gold or voluntarily spend Gold)
Wounded: Disassembled (Possessor's Defense is reduced by 10% of its non-status-effect-counting value, At the start of each round, a number of times equal to the current round's number, possessor must choose one non-Pet item that possessor has equipped to provide no benefits to possessor for the duration of that round while this status effect is possessed, not being able to choose the same item twice and capping at a max of the number of items possessor has equipped)
Wounded: Disfigured- Possessor's summon caps of each type of summon decrease by 1 to a minimum of 1
Wounded: Empty (Possessor's stats are reduced by 25%. Possessor takes an amount of Void element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Void.)
Wounded: Essence Torn (Possessor's stats are reduced by 10% of their non-status-effect-counting values; Possessor takes an amount of Physical element MP Damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical)
Wounded: Hobbled (Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes. Possessor cannot willingly perform the Switch Rows action and cannot willingly move to other battlespaces.)
Wounded: Infected Wound (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical. Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Defense against Poison, Defense against Diseased and Defense against status effects reduce this loss of HP; Immunity to both Poison and Diseased stops this loss of HP entirely.)
Wounded: Injured (Possessor's modified AGI, STR, CON, MIN, and SPI all suffer a 5% reduction from their non-status-effect-counting values, all other battle participants always get at least one action per round before each of possessor's, provided that said individuals have any actions on said rounds, with possessor's actions that would have occurred without said delay occurring immediately following the last action necessary to meet this requirement but not superseding any actions already stated to specifically occur immediately following said action, with such delayed actions occurring in the order that they would have occurred were it not for this status effect)
Wounded: Laid Open (Possessor takes an amount of Physical element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical. Attempts to scan possessor's stats automatically succeed.)
Wounded: Maimed (Possessor's modified STR, CON, and AGI, all suffer a 5% reduction from their non-status-effect-counting values)
Wounded: Mauled (Possessor takes an amount of Beast element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Beast)
Wounded: Mental Trauma (Possessor takes an amount of Psychic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Wounded: Mental Trauma, immediately takes an amount of MIN Damage equal to 5% of possessor's Max MIN that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Psychic Element or Physical Element)
Wounded: Rusting (Possessor's stats decrease by 2% of their non-status-effect-counting values at the start of each round, with this value increasing to 5% for individuals who are Robots, Clockworks, or Machines. This loss cannot reduce a value to 0 or lower.)
Wounded: Sawn Apart (Possessor takes an amount of Metal element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Metal)
Wounded: Torn (Possessor's stats are reduced by 50% of their non-status-effect-counting values. Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes. This status effect possesses no natural per-round recovery chance.)
Wounded: War Wounds (Possessor takes an amount of War element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element War)
Wounded: Weakened (Possessor's modified STR, AGI, CON, and Defense all suffer a 50% reduction from their non-status-effect-counting values, Possessor's actions involving possessor's Melee or Ranged Attack bonus but not possessor's Magical attack bonus, as well as possessor's abilities that use AGI, CON, or STR as a prime attribute but not either MIN or SPI deal 50% damage)
Zealblasted (Possessor takes an amount of Hope element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Hope)
Zealblasted: Besmirched (Possessor's Fame is halved, rounded down.)
Zealblasted: Sugar Rush (Possessor takes an amount of Candy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Candy)
Major Negative Status Effects
Crippled (All of possessor's natural (in the case of an entity on the Enemy List, an entity on the Boss List, a Pet, or a Transformation) or unmodified (in the case of a PC) stats become 1.)
Crippled: Blinded to the Nature of the Purpose (Has no effect on its own at this time.)
Crippled: Devastated (Possessor's Max HP and Max MP become 1.)
Crippled: Eternally Extracted Essence (Possessor cannot gain slots or Levels)
Crippled: Eternally Extracted Essence: Incapable of Belief (Possessor cannot possess or obtain benefit from Worshipper Benefits or a Patron Deity, with any such permanent character resources that this would remove from an individual being removed from a thread.)
Crippled: Eternally Extracted Essence: Incapable of Bonds (Possessor cannot summon, have its values linked to the values of any other individual, or count as having any of its values linked to any values of any other individual.)
Crippled: Eternally Extracted Essence: Incapable of Greatness (Possessor cannot perform Overcrashes.)
Crippled: Eternally Extracted Essence: Incapable of Joy (Possessor cannot obtain or benefit from buffs or positive status effects.)
Crippled: Eternally Extracted Essence: Incapable of Motivation (Possessor cannot take more than one action per round and cannot be granted additional actions.)
Crippled: Feeblemind (Possessor suffers a 50% reduction in MIN from possessor's non-status-effect-counting value and has a 50% chance of having actions that involve casting a spell fail.)
Cursed (Possessor suffers a 50% reduction in STR, AGI, MIN, SPI, CON, Damage dealt, and Defense. Possessor suffers a reduction in Dodge, Critical Chance, To Hit, and Resilience equal to 5% of their respective non-status-effect-including values. Possessor obtains 20% less XP and Gold than possessor otherwise would.)
Cursed: Bad Luck (Possessor's opponents cannot miss possessor and possessor cannot dodge possessor's opponent. Possessor cannot be the source of Criticals. Possessor's chance of missing with attacks and having them dodged cannot both go below 50% at the same time. Each of possessor's attacks has a 5% chance of being unable to deal damage.)
Cursed: Damned (Possessor cannot be resurrected)
Cursed: Depatterned (Possessor's Passive Abilities and Constant Effects lose their text)
Cursed: Stygian Binding (When possessor dies, a replicated instance of possessor is summoned on the side that inflicted this status effect, with a max of one entity per side summonable at a time across all instances of this status effect. While that replicated instance is alive, possessor cannot be resurrected.)
Dominion(Possessor is controlled by the source of this effect's infliction, with said source making all possible choices that possessor could make. Possessor may target both possessor and possessor's allies with effects that could otherwise only target enemies. Possessor may target both this effect's inflicter and said inflicter's allies with actions and effects that could otherwise only target allies. For all other purposes, possessor is considered to remain a member of possessor's original side. This status effect may be re-inflicted on individuals who are already afflicted by it, with, upon successful infliction, there being a 50% chance that the new infliction's source supersedes the source of the prior infliction, with said new source failing to do so otherwise. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's control of decisions being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. This status effect does nothing while its source is dead or is not in the same thread as its possessor unless otherwise noted, but remains present in said instances.)
Dominion: Puppeted (Possessor's actions are controlled by the source of this effect's infliction, with said source making all possible choices that possessor could make for purposes of said actions. Possessor's actions may target both possessor and possessor's allies with effects that could otherwise only target enemies. Possessor's actions may target both this effect's source and said source's allies with actions and effects that could otherwise only target allies. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's control of decisions being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. Possessor may not perform Psychic element actions. This status effect does nothing while its source is dead or is not in the same thread as its possessor unless otherwise noted, but remains present in said instances.)
Dominion: Traitor Heart (Possessor dies at the start of each of its actions, dealing 1,000,000,000 Flat Evil element Damage to all of its allies upon doing so. This status effect may be cured by effects that cure Charm (but not effects that generically cure minor status effects or minor negative status effects))
Instant Death (Possessor becomes Dead.)
Instant Death: Devoured (Possessor is killed upon obtaining this status effect, but this status effect does not continue to cause its possessor to remain dead beyond that point as a constantly-applied effect; this status effect persists beyond death unless specifically prevented from doing so but is cured if its possessor is resurrected. This status effect's possessor cannot be resurrected by lower Level sources than this status effect's source. This status effect's source obtains a boost to all stats equal to 5% of the corresponding stat possessed by this status effect's possessor while this status effect's possessor is dead, with this increase increasing an individual's stats by a max of 20% of their non-status-effect-counting value across all instances of this status effect. This status effect possesses a 5% per-round natural start-of-round recovery rate while its possessor is dead. This status effect's presence does not cause its possessor or its possessor's corpse to persist between different battles if they otherwise would not do so.)
Instant Death: Doomed (Possessor has a 5% chance of becoming Dead at the start of each round.)
Instant Death: Vorpal Death (Possessor is killed upon obtaining this status effect if possessor is not Immune to Physical and does not Reflect or Absorb Physical.)
Insanity (Possessor acts randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Afflicted individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Insanity: Mad Dancing (Consult Gadigan if this somehow happens.)
Insanity: Primal Terror (Possessor obtains -50% To Hit. There is a 25% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 15% reduction from their non-status-effect-counting values.)
Petrified(Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor counts as dead for purposes of victory conditions. Possessor takes double damage from attacks.)
Petrified: Anchored (This status effect tracks what battlespace it was obtained in. Possessor counts as defeated if possessor is not in that battlespace.)
Petrified: Ensnared (Possessor cannot act, with all things that would occur before and after possessor's actions not occurring. Possessor counts as dead for purposes of victory conditions. If possessor is not Immune to, does not Reflect, and does not Absorb Vanished, possessor cannot be targeted by or target any individual unless specifically specified. If possessor is not Immune to, does not Absorb, and does not Reflect Dominion, at the start of each round, this status effect's inflictor may replicate an action of the individual afflicted with this status effect as though an instance of the individual afflicted with this status effect that is not afflicted with this status effect were performing that action.)
Petrified: Fettered (Possessor may not summon or replicate actions)
Petrified: Ossified Potential (When possessor acquires this status effect, possessor loses all actions assigned in turn-order. Possessor is not assigned actions in turn-order.)
Petrified: Pattern Freeze (Possessor cannot acquire buffs or positive status effects.)
Petrified: Stagnant Essence (Possessor goes last in turn-order. Possessor cannot take more than one action per round. Possessor cannot perform counters.)
Petrified: Time Stop (Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor counts as dead for purposes of victory conditions. All damage and healing received by possessor while possessor possesses this status effect is totaled and is applied as a net sum as soon as status effect is removed from its possessor.)
Petrified: Time Stop: Looped (Whenever possessor would perform an action, possessor instead repeats possessor's last action against the same targets if said action would be repeatable, otherwise, if said action cannot be repeated, possessor cannot act, with all things that would occur before and after possessor's actions still occurring.)
Plague(Possessor loses 10% of possessor's Max HP worth of HP per round as an effect that does not count as Damage. There is a 50% chance that each of possessor's allies is afflicted with this status effect at the start of each round (a separate check is made per ally per currently afflicted individual).)
Plague: Forever's Rot (Possessor's stats decrease by 1% of their non-status-effect-counting value at the start of each round and cannot be increased, including through obtaining buffs or by equipping new gear; this decrease is not stat damage and is not affected by Defense Against Stat Damage)
Plague: Remade (If possessor is not Immune to, does not Reflect, and does not Absorb Dominion, possessor is controlled by inflictor's side of battle. Possessor counts as dead for purposes of victory conditions. If possessor is cured of this status effect, possessor is afflicted with Instant Death.)
Smitten(Possessor takes an amount of Universe element damage equal to 10% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Universe)
Smitten: Chaos Effect (Possessor takes an amount of Chaos element damage equal to 10% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical)
Smitten: Excommunicated (Possessor loses all Worshiper Benefits while afflicted with this status effect.)
Smitten: Great Atrocity (Possessor takes an amount of Evil element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Evil)
Vanished (Possessor cannot act, with all things that would occur before and after possessor's actions not occurring. Possessor counts as dead for purposes of victory conditions. Possessor cannot be targeted or target any individual unless specifically specified.)
Vanished: Annihilated (Possessor dies upon acquiring this status effect, is constantly dead while it possesses this status effect, and cannot be resurrected while this status effect afflicts it.)
Vanished: Digitized (Possessor may not target entities that are not Robots, Machines, Coded Beings, or Energy or Technology element Elementals if any such entities exist.)
Vanished: Exiled (Possessor may not benefit from effects attached to Zones, Terrains, or Phantom Terrains)
Vanished: Fragmented (Possessor may be targeted by opposing entities in any battlespace. Possessor may not obtain buffs from sources that are not present in every battlespace of the battle possessor is in. Possessor's stats are reduced by 20% of their non-status-effect-counting values.)
Vanished: Imagined (Possessor counts as defeated for victory condition purposes if this status effect's source is of equal or greater Level, Possessor's actions have a 50% chance of being cancelled, with things that would happen before and after said actions still occurring, If this status effect's possessor is normally fightable for drops on the Enemy List, this status effect's source may spend an action to replicate an action performable by said entity type as though an instance of said entity type were performing said action.)
Vanished: Reality Stutter (Possessor has a 25% chance of being unable to act each round (with said effect affecting all of said individual's actions on said round if it triggers but not persisting if this status effect is cured))
Vanished: Temporary (Possessor is not present on rounds of battle whose number is greater than the number of the round on which this status effect was inflicted on possessor. Possessor is considered Dead and Defeated for victory condition purposes on rounds on which this status effect makes possessor not present on.)
Vanished: Without Place (Possessor's opponents in any battlespace may choose at any time to move possessor to any row in any row-order formation in any battlespace.)
Venom (Possessor loses 10% of possessor's Max HP worth of HP per round as an effect that does not count as Damage. Possessor has a 5% chance of becoming Dead at the start of each round.)
Venom: Essence Consumption (Possessor loses 10% of possessor's Max MP worth of MP per round as an effect that does not count as Damage. Possessor has a 5% chance of becoming Dead at the start of each round.)
Lethal Negative Status Effects
Gone (Consult Gadigan if this somehow happens.)
Soul Steal (Consult Gadigan if this somehow happens.)
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Positive Status Effects-
Minor Positive Status Effects
Rejuvenation (Possessor's HP increases by an amount equal to 1% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP)
Rejuvenation: Spiritual Body Restoration (Possessor's HP increases by an amount equal to 1% of possessor's Max MP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP, this effect only functions if possessor is at 50% or more of possessor's max MP)
Mind Restore (Possessor's MP increases by an amount equal to 1% of possessor's Max MP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP)
Mind Restore: Overflowing Vigor (Possessor's MP increases by an amount equal to 1% of possessor's Max HP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP, this effect only functions if possessor is at 50% or more of possessor's max HP)
Stat Boost (Possessor's stats all increase by a value equal to 10% of their unbuffed versions)
Stat Boost: AGI Boost (Possessor's AGI increases by a value equal to 10% of its unbuffed version)
Stat Boost: CON Boost (Possessor's CON increases by a value equal to 10% of its unbuffed version)
Stat Boost: DODGE Boost (Possessor's Dodge obtains a 10% increase from its non-status-effect-counting value)
Stat Boost: MIN Boost (Possessor's MIN increases by a value equal to 10% of its unbuffed version)
Stat Boost: SPI Boost (Possessor's SPI increases by a value equal to 10% of its unbuffed version)
Stat Boost: SPD Boost (Possessor's turn-order-determining stat sum increases by a value equal to 10% of its unbuffed version for turn-order-determining purposes)
Stat Boost: STR Boost (Possessor's STR increases by a value equal to 10% of its unbuffed version)
Favored (Possessor makes two rolls each time a random roll is required for possessor and obtains the more favorable result, this effect does not work if possessor opposes any individuals at least 20 levels higher than possessor or any individuals above level 99)
Favored: Good Fortune (Possessor gains +5% Dodge, +5% To Hit, +5% Critical, and +5% Resilience, there is a 1% chance that a damage-dealing offensive action of possessor, to a max of once per turn and to a max of one hit, automatically deals maximum damage)
Favored: Anointed (Possessor counts as being 5 levels higher for purposes of deity benefits, with this effect not increasing effective possessor level above 99)
Augmented (Possessor's stats all increase by a value equal to 1% of their unbuffed versions, Possessor's resistances to each base element increase by 1%, to a max of 80%, Possessor's resistance to each minor status effect increases by 10%)
Augmented: Elementalized (Possessor may choose to have any action be solely possessor's element)
Augmented: Haste (Possessor's turn-order-determining stat sum is doubled for turn-order-determining purposes)
Augmented: Haste: Excessively Energetic (Possessor's turn-order-determining stat sum is increased by 50% for purposes of granting additional turn-order-based actions)
Augmented: Improved Healing (Whenever possessor is obtains HP Healing, said quantity of HP Healing is increased by 1%, with said increase not stacking with other increases caused by positive status effects)
Augmented: Improved Restoration (Whenever possessor is obtains MP Healing, said quantity of MP Healing is increased by 1%, with said increase not stacking with other increases caused by positive status effects)
Augmented: Synchronized (All individuals on possessor's side with this status effect may take their actions at the time that any one of them could take actions)
Fortified (Possessor's Defense increases by a value equal to 10% of its unbuffed version)
Fortified: Acid Warded (Possessor's Acid Resistance increases by 10%, to a max of 80%)
Fortified: Air Warded (Possessor's Air Resistance increases by 10%, to a max of 80%)
Fortified: Bolt Warded (Possessor's Electrical Resistance increases by 10%, to a max of 80%)
Fortified: Cold Warded (Possessor's Ice Resistance increases by 10%, to a max of 80%)
Fortified: Earth Warded (Possessor's Earth Resistance increases by 10%, to a max of 80%)
Fortified: Fire Warded (Possessor's Fire Resistance increases by 10%, to a max of 80%)
Fortified: Force Warded (Possessor's Energy Resistance increases by 10%, to a max of 80%)
Fortified: Light Warded (Possessor's Light Resistance increases by 10%, to a max of 80%)
Fortified: Magic Warded (Possessor's Magic Resistance increases by 10%, to a max of 80%)
Fortified: Physical Warded (Possessor's Physical Resistance increases by 10%, to a max of 80%)
Fortified: Psi Warded (Possessor's Psychic Resistance increases by 10%, to a max of 80%)
Fortified: Shadow Warded (Possessor's Darkness Resistance increases by 10%, to a max of 80%)
Fortified: Shine Warded (Possessor's Hope Resistance increases by 10%, to a max of 80%)
Fortified: Tech Warded (Possessor's Technology Resistance increases by 10%, to a max of 80%)
Fortified: Water Warded (Possessor's Water Resistance increases by 10%, to a max of 80%)
Purified (Possessor's chance of automatically recovering from minor status effects doubles, Possessor automatically recovers from one minor negative status effect at the start of a round should possessor desire such)
Purified: Separation of Self from Form (Possessor ignores negative effects of minor negative status effects)
Invigorated (Possessor has a 5% chance at the start of each round for each minor negative status effect on possessor of ignoring said effect)
Invigorated: High Morale (Possessor makes two rolls each time a random roll is required for as part of the normal damage calculation for possessor, taking the more favorable of the two rolls)
Invigorated: Zesty (Possessor has a 1% chance per round of gaining an additional action that may be taken at any point following immediately after another of possessor's actions)
Imbued (Possessor gains 5 buff slots)
Imbued: Distinguished (Possessor gains 5 summon slots)
Elevated (Possessor takes 9/10 damage and stat damage from damage and stat damage dealing sources below level 100 so long as possessor has at least one ally, only one individual on each side may benefit from this status effect at once, with each side determining which individual benefits at the beginning of each round)
Elevated: Prepared (Possessor may not be countered by entities of lower Level without possessor's permission.)
Elevated: Well Respected (Possessor's allies have a 50% chance at the start of possessor's first action each turn of recovering from the status effect Charm)
Moderate Positive Status Effects
Regeneration (Possessor's HP increases by an amount equal to 5% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP.)
Mana Overdrive (Possessor's MP increases by an amount equal to 5% of possessor's Max MP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP.)
Major Positive Status Effects
Blessed (Possessor obtains a 50% increase to STR, AGI, MIN, SPI, CON, Damage dealt, and Defense. Possessor obtains an increase in Dodge, Critical Chance, To Hit, and Resilience equal to 5% of their respective non-status-effect-including values. Possessor obtains 20% more XP and Gold than possessor otherwise would.)
Blessed: Good Luck (Possessor obtains +50% Dodge. Possessor's attacks that would have a Critical Chance calculated for them are always Criticals regardless of said chance. Possessor never misses and possessor's actions cannot be Dodge. Possessor's attacks have a 5% chance of dealing 10x Damage.)
Restoration (Possessor's HP increases by an amount equal to 5% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP. Possessor's MP increases by an amount equal to 5% of possessor's Max MP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP.)
Rebirth (Whenever possessor dies, possessor's HP and MP are set to 50% of their maximum values if they are below said values and possessor is resurrected if possessor died solely due to HP and/or MP loss.)
Empowered (Possessor's stats are doubled.)
Invincible (Possessor cannot die.)
Amazing Positive Status Effects
Immortal (Consult Gadigan if this somehow happens.)
Eternal (Consult Gadigan if this somehow happens.)
Negative Status Effects-
Minor Negative Status Effects
Charm (Possessor is controlled by the source of this effect's infliction, with said source making all possible choices that possessor could make. Possessor may target both possessor and possessor's allies with effects that could otherwise only target enemies. Possessor may target both this effect's inflicter and said inflicter's allies with actions and effects that could otherwise only target allies. For all other purposes, possessor is considered to remain a member of possessor's original side. This status effect may be re-inflicted on individuals who are already afflicted by it, with, upon successful infliction, there being a 50% chance that the new infliction's source supersedes the source of the prior infliction, with said new source failing to do so otherwise. There is a 25% chance that this status effect wears off each time a charmed target should possessor be about to perform any offensive action against or be about to be the source of any offensive effect that affects possessor or an ally of possessor, with said recovery occurring before said action or effect. There is a 25% chance that this status effect wears off each time a charmed target should possessor be targeted by an offensive action by this effect's inflicter or any of said inflicter's allies or be affected by an offensive effect that comes from this effect's inflicter or any of said inflicter's allies, with said recovery occurring after said action or effect. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's control of decisions being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. This status effect immediately wears off if its source dies or somehow leaves battle.)
Charm: Got Shipped (Possessor gains a 30% Vessel Weakness, Possessor's opponents may choose to treat possessor as though possessor's HP, MP, and SPI were linked to an individual of any name they desire)
Charm: Impressed (Each time possessor would perform an action which would target or effect at least one opponent, there is a 50% chance that said action does not occur and possessor must instead choose a different action which does not target or effect any opponents. If possessor is, for any reason, unable to perform the action determined or no action of the type mentioned is able to be chosen for possessor, then possessor may act normally.)
Charm: Infatuation (Possessor may not perform offensive actions that negatively affect any opponents. There is a 5% chance at the start of each round that possessor's first action must positively affect at least one opponent, or, should such an action not be available, negatively affect at least one ally other than possessor. If possessor is, for any reason, unable to perform the action determined or no action of the type mentioned is able to be chosen for possessor, then possessor may act normally.)
Charm: Lovestruck (Possessor may not perform offensive actions that negatively affect any opponents. Whenever an ally of possessor performs an offensive action which targets or affects at least one opponent in an offensive manner, there is a 15% chance that a randomly determined target out of the opposing targets of said action is changed from its original target to possessor, should the source of said action be no more than 19 Levels higher than possessor.)
Charm: Lust (At the start of each round, there is a 25% chance that possessor may not perform offensive actions that negatively affect any opponents. If possessor may choose to inflict Charm on or deal Drain to an opponent with any chosen action, possessor must choose to do so in lieu of other options presented in said action that do not have a chance of inflicting Charm or deal Drain (this does not factor in whether the opponent may actually be Charmed or drained, only if the action has an infliction chance or Drain damage type attached to it). Whenever an ally of possessor performs an offensive action which targets or affects at least one opponent in an offensive manner, there is a 5% chance that a randomly determined target out of the opposing targets of said action is changed from its original target to possessor, should the source of said action be no more than 4 Levels higher than possessor.)
Charm: Masochism (Possessor cannot Dodge attacks from higher Level entities. The chances of inflicting minor and moderate negative status effects on possessor are doubled.)
Charm: Overwhelmed By Greed (Possessor has a 50% chance each action of only being able to target individuals who possesses the highest sum of either (Gold dropped + the Gold value of each item on said individual's drop table) or (Total Gold value of items carried or equipped)
Charm: Pacified (Any offensive action possessor attempts to conduct has a 90% chance of failing)
Charm: Perverse Compulsion (Wielder's negative status effect infliction chances are doubled against allies. Whenever wielder performs an offensive attack or action and does not assign all of its targets, if wielder possesses allied targets who were not chosen, wielder must assign them as targets offensively. Possessor may not be afflicted with positive status effects on rounds during which possessor has not killed or inflicted a negative status effect on an ally.)
Charm: Wanderlust (There is a 5% chance that, whenever possessor may perform an action, that possessor must, if it possesses an ability named Switch Rows, use said ability.)
Confusion (Possessor acts randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Confused individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Confusion: Berserk (Possessor always chooses to make a Melee, Ranged, or Magical Attack, with the attack type being randomly determined from those that possessor can perform, against a singular target that is randomly determined from all possible targets, using no spells or active abilities as part of said action, every action if a non-transformed PC. Possessor uses a 0 MP or HP cost ability on a singular target that is randomly determined from all possible targets every action if not a non-transformed PC. If possessor is, for any reason, unable to perform the action determined or no action of the types mentioned is able to be chosen for possessor, then possessor may act normally.)
Confusion: Berserk: Annoyed (Possessor suffers a 1% MIN reduction based on possessor's non-status-effect counting value and has a 1% chance of skipping its actions)
Confusion: Berserk: Annoyed: Kinda Bothered I Guess? (Possessor's stats are reduced by 0.1% of their non-status effect counting values, Possessor's actions have a 1% chance of having to be offensive actions that target the source of this status effect if such an action would be possible and possessor's MIN is not higher than this status effect's source's highest stat.)
Confusion: Berserk: Annoyed: Vexed by the Inconsequential (Possessor gains a 1% chance of losing each action. This status effect possesses no per-round auto-recover chance.)
Confusion: Bored (Possessor cannot pass or delay its actions unless no other option exists.)
Confusion: Chorm (If possessor is afflicted with Confusion or another sub-status effect of confusion and is not Immune to Charm, does not Reflect Charm, and does not Absorb Charm, possessor is controlled by this status effect's inflictor as though possessor were afflicted with Charm)
Confusion: Convinced It's DANCE TIME (Possessor's actions have a 15% chance of being cancelled if they don't include a Dance spell)
Confusion: Convinced of Own Status as an Avacado (Possessor's subtype is replaced with the subtypes Food and Plant. Possessor's actions have a 95% chance of being skipped, with things that would occur before and after said actions still occurring, if possessor is below Level 80)
Confusion: Depression (There is a 25% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified SPI suffers a 20% reduction from its non-status-effect-counting value.)
Confusion: Depression: Despair (There is a 50% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified SPI suffers a 20% reduction from its non-status-effect-counting value.)
Confusion: Depression: Tears of Blood (Each time possessor attacks, possessor is, at the start of said attack, dealt an amount of Flat Blood element Damage equal to the combined Max HP values of each non-summon opponent possessor has killed during this thread.)
Confusion: Dizzy (Possessor's attacks have a 15% chance of randomizing their targets. Possessor obtains -25% To Hit.)
Confusion: Enraged (Possessor performs an offensive action, the details of which may be chosen by possessor, on a singular target that is randomly determined from all possible targets every action if not a non-transformed PC. All choices relevant to this offensive action that may be made before the random determination of said action's target are made before said determination. If possessor is, for any reason, unable to perform the action determined or no action of the type mentioned is able to be chosen for possessor, then possessor may act normally.)
Confusion: Fear (Possessor gets -5% To Hit. There is a 10% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 5% reduction from their non-status-effect-counting values.)
Confusion: Fear: Disconcerted (At the start of each round, there is a 5% chance per individual in this battle that possessor is unable to target said individual for the remainder of the round, with possessor not being included amongst said individuals. Individuals who enter battle after the start of the round may be targeted by possessor normally.)
Confusion: Fear: Prey of the Hunter (Possessor gains -50% Dodge against attacks that deal HP Drain)
Confusion: Fear: Shaken (Possessor makes two rolls each time a random roll is required for as part of the normal damage calculation for possessor, taking the less favorable of the two rolls)
Confusion: Fear: Terriorized By Llamas (Possessor's actions are skipped, with things that would occur before and after said actions still occurring, if any of possessor's opponents' names include 'Llama', 'Vicuna', or 'Alpaca' and possessor is below Level 60)
Confusion: Hallucinating (Possessor has a 50% chance of acting randomly, Possessor has a 25% chance of having any selected target become a random valid target, Possessor has a 5% chance of having any selected target be cancelled as a selected target if possible.)
Confusion: High (Possessor has a 1% chance of skipping actions. Possessor's MIN is reduced by 1% of its non-status-effect-counting value.)
Confusion: Inadequate (Possessor's stats are reduced until they are either 1 point lower than the lowest opponent's value for the same stat or until they have suffered a 10% reduction from their non-status-effect-counting value)
Confusion: Lonely (Possessor's stats are reduced by 5% of their non-status-effect-counting value if possessor has no allies)
Confusion: Lost (Possessor's opponents may choose to treat possessor as being in any row (including rows of different row formations or in no row formation) as desired.)
Confusion: Overcome by Laughter (There is a 25% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified MIN suffers a 20% reduction from its non-status-effect-counting value.)
Confusion: Paranoia (Possessor's allies cannot apply buffs to possessor)
Confusion: Surprised (Possessor's turn-order-determining stat is halved for turn-order-determining purposes so long as it is not more than double that of all of possessor's opponents. This status effect has a 50% chance per round of wearing off instead of the normal chance.
Confusion: System Overload (Possessor acts randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Confused individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. This effect may only affect Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs.)
Diseased (Possessor's HP suffers a reduction equal to 5% of possessor's Max HP at the start of each round, with this effect not being a source of damage.)
Diseased: Computer Virus (Possessor's HP suffers a reduction equal to 5% of possessor's Max HP at the start of each round, with this effect not being a source of damage. This effect may only affect Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs)
Diseased: Contagious Ailment (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of HP. There is a 4% chance that each ally of possessor (as a separate roll) is afflicted with this ailment at the start of each round, with separate rolls being made for each possessor of this status effect)
Diseased: Degenerative Ailment (Possessor's STR, CON, and AGI suffer a reduction equal to 2% of possessor's non-status-effect-or-stat-damage-counting value of possessor's respective stat at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of STR, CON, and AGI by a value equal to 1/10 the combined sum of their values.)
Diseased: Lingering Illness (Possessor's HP suffers a reduction equal to .01% of possessor's Max HP at the start of every tenth round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of HP. Possessor's checks for this status effect naturally wearing off as a Minor Status effect occur every 10,000 rounds instead of every round.)
Diseased: Lycanthropy (Possessor's opponents may choose for possessor to count as possessing the subtype Shapeshifter, Possessor has a 75% chance of being afflicted with Confusion: Berserk at the start of each round.)
Diseased: Immunodeficiency (Possessor does not have a natural 5% or 1% chance of recovering from Minor or Moderate status effects, respectively. Should possessor's natural chance of recovering from any status effects, not taking into account alternate recovery chances factored into the effects themselves, be greater than 5% for Minor status effects or 1% for Moderate status effects, then possessor's chance of recovery from the effects that possessor's chance is such a value for is merely reduced by 5% or 1%, respectively.)
Diseased: Infected Wound (Possessor suffers a 1% reduction in Constitution. Whenever possessor loses HP, half of said amount may not be healed by individuals below Level 40 until this status effect is cured.)
Diseased: Infested (Possessor's STR, CON, and AGI are reduced by to 2% of possessor's non-status-effect-or-stat-damage-counting value; Quantities of HP and MP Drain dealt to possessor are doubled.)
Diseased: Mimetic Virus (Possessor's MIN suffers a reduction equal to 3% of possessor's non-status-effect-or-stat-damage-counting value of possessor's MIN at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of MIN by a value equal to 1/10 the combined sum of their values. There is a 10% chance that each ally of possessor (as a separate roll) is afflicted with this ailment at the start of each round, with separate rolls being made for each possessor of this status effect)
Diseased: Mind Rot (Possessor's MIN suffers a reduction equal to 5% of possessor's equal to 5% of possessor's non-status-effect-or-stat-damage-counting value of possessor's MIN at the start of each round, with this effect not being a source of damage. Defense against Disease and Defense against status effects reduce this loss of MIN by a value equal to 1/10 the combined sum of their values.)
Diseased: Undead Plague (If possessor is below Level 40, possessor's opponent's may treat possessor as though possessor possessed the subtype Undead and/or the subtype Bio-Horror. If possessor is below Level 40, when possessor dies, one of possessor's opponents may choose to replace possessor's corpse with a summoned Undead of Level between (possessor's Level - 5) and (possessor's Level) that is normally fightable for drops on the Enemy List.)
Fatigued (Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 1% reduction from their non-status-effect-counting values. At the beginning of each round, immediately following possessor's natural chance of recovering from status effects, should such a chance exist, and occurring with the timing of any other beginning-of-round action should such a chance not exist, there is a 5% chance that possessor is cured of this status effect and is immediately afflicted with Fatigued: Asleep.)
Fatigued: Dehydration (Deals 1% of possessor's Max HP in Physical Damage to possessor at the start of every round if possessor is neither an Aquatic nor Water element. Deals 5% of possessor's Max HP in Physical Damage to possessor at the start of every round if possessor is either an Aquatic or Water element. Deals 15% of possessor's Max HP in Physical Damage to possessor at the start of every round if possessor is both an Aquatic and Water element. There is a 5% chance that that possessor may not act each action; effects that would occur before each action still occur.)
Fatigued: Elderly (Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 10% reduction from their non-status-effect-counting values. Possessor's turn-order-determining stat is multiplied by .75 for purposes of determining turn order)
Fatigued: Knocked Unconscious (There is a 100% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. There is a 5% chance that possessor is cured of this status effect at the end of any action which affected possessor or after possessor was either damaged, including stat damage and the infliction of negative status effects, or healed, including stat healing, the infliction of positive status effects, and the curing of negative status effects, by any effect.)
Fatigued: Overheated (Possessor's actions have a 25% chance of failing and possessor's Agility is reduced by 5% of its non-status-effect counting value)
Fatigued: Prone (Possessor obtains -5% To Hit. Possessor's turn-order-determining stat sum is reduced by 5% for turn-order-determining purposes. Damage dealt to possessor is increased by 5%.)
Fatigued: Sleep (There is a 100% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. Possessor is immediately cured of this status effect if possessor is damaged by any source or takes stat damage from any source.)
Fatigued: Starvation (Deals .5% of possessor's Max HP in Physical Damage to possessor at the start of every round. There is a 1% chance that that possessor may not act each action; effects that would occur before each action still occur.)
Fatigued: Stress (Possessor's MP suffers a reduction equal to 1% of possessor's Max MP at the start of each round, with this effect not being a source of damage. Defense against Fatigued and Defense against status effects reduce this loss of MP.)
Fatigued: Stunned (There is a 50% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. Possessor gets -5% Dodge.)
Fatigued: Tired (At the start of every round, there is a 5% chance that possessor is cured of this status effect and afflicted with Fatiged: Sleep. At the end of every round, there is a 5% chance that possessor is cured of this status effect.)
Fatigued: Weakness (Possessor's modified STR, AGI, CON, and Defense all suffer a 5% reduction from their non-status-effect-counting values, Possessor's actions involving possessor's Melee or Ranged Attack bonus but not possessor's Magical attack bonus, as well as possessor's abilities that use AGI, CON, or STR as a prime attribute but not either MIN or SPI deal 95% damage)
Hexed (Possessor's modified STR, CON, AGI, MIN, SPI, and Defense all suffer a 10% reduction from their non-status-effect-counting values)
Hexed: Attracts Angry Waterfowl (Possessor's opponents who summon Water-element Aerials may summon 1 more of each whenever they summon said summons. Possessor's opponents who are Water-element Aerials deal 15,000 additional Damage to possessor.)
Hexed: Backlash (Possessor takes an amount of damage equal to 5% of the damage that possessor deals. This damage is of the same element that it was originally. This damage does not carry additional effects beyond damage with it. This effect does not count damage from inflicted status effects or debuffs.)
Hexed: Deelementalized (Possessor's base element actions become Null element)
Hexed: Deelementalized: Air Deelementalization (Possessor's Air element actions become Null element)
Hexed: Futility Locked (Possessor's actions have a 5% chance of failing to have any effect; this status effect can stack up to 5 times, with its percent chances being cumulative, up to a 25% chance of such.)
Hexed: Haunted (Possessor's modified MP, Resistances, and turn-order-determining stat sum all suffer a 10% reduction from their non-status-effect-counting values, If possessor is not immune to Charm then there is a 5% chance per round that possessor acts as though afflicted with Confusion)
Hexed: Ill Fortune (Possessor gets -10% Dodge, -5% To Hit, -50% Critical, and has a 1% chance of dealing no damage with each damage-dealing action or effect)
Hexed: Leech (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage and with this status effect's source having its HP increased by said same amount, with said increase counting as Regeneration. Defense against Hexed, Defense that is specifically against Drain, and Defense against status effects reduce this loss of HP.)
Hexed: Leech: Mana Leech (Possessor's MP suffers a reduction equal to 1% of possessor's Max MP at the start of each round, with this effect not being a source of damage and with this status effect's source having its MP increased by said same amount, with said increase counting as Regeneration. Defense against Hexed, Defense that is specifically against Drain, and Defense against status effects reduce this loss of MP.)
Hexed: No Reflection (Possessor may not be given additional actions by allies.)
Hexed: Outlined (Possessor's Dodge is halved, rounding down, to a minimum of 0.)
Hexed: Uncontrolled Lycanthropy (Possessor's opponents may choose to treat possessor as though possessed any combination of base entity subtypes instead of or in addition to its actual subtypes. Possessor has a 50% chance of deciding choices randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Afflicted individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Hexed: Wicked Wounds (Possessor may not be healed of HP Damage)
Impaired (There is a 5% chance of each buff on possessor disappears at the beginning of each round)
Impaired: Blind (Possessor -50% To Hit)
Impaired: Blind: Colorblind (Possessor's scans have all instances of elements referenced in information revealed by them them replaced with the element 'Null')
Impaired: Blind: Constant Glare (Possessor gets -20% To Hit, There is a 5% chance that each of possessor's actions hit wrong targets, with replacement targets being randomly chosen for each target originally selected out of the non-originally selected applicable targets present, and with multiple instances of the same replacement target being chosen being ignored, If possessor is Darkness element, then this status effect possesses a 35% chance of wearing off each round as opposed to its normal chance of doing so as a Minor Status Effect)
Impaired: Blind: Darkness (Possessor gets -25% To Hit, There is a 3% chance that each of possessor's actions hit wrong targets, with replacement targets being randomly chosen for each target originally selected out of the non-originally selected applicable targets present, and with multiple instances of the same replacement target being chosen being ignored, If possessor is Light element, then this status effect possesses a 35% chance of wearing off each round as opposed to its normal chance of doing so as a Minor Status Effect)
Impaired: Blind: Eyes Being Covered by a Semi-Invulnerable Mime (Possessor gains -50% To Hit. Any instance of possessor targeting an individual who is not possessor has a 5% chance of being cancelled if possessor is below Level 80.)
Impaired: Deafened (There is a 50% chance per Buff that any Buff coming from an allied source that would be applied to possessor is instead not applied)
Impaired: Disarmed (Possessor cannot equip anything in weapon slots.)
Impaired: Forgetful (Possessor has a 25% chance of losing each buff on it or summon it possesses at the start of each round)
Impaired: Got Rekt (Possessor's stats suffer a 10% reduction from its non-status-effect-counting values. Possessor may not win battles while afflicted with this status effect.)
Impaired: Mute (There is a 50% chance per Buff that any Buff coming from possessor that is being applied to an allied source is instead not applied)
Impaired: Mute: Can Only Make A Joyful 'Squeeeeeeee!' Noise (Possessor may not inflict buffs on non-'Cute Pets'-element targets)
Impaired: Mute: Debilitating Verbal Tic (There is a 20% chance per Buff that any Buff coming from possessor that is being applied to an allied source that is a different subtype than possessor is instead not applied)
Impaired: No Sense of Smell (Possessor may not deny individuals permission to leave battle)
Impaired: No Sense of Taste (Stat buffs from sources that are Food or Drink present on possessor are halved, Possessor's opponents may choose for possessor's actions to become solely Tacky element)
Impaired: Obese (Possessor's Dodge value is halved, Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes)
Impaired: Overwhelmed by Gerbils (Possesssor's actions have a 15% chance of failing if possessor is below Level 60, with things that would occur before and after said actions still occurring. Possessor has a 30% chance of being afflicted with Confusion at the start of every round. Possessor has a 15% chance of being afflicted with Pain at the start of each round)
Impaired: Rewind (Possessor's actions have a 25% chance of being undone after their completion, provided that the battle does not end at said time)
Impaired: Silence (There is a 50% chance per Buff that any Buff with possessor as a source that would be applied is instead not applied, with a separate roll being made for each instance of application)
Impaired: Silence: Bad Breath (There is a 1% chance per Buff that any Buff with possessor as a source that would be applied is instead not applied, with a separate roll being made for each instance of application)
Impaired: Slow (Possessor's turn-order-determining stat is halved for turn-order-determining purposes)
Impaired: Sterile (Possessor cannot summon)
Impaired: Unbalanced (Possessor's Dodge and To Hit are reduced by the difference in percentage between possessor's highest stat and possessor's lowest stat, to a minimum of 1% and a maximum of 50%)
Impaired: What a Loser (Possessor's stats are reduced by 43% of their non-status-effect counting values, If this makes possessor's side of battle lose, the message 'HAHA, WHAT A LOSER' is announced five times in a post at the end of the thread)
Pain (Possessor gets -5% To Hit, There is a 12% chance that that possessor may not act each action; effects that would occur before each action still occur)
Pain: Bruised Ego (Actions consuming 20% or more of possessor's MP that possessor initiates have a 50% chance of failing)
Pain: Constant Itching (If possessor's modified CON is under 500, then there is a 12% chance that that possessor may not act each action; effects that would occur before each action still occur)
Pain: Discomfort (Possessor gets -2% To Hit, There is a 5% chance that that possessor may not act each action; effects that would occur before each action still occur)
Pain: Discomfort: Stomachache- Target cannot be positively affected by Food or Drink Consumables
Pain: Dry Skin (Reductions to possessor's stats from effects attached to Zones, Terrains, and Phantom Terrains are increased by 25% at the time of their application.)
Pain: Exposed Nerves (Possessor's Resilience is halved. Possessor's Resistances against status effects are decreased by 25%. Possessor is afflicted with Pain whenever possessor takes Damage.)
Pain: Mental Anguish (Possessor gets -5% Dodge, There is a 24% chance that each action that possessor takes that would involve casting a spell or using a technique fails)
Pain: Nauseous (Possessor gets -3% To Hit, There is a 10% chance that that possessor may not act each action; effects that would occur before each action still occur, At the start of each round, there is a 50% chance per buff that possessor is dis-buffed of each buff present on possessor that was not applied by a source above Level 50)
Pain: Tickle Overload (There is a 75% chance that that possessor may not act each action; effects that would occur before and after each skipped action still occur. Possessor gets -20% Dodge. Possessor's modified Defense suffers a 5% reduction from its non-status-effect-counting value.)
Pain: Wracked (There is a 75% chance at the start of each round that possessor can perform no action on that round; effects that would occur before these actions still occur at the points that these actions would be taken during the round. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately. Effects that would occur before such actions do not happen a second time. Possessor gets -25% Dodge. Possessor's modified Defense suffers a 50% reduction from its non-status-effect-counting value.)
Paralysis (There is a 75% chance that that possessor may not act each action; effects that would occur before each action still occur)
Paralysis: Adhered (Possessor may not willingly change rows or move to different battlespaces. If possessor changes rows involuntarily or is moved to another battlespace involuntarily, this status effect is exchanged for Wounded: Torn.)
Paralysis: Molecular Stasis (Possessor may not act each action unless possessor is a Fiend, Holy One, Immortal, Serpent Blessed, Magic Being, or nonstandard subtype; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Minor Status Effect if possessor is below level 50)
Paralysis: Sticky Possessor's modified AGI suffers a 5% reduction from its non-status-effect-counting value, There is a 5% chance that that possessor may not act each action; effects that would occur before each action still occur)
Paralysis: Temporal Stasis (Possessor may not act each action unless possessor is a Fiend, Holy One, Immortal, Serpent Blessed, Magic Being, or nonstandard subtype; effects that would occur before each action still occur)
Paralysis: Thinks It Might Not Hit You If You Don't Move (There is a 75% chance that that possessor may not act each action; effects that would occur before each action still occur; this status effect immediately wears off if possessor takes damage. Note that Resistance and Immunity to Confusion: Fear also apply to this status effect.)
Paralysis: Turned to Glass (There is a 75% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor takes double damage from all damage-dealing sources.)
Poison (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of HP.)
Poison: Allergic Reaction (Possessor has a 15% chance of automatically skipping each action, with things that would occur before and after such actions still occurring, Possessor has a 30% chance of being afflicted with Suffocation at the start of each round, Possessor has a 60% chance of being afflicted with Pain at the start of each round)
Poison: Atrophying Toxin (Possessor's stats each suffers a reduction equal to 1% of possessor's max value for said stat at the start of each round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of stats.)
Poison: Damage Effect (Possessor takes an amount of Basic element damage equal to 1% of possessor's Max HP at the start of every round)
Poison: Desert Bee Sting (Consult Gadigan if this ever somehow occurs)
Poison: Drunk (Possessor's modified MIN suffers a 10% reduction from its non-status-effect-counting value, Possessor gets -5% To Hit and -5% Dodge)
Poison: High (Possessor has a 15% chance per action of acting randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Confused individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Poison: Irradiated (Possessor's HP suffers a reduction equal to 5% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Each of possessor's stats suffers an amount of Technology element stat damage equal to 5% of possessor's non-status-effect-or-stat-damage-counting value of said stat at the start of each round. Defense against Poison and Defense against status effects reduce this loss of HP.)
Poison: Numbing Agent (Possessor's turn-order-determining-stat-sum each suffers a reduction equal to 1% of its value for said stat at the start of each round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of turn-order-determining-stat-sum points. Possessor may not perform counters.)
Poison: Slow-Acting Poison (Possessor's HP suffers a reduction equal to .01% of possessor's Max HP at the start of every tenth round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of HP. Possessor's checks for this status effect naturally wearing off as a Minor Status effect occur every 10,000 rounds instead of every round)
Poison: Somehow Got High On Bees (Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each odd-numbered round, with this effect not being a source of damage. Defense against Poison and Defense against status effects reduce this loss of HP. Possessor has a 5% chance to act randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Possessor can treat possessor and possessor's allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Poison: Viilranth Sting (There is a 5% chance at the start of each round that possessor can perform one less action on that round, with possessor losing the first action that possessor would otherwise obtain entirely; effects that would occur before this action do not occur. Should possessor be cured of this status effect, any actions that this status effect prevented are no longer prevented, with actions that would have occurred at a point in the round before the point of curing occurring immediately following the end of the action that performed the curing or, should the curing not be part of an action, occurring immediately)
Stat Drain (Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 10% reduction from their non-status-effect-counting values)
Stat Drain: AGI Drain (Possessor's modified AGI suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: ATK Drain (Possessor's damage dealt, including both flat and non-flat damage, HP damage, and MP damage, but not other types of damage, is reduced by 10%, This status effect can stack up to 5 times)
Stat Drain: Improved ATK Drain (Possessor's damage dealt, including both flat and non-flat damage, HP damage MP damage, Gold damage, and stat damage, but not other types of damage, is reduced by 10%, This status effect can stack up to 5 times. This status effect does not stack normally with Stat Drain: ATK Drain, with both being able to be applied up to 5 times to the same target, but with each instance Stat Drain: Improved ATK Drain removing all natural text and effects from one instance of Stat Drain: ATK Drain, causing it to have no natural effect, with this effect ending as soon as Stat Drain: Improved ATK Drain is no longer present.)
Stat Drain: CON Drain (Possessor's modified CON suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: CRIT Drain (Possessor's Critical Chance suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: DEF Drain (Possessor's modified Defense suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: DEF Drain: STAT-DEF Drain (Possessor's Defense against Stat Damage suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: DODGE Drain (Possessor's Dodge suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: ELM Drain (Possessor's actions have a 95% chance of becoming solely the element Null if their target desires such)
Stat Drain: HIT Drain (Possessor's To Hit suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: HNR Drain (Possessor's Critical Chance and Resilience are reduced by 15% of their non-status-effect-counting values. Possessor cannot voluntarily apply effects that possessor can only voluntarily apply to lower-Level individuals to individuals who are only 1-5 Levels below possessor. Possessor cannot inflict Awestruck or Charm. Possessor does not count as possessing the elements Glory or Nobility.)
Stat Drain: HP Drain (Possessor's modified HP suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: LVL Drain (Possessor's modified Level suffers a reduction of 1 Level from its non-status-effect-counting value, This status effect can stack up to 5 times, This effect cannot effect those above Level 99)
Stat Drain: MAG Drain (Possessor's modified Magical Attack bonus suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: MEL Drain (Possessor's modified Melee Attack bonus suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: MIN Drain (Possessor's modified MIN suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: MP Drain (Possessor's modified MP suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: RAT Drain (Possessor's modified Ranged Attack bonus suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: RES Drain (Possessor's Resilience suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: SPD Drain (Possessor's turn-order-determining stats all suffer a 10% reduction from their non-status-effect-counting values for purposes of determining turn order, This status effect can stack up to 5 times)
Stat Drain: SPI Drain (Possessor's modified SPI suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: STR Drain (Possessor's modified STR suffers a 10% reduction from its non-status-effect-counting value, This status effect can stack up to 5 times)
Stat Drain: Vexatious Stat Swapping (Whenever one of possessor's stats would be checked, there is a 25% chance that the value of one of possessor's lower stats (randomly chosen from such stats if any such stats exist) is used instead)
Moderate Status Effects
Dissolving (Possessor takes an amount of Acid element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Acid)
Dissolving: Bankrupt (Possessor takes an amount of Wealth element Gold Damage equal to 5% of possessor's Gold at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wealth)
Dissolving: Bankrupt: Total Bust (Possessor takes an amount of Wealth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wealth)
Dissolving: Caught Within Catastrophic Circumstance (Possessor takes an amount of Fortune element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fortune)
Dissolving: Consumed By Taint (Possessor takes an amount of Acid element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Acid. Possessor takes an amount of Corruption element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Corruption.)
Dissolving: Deadly Toxin (Possessor takes an amount of Toxin element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Toxin)
Dissolving: Erosion (Possessor takes an amount of Acid element Defense Damage equal to 2% of possessor's non-Damage-counting Defense at the start of every round that cannot be defended against by Defense Against Stat Damage that is not either coming from Universe-element sources or Defense Against Stat Damage that is specifically Defense Against Stat Damage against the element Acid.)
Dissolving: Fading Away (Possessor takes an amount of Color element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Color)
Dissolving: Mystic Degredation (Possessor takes an amount of Acid element damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Acid)
Dissolving: Rotting Away (Possessor takes an amount of Rot element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources, Defense that is specifically against Lower Elements, or Defense that is specifically Defense against the element Rot. Possessor's stats are reduced by 5% of their non-status-effect-counting value as an effect that stacks 5 times across all of the Lower Element Damage Sub-Status Effects)
Drowning: Sludge-Choked (Possessor takes an amount of Sludge element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources, Defense that is specifically against Lower Elements, or Defense that is specifically Defense against the element Sludge. Possessor's stats are reduced by 5% of their non-status-effect-counting value as an effect that stacks 5 times across all of the Lower Element Damage Sub-Status Effects)
Dissolving: Universal Solvent (Possessor takes an amount of Azoth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Azoth)
Antimatter (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology)
Antimatter: Atomic Meltdown (Possessor takes an amount of Atomic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Atomic)
Antimatter: Elemental Deletion (Possessor takes an amount of Formus element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Formus)
Antimatter: Glitched Out (Whenever possessor performs an attack, there is a 25% chance of each digit of possessor's Prime Attribute is set to 0 for purposes of the attack calculation. Whenever possessor would be dealt Damage, there is a 25% chance that each digit of possessor's Defense is set to 0 for purposes of the Damage calcluation. Whenever actions are being assigned in turn order, there is a 25% chance that each digit of possessor's turn-order-determining stat sum is set to 0 for turn-order-determining purposes for said calculation.)
Antimatter: Gravity Lock (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Technology or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Antimatter: Gravity Lock: Gravity Well (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology, Possessor cannot voluntarily move to another row)
Antimatter: Inverse Status Field (Whenever possessor would receive a buff to possessor's stats, there is a 50% chance that possessor treats said buff as a debuff.)
Antimatter: Obliterated (Possessor takes an amount of Destruction element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fate)
Antimatter: Returned to Chaos (Possessor takes an amount of Chaos element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Chaos)
Antimatter: Reversed Polarity (Possessor treats Healing and Regeneration as Damage.)
Antimatter: Syphon (If this status effect's source is alive and in the same battlespace as this status effect's possessor, 5% of this status effect's possessor's Current HP is transferred to this status effect's inflictor at the start of each round)
Antimatter: Vaporized (Possessor takes an amount of Technology element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Technology. Possessor actions have a 50% chance of failing.)
Awestruck (Possessor takes an amount of Light element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Light)
Awestruck: Cage of Light (Possessor takes an amount of Light element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Light, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Light or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Awestruck: Holy Blaze (At the start of each round, possessor is dealt an amount of Light & Fire element damage equal to 5% of possessor's Max HP, Possessor's is hit with a debuff that gives -100 Defense at the start of each round that stacks 40 times, this status effect ignores Fire Resistance, Immunity, and Absorption of individuals below level 80, this damage cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Light or the element Fire)
Awestruck: Imperial Wrath (Possessor takes an amount of Nobility element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Nobility)
Awestruck: Lifeforce Overload (Possessor takes an amount of Life element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Life)
Awestruck: Myth-Eaten (Possessor takes an amount of Glory element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Glory)
Awestruck: Sealed (There is a 50% chance that possessor may not act each action; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Awestruck: Starstruck (Possessor takes an amount of Glitz element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Glitz)
Awestruck: Way Too Famous (Attempts to scan possessor's stats automatically succeed.)
Awestruck: Wonderstruck (Possessor takes an amount of Wonder element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wonder)
Burning (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire)
Burning: Caramelized (Possessor takes an amount of Candy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Candy)
Burning: Consumed By Rage (Possessor takes an amount of Fury element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fury)
Burning: Flammable (Possessor takes 50% more Fire element Damage)
Burning: Igneous (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Fire or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Burning: Investment Pyre (Possessor takes an amount of Fire element Gold Damage equal to 5% of possessor's Current Gold at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense against Gold Damage that is specifically Defense against the element Fire)
Burning: Mindfire (Possessor takes an amount of Fire element MP Damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire; Possessor, at the start of each round, takes an amount of MIN Damage equal to 5% of possessor's Max MIN that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically or Fire Element)
Burning: On Green and Purple Fire (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire. Possessor takes an amount of Chaos element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Chaos. Possessor's modified SPI suffers a 10% reduction from its non-status-effect-counting value. Possessor's modified CON suffers a 10% reduction from its non-status-effect-counting value. There is a 15% chance that that possessor may not act each action if possessor is neither Chaos-element nor an Abstract; effects that would occur before each action still occur.)
Burning: Sunburnt (Possessor's Defense is reduced by 5% of its non-status-effect-counting value. Possessor gains a 25% Pain Weakness, 25% Light Weakness, and 25% Physical Weakness if possessor does not already have such weaknesses and has the values of such weaknesses that possessor already possesess increased by 25%.)
Burning: Superheated (Possessor takes an amount of Fire element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fire; Possessor's Weaknesses are doubled)
Burning: Vaporized Spirit (Possessor takes an amount of Psychic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Burning: Vaporized Spirit, immediately takes an amount of SPI Damage equal to 5% of possessor's Max SPI that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Psychic Element or Fire Element)
Drowning (Possessor takes an amount of Water element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water)
Drowning: Arcane Inundation (Possessor takes an amount of Water element MP Damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water)
Drowning: Drowning In Obscurity (Possessor's Fame is reduced to 0.)
Drowning: Poor Circulation (Possessor has a 5% chance that possessor may not act each action; effects that would occur before each action still occur, possessor's turn-order-determining stat is halved for purposes of determining turn order)
Drowning: Pressure of the Deep (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Drowning: Pressure of the Deep, immediately takes an amount of CON Damage equal to 5% of possessor's Max CON that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Physical Element or Water Element)
Drowning: Tide-Trapped (Possessor takes an amount of Water element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Water, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Water or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Electrocuted (Possessor takes an amount of Electrical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Electrical)
Electrocuted: Brain-Zapped (Possessor's MIN is reduced by 25% of its non-status-effect-counting value. Possessor has a 15% chance each action of acting as though afflicted with Confusion, with things that would make possessor Immune to Confusion or otherwise alter the functionality of Confusion affecting this part of this status effect, but not, unless they would otherwise do so, affecting the MIN-reduction portion of this status effect.)
Electrocuted: Constant Current (Possessor takes an amount of Electrical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Electrical, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Electrical or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Entombed (Possessor takes an amount of Earth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Earth)
Entombed: Buried in Leaves- (Possessor takes an amount of Earth & Acid element damage equal to 10% of possessor's Max HP at the start of every round)
Entombed: Crystalized (Possessor takes an amount of Crystal (2) element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Crystal (2), There is a 95% chance that that possessor may not act each action unless possessor is Immune to Crystal (2) or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Entombed: Encased in Rock (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Entombed: Encased in Rock, immediately takes an amount of AGI Damage equal to 5% of possessor's Max AGI that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Physical Element or Earth Element)
Entombed: Incarcerated (There is a 50% chance each round that possessor may not target enemies; There is a 50% chance each round that possessor may not target allies; There is a 20% chance that possessor may not act each action; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Entombed: Metallic Doom (Possessor takes an amount of Metal element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Metal)
Entombed: Oublietted (Possessor takes an amount of Earth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Earth, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Earth or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Entombed: Overgrown (Possessor takes an amount of Wood element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Wood)
Entombed: Rooted (Possessor takes an amount of Earth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Earth; Possessor may not voluntarily switch rows)
Entombed: Shard Prison (Possessor takes an amount of Crystal (2) element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Crystal (2))
Frozen (Possessor takes an amount of Ice element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ice)
Frozen: Brittle (Possessor takes 25% additional Damage unless Ice element)
Frozen: Cold's Bitter Love (Whenever an individual in the same battlespace as possessor, not counting possessor and not counting Damage from instances of this status effect, would take Ice element Damage, possessor takes an amount of Ice element Damage equal to 10% of that Damage's value as Damage that cannot be reduced by Defense, excluding Defense specifically against the element Ice, and that vanishes if it would be converted to Healing.)
Frozen: Cubed (Possessor takes an amount of Ice element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ice, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Ice or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Frozen: Frostbite (Possessor's STR, CON, and AGI are reduced by 1% of their non-status-effect-counting value. Possessor has a 5% chance at the start of every round of losing a random equipment slot as a debuff that stacks 15 times)
Frozen: Sugarcrystal Glaciation (Possessor takes an amount of Candy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Candy. Possessor takes an amount of Ice element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ice. There is a 95% chance that that possessor may not act each action unless possessor is Immune to Candy (or Absorbs or Reflects it) or is Immune to Ice (or Absorbs or Reflects it) or is over level 99; effects that would occur before each action still occur.)
Frozen: Time Stop (Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor counts as dead for purposes of victory conditions. All damage and healing received by possessor while possessor possesses this status effect is totaled and is applied as a net sum as soon as status effect is removed from its possessor. Entities may count Resistance, Immunity, Absorption and other interactions they would possess specifically with Petrified: Time Stop, but not Petrified in general, as though they applied to this status effect. This status effect possesses no natural per round recovery chance despite being a moderate status effect.)
Manablasted (Possessor takes an amount of Magic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Magic)
Manablasted: Depatterned (Bonuses to possessor's stats, HP, and MP from Passive Abilities and Constant Effects are reduced by 20%)
Manablasted: Mystic Devastation (Possessor takes an amount of Mystic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Mystic)
Manablasted: Mystic Leak (Possessor takes an amount of Magic element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Magic)
Manablasted: Mystic Overload (Possessor takes an amount of Magic element MP damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Magic)
Manablasted: Mystic Seal (There is a 50% chance that possessor may not act each action unless possessor is Immune to Magic, is Immune to Mystic, or is over level 99; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Mindblasted (Possessor takes an amount of Psychic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic)
Mindblasted: Fried Brain (Possessor's MIN is reduced by 50% of its non-status-effect-counting value, Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes)
Mindblasted: Illusory World Imprisonment (Possessor takes an amount of Illusion element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Illusion, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Illusion or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Mindblasted: Losing Your Mind (Possessor takes an amount of Psychic element SAN damage equal to 5% of possessor's Max SAN at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic)
Mindblasted: Lost in Thought (Possessor has a 75% chance of skipping each action possessor would take, with things that would occur before and after each such action still occurring.)
Mindblasted: Mental Destabilization (Possessor takes an amount of Psychic element MIN Damage equal to 5% of possessor's undamaged MIN at the start of every round that cannot be defended against by Defense Against Stat Damage that is not either coming from Universe-element sources or Defense Against Stat Damage that is specifically Defense Against Stat Damage against the element Psychic)
Mindblasted: Really, Really Bad Headache- Possessor's MIN is halved, There is a 1% chance per round that possessor takes an amount of Psychic element damage at the start of the round equal to 1% of Possessor's Max HP, this damage can bring the character to a minimum of 1 HP, Only Universe element Defense and Defense specifically against Psychic reduces this damage
Mindblasted: Stupefied (Possessor's modified MIN and SPI suffer a 50% reduction from their non-status-effect-counting values, Spells cast and abilities used by possessor cost double MP, with this doubling being factored in before other spell-cost-modifying effects, Possessor's Magical Attack actions or actions that use SPI as their Prime Attribute do 50% damage)
Mindblasted: Too Much Information (Possessor takes an amount of Knowledge element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Knowledge)
Overload (Possessor takes an amount of Energy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Energy)
Overload: Flickering (Each round possessor has a 20% chance of being unable to act during that round)
Overload: Flux Destabilization (Possessor takes an amount of Flux element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Flux)
Overload: Low Energy (Whenever possessor would regenerate MP, the amount of MP possessor regenerates becomes 1 if it would otherwise be higher. Whenever possessor's MP would be healed by an equal-Level or lower-Level course, the amount of MP possessor would be healed for becomes 1 if it would otherwise be higher.)
Overload: Thermonuclear Meltdown (Possessor takes an amount of Atomic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Atomic)
Overload: Unbalanced Essence (Possessor takes an amount of Ki element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Ki)
Rectified (Possessor takes an amount of Truth element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Truth)
Suffocation (Possessor takes an amount of Air element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air)
Suffocation: Desolidified Body (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Suffocation: Desolidified Body, immediately takes an amount of STR Damage equal to 5% of possessor's Max STR that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Physical Element or Air Element)
Suffocation: Done In By The Disco (Possessor is treated as dead for victory condition purposes if this was inflicted by a source of higher Level and wielder isn't over Level 80 or in possession of an ability named 'Dancer')
Suffocation: Heavy Winds (Possessor's actions have a 15% chance of being cancelled, with things that would occur before and after them still occurring. Possessor has a 25% chance at the start of each round of being moved to a random different row in the same row-order-formation, with possessor not being able to be chosen unless there are not other valid targets to correct row-order imbalances as a result of this shift.)
Suffocation: Miasmatic Air (Possessor takes an amount of Air element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air; Possessor is afflicted with a random minor status effect at the start of every round)
Suffocation: No Future (Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time)
Suffocation: Prison of Wind (Possessor takes an amount of Air element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Air or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Suffocation: Sonic Assault (Possessor takes an amount of Sonic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Sonic)
Suffocation: Sonic Assault: Rapture of Sound (Possessor takes an amount of Sonic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Sonic, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Sonic or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect)
Suffocation: Sonic Whiplash (Possessor takes an amount of Air element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Air, This status effect possesses a 5% chance of wearing off each round as opposed to its normal chance of doing so as a Moderate Status Effect; There is a 25% chance that possessor may not act each action; effects that would occur before each action still occur; There is a 25% chance that possessor does not receive any buff that possessor would otherwise receive)
Voidstruck (Possessor takes an amount of Darkness element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness)
Voidstruck: Astral Echoes (Possessor takes an amount of Astral element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Astral)
Voidstruck: Black Cleansing (This status effect only affects Demons, Daemons, Devils, Darkspawn, and Fiends, This status effect ignores Darkness Resistance, Immunity, and Voidstruck Immunity for Demons, Daemons, Devils, and Darkspawn that are under level 50 that not also immune to Awestruck or Light (or in the case of Resistance, said Darkness Resistance is reduced to the level of possessor's Light Resistance, provided such Light Resistance exists), Possessor takes an amount of Darkness element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness)
Voidstruck: Blackout (Possessor's To Hit is halved, rounded down)
Voidstruck: Blood Rebellion (Possessor takes an amount of Blood element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Blood)
Voidstruck: Bound (There is a 50% chance that possessor may not act each action; effects that would occur before each action still occur; Possessor may not leave battle or move from the current area)
Voidstruck: Dulled (Possessor cannot Reflect attacks or actions)
Voidstruck: Endless Torment (Possessor takes an amount of Agony element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Agony)
Voidstruck: Fading (This status effect tracks the elements of actions and attacks its user performs. Whenever its user performs an action, any previously utilized elements are converted into Basic.)
Voidstruck: Hole in the Pocket (Possessor takes an amount of Null element Gold Damage equal to 5% of possessor's current Gold at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against Gold Damage)
Voidstruck: Marked for Demise (Possessor takes an amount of Fate element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Fate)
Voidstruck: Moon Mad (Possessor takes an amount of Moon element damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Moon)
Voidstruck: Torn Across Space (Possessor takes an amount of Spatial element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Spatial)
Voidstruck: Rotten Soul (Possessor takes an amount of Darkness element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness. Possessor takes an amount of Corruption element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Corruption.)
Voidstruck: Theoretical Experimental Status Effect 22-J (Possessor takes an amount of Theoretical Experimental Element 22-J element Damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources, Defense that is coming from Formus-element sources, or Defense that is specifically Defense against the element Theoretical Experimental Element 22-J)
Voidstruck: Torn Across Space (Possessor takes an amount of Spatial element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Spatial)
Voidstruck: Torn From Time (Possessor's actions have a 50% chance of failing, Possessor may not obtain buffs from effects on Chronogeomantic Zones)
Voidstruck: Turned to Shadow (Possessor takes an amount of Darkness element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Darkness, There is a 95% chance that that possessor may not act each action unless possessor is Immune to Darkness or is over level 99; effects that would occur before each action still occur, This status effect does not possess the normal chance of wearing off every round as a Moderate Status Effect. Does not affect Umbrals or Solar Beings.)
Voidstruck: Wrecked (Possessor takes an amount of Devastation element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Devastation)
War-Torn (Possessor takes an amount of War element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element War)
Wounded (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical)
Wounded: Bleeding (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical, Possessor takes an amount of Physical element CON damage equal to 1% of possessor's Max CON at the start of every round)
Wounded: Bodily Rot (Possessor takes an amount of Physical element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical. Possessor takes an amount of Corruption element damage equal to 2% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Corruption.)
Wounded: Broke (Possessor cannot gain Gold or voluntarily spend Gold)
Wounded: Disassembled (Possessor's Defense is reduced by 10% of its non-status-effect-counting value, At the start of each round, a number of times equal to the current round's number, possessor must choose one non-Pet item that possessor has equipped to provide no benefits to possessor for the duration of that round while this status effect is possessed, not being able to choose the same item twice and capping at a max of the number of items possessor has equipped)
Wounded: Disfigured- Possessor's summon caps of each type of summon decrease by 1 to a minimum of 1
Wounded: Empty (Possessor's stats are reduced by 25%. Possessor takes an amount of Void element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Void.)
Wounded: Essence Torn (Possessor's stats are reduced by 10% of their non-status-effect-counting values; Possessor takes an amount of Physical element MP Damage equal to 5% of possessor's Max MP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical)
Wounded: Hobbled (Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes. Possessor cannot willingly perform the Switch Rows action and cannot willingly move to other battlespaces.)
Wounded: Infected Wound (Possessor takes an amount of Physical element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical. Possessor's HP suffers a reduction equal to 1% of possessor's Max HP at the start of each round, with this effect not being a source of damage. Defense against Poison, Defense against Diseased and Defense against status effects reduce this loss of HP; Immunity to both Poison and Diseased stops this loss of HP entirely.)
Wounded: Injured (Possessor's modified AGI, STR, CON, MIN, and SPI all suffer a 5% reduction from their non-status-effect-counting values, all other battle participants always get at least one action per round before each of possessor's, provided that said individuals have any actions on said rounds, with possessor's actions that would have occurred without said delay occurring immediately following the last action necessary to meet this requirement but not superseding any actions already stated to specifically occur immediately following said action, with such delayed actions occurring in the order that they would have occurred were it not for this status effect)
Wounded: Laid Open (Possessor takes an amount of Physical element damage equal to 1% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical. Attempts to scan possessor's stats automatically succeed.)
Wounded: Maimed (Possessor's modified STR, CON, and AGI, all suffer a 5% reduction from their non-status-effect-counting values)
Wounded: Mauled (Possessor takes an amount of Beast element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Beast)
Wounded: Mental Trauma (Possessor takes an amount of Psychic element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Psychic; Possessor, if cured of this status effect by an individual below Level 20 who is not specifically curing Wounded: Mental Trauma, immediately takes an amount of MIN Damage equal to 5% of possessor's Max MIN that cannot be Defended against save by Universe element sources of Defense against Stat Damage or sources of Defense Against Stat Damage that is specifically Psychic Element or Physical Element)
Wounded: Rusting (Possessor's stats decrease by 2% of their non-status-effect-counting values at the start of each round, with this value increasing to 5% for individuals who are Robots, Clockworks, or Machines. This loss cannot reduce a value to 0 or lower.)
Wounded: Sawn Apart (Possessor takes an amount of Metal element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Metal)
Wounded: Torn (Possessor's stats are reduced by 50% of their non-status-effect-counting values. Possessor's turn-order-determining stat sum is halved for turn-order-determining purposes. This status effect possesses no natural per-round recovery chance.)
Wounded: War Wounds (Possessor takes an amount of War element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element War)
Wounded: Weakened (Possessor's modified STR, AGI, CON, and Defense all suffer a 50% reduction from their non-status-effect-counting values, Possessor's actions involving possessor's Melee or Ranged Attack bonus but not possessor's Magical attack bonus, as well as possessor's abilities that use AGI, CON, or STR as a prime attribute but not either MIN or SPI deal 50% damage)
Zealblasted (Possessor takes an amount of Hope element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Hope)
Zealblasted: Besmirched (Possessor's Fame is halved, rounded down.)
Zealblasted: Sugar Rush (Possessor takes an amount of Candy element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Candy)
Major Negative Status Effects
Crippled (All of possessor's natural (in the case of an entity on the Enemy List, an entity on the Boss List, a Pet, or a Transformation) or unmodified (in the case of a PC) stats become 1.)
Crippled: Blinded to the Nature of the Purpose (Has no effect on its own at this time.)
Crippled: Devastated (Possessor's Max HP and Max MP become 1.)
Crippled: Eternally Extracted Essence (Possessor cannot gain slots or Levels)
Crippled: Eternally Extracted Essence: Incapable of Belief (Possessor cannot possess or obtain benefit from Worshipper Benefits or a Patron Deity, with any such permanent character resources that this would remove from an individual being removed from a thread.)
Crippled: Eternally Extracted Essence: Incapable of Bonds (Possessor cannot summon, have its values linked to the values of any other individual, or count as having any of its values linked to any values of any other individual.)
Crippled: Eternally Extracted Essence: Incapable of Greatness (Possessor cannot perform Overcrashes.)
Crippled: Eternally Extracted Essence: Incapable of Joy (Possessor cannot obtain or benefit from buffs or positive status effects.)
Crippled: Eternally Extracted Essence: Incapable of Motivation (Possessor cannot take more than one action per round and cannot be granted additional actions.)
Crippled: Feeblemind (Possessor suffers a 50% reduction in MIN from possessor's non-status-effect-counting value and has a 50% chance of having actions that involve casting a spell fail.)
Cursed (Possessor suffers a 50% reduction in STR, AGI, MIN, SPI, CON, Damage dealt, and Defense. Possessor suffers a reduction in Dodge, Critical Chance, To Hit, and Resilience equal to 5% of their respective non-status-effect-including values. Possessor obtains 20% less XP and Gold than possessor otherwise would.)
Cursed: Bad Luck (Possessor's opponents cannot miss possessor and possessor cannot dodge possessor's opponent. Possessor cannot be the source of Criticals. Possessor's chance of missing with attacks and having them dodged cannot both go below 50% at the same time. Each of possessor's attacks has a 5% chance of being unable to deal damage.)
Cursed: Damned (Possessor cannot be resurrected)
Cursed: Depatterned (Possessor's Passive Abilities and Constant Effects lose their text)
Cursed: Stygian Binding (When possessor dies, a replicated instance of possessor is summoned on the side that inflicted this status effect, with a max of one entity per side summonable at a time across all instances of this status effect. While that replicated instance is alive, possessor cannot be resurrected.)
Dominion(Possessor is controlled by the source of this effect's infliction, with said source making all possible choices that possessor could make. Possessor may target both possessor and possessor's allies with effects that could otherwise only target enemies. Possessor may target both this effect's inflicter and said inflicter's allies with actions and effects that could otherwise only target allies. For all other purposes, possessor is considered to remain a member of possessor's original side. This status effect may be re-inflicted on individuals who are already afflicted by it, with, upon successful infliction, there being a 50% chance that the new infliction's source supersedes the source of the prior infliction, with said new source failing to do so otherwise. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's control of decisions being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. This status effect does nothing while its source is dead or is not in the same thread as its possessor unless otherwise noted, but remains present in said instances.)
Dominion: Puppeted (Possessor's actions are controlled by the source of this effect's infliction, with said source making all possible choices that possessor could make for purposes of said actions. Possessor's actions may target both possessor and possessor's allies with effects that could otherwise only target enemies. Possessor's actions may target both this effect's source and said source's allies with actions and effects that could otherwise only target allies. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's control of decisions being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect. Possessor may not perform Psychic element actions. This status effect does nothing while its source is dead or is not in the same thread as its possessor unless otherwise noted, but remains present in said instances.)
Dominion: Traitor Heart (Possessor dies at the start of each of its actions, dealing 1,000,000,000 Flat Evil element Damage to all of its allies upon doing so. This status effect may be cured by effects that cure Charm (but not effects that generically cure minor status effects or minor negative status effects))
Instant Death (Possessor becomes Dead.)
Instant Death: Devoured (Possessor is killed upon obtaining this status effect, but this status effect does not continue to cause its possessor to remain dead beyond that point as a constantly-applied effect; this status effect persists beyond death unless specifically prevented from doing so but is cured if its possessor is resurrected. This status effect's possessor cannot be resurrected by lower Level sources than this status effect's source. This status effect's source obtains a boost to all stats equal to 5% of the corresponding stat possessed by this status effect's possessor while this status effect's possessor is dead, with this increase increasing an individual's stats by a max of 20% of their non-status-effect-counting value across all instances of this status effect. This status effect possesses a 5% per-round natural start-of-round recovery rate while its possessor is dead. This status effect's presence does not cause its possessor or its possessor's corpse to persist between different battles if they otherwise would not do so.)
Instant Death: Doomed (Possessor has a 5% chance of becoming Dead at the start of each round.)
Instant Death: Vorpal Death (Possessor is killed upon obtaining this status effect if possessor is not Immune to Physical and does not Reflect or Absorb Physical.)
Insanity (Possessor acts randomly with an equal chance of making all possible decisions in regards to each choice that can be made. Afflicted individuals can treat themselves and their allies as enemies for purposes of actions and effects and can treat enemies as allies for purposes of actions and effects. For all other purposes, possessor is considered to remain a member of possessor's original side. Possessor, if presented the option of being cured of this status effect for any reason, will be able to make said choice without this status effect's randomization being taken into effect. Note that being able to take an action that could or would result in such a choice is not the same as being offered said choice and does not count as such for purposes of this effect.)
Insanity: Mad Dancing (Consult Gadigan if this somehow happens.)
Insanity: Primal Terror (Possessor obtains -50% To Hit. There is a 25% chance that that possessor may not act each action; effects that would occur before each action still occur. Possessor's modified STR, CON, AGI, MIN, and SPI all suffer a 15% reduction from their non-status-effect-counting values.)
Petrified(Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor counts as dead for purposes of victory conditions. Possessor takes double damage from attacks.)
Petrified: Anchored (This status effect tracks what battlespace it was obtained in. Possessor counts as defeated if possessor is not in that battlespace.)
Petrified: Ensnared (Possessor cannot act, with all things that would occur before and after possessor's actions not occurring. Possessor counts as dead for purposes of victory conditions. If possessor is not Immune to, does not Reflect, and does not Absorb Vanished, possessor cannot be targeted by or target any individual unless specifically specified. If possessor is not Immune to, does not Absorb, and does not Reflect Dominion, at the start of each round, this status effect's inflictor may replicate an action of the individual afflicted with this status effect as though an instance of the individual afflicted with this status effect that is not afflicted with this status effect were performing that action.)
Petrified: Fettered (Possessor may not summon or replicate actions)
Petrified: Ossified Potential (When possessor acquires this status effect, possessor loses all actions assigned in turn-order. Possessor is not assigned actions in turn-order.)
Petrified: Pattern Freeze (Possessor cannot acquire buffs or positive status effects.)
Petrified: Stagnant Essence (Possessor goes last in turn-order. Possessor cannot take more than one action per round. Possessor cannot perform counters.)
Petrified: Time Stop (Possessor cannot act, with all things that would occur before and after possessor's actions still occurring. Possessor counts as dead for purposes of victory conditions. All damage and healing received by possessor while possessor possesses this status effect is totaled and is applied as a net sum as soon as status effect is removed from its possessor.)
Petrified: Time Stop: Looped (Whenever possessor would perform an action, possessor instead repeats possessor's last action against the same targets if said action would be repeatable, otherwise, if said action cannot be repeated, possessor cannot act, with all things that would occur before and after possessor's actions still occurring.)
Plague(Possessor loses 10% of possessor's Max HP worth of HP per round as an effect that does not count as Damage. There is a 50% chance that each of possessor's allies is afflicted with this status effect at the start of each round (a separate check is made per ally per currently afflicted individual).)
Plague: Forever's Rot (Possessor's stats decrease by 1% of their non-status-effect-counting value at the start of each round and cannot be increased, including through obtaining buffs or by equipping new gear; this decrease is not stat damage and is not affected by Defense Against Stat Damage)
Plague: Remade (If possessor is not Immune to, does not Reflect, and does not Absorb Dominion, possessor is controlled by inflictor's side of battle. Possessor counts as dead for purposes of victory conditions. If possessor is cured of this status effect, possessor is afflicted with Instant Death.)
Smitten(Possessor takes an amount of Universe element damage equal to 10% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Universe)
Smitten: Chaos Effect (Possessor takes an amount of Chaos element damage equal to 10% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Physical)
Smitten: Excommunicated (Possessor loses all Worshiper Benefits while afflicted with this status effect.)
Smitten: Great Atrocity (Possessor takes an amount of Evil element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Evil)
Vanished (Possessor cannot act, with all things that would occur before and after possessor's actions not occurring. Possessor counts as dead for purposes of victory conditions. Possessor cannot be targeted or target any individual unless specifically specified.)
Vanished: Annihilated (Possessor dies upon acquiring this status effect, is constantly dead while it possesses this status effect, and cannot be resurrected while this status effect afflicts it.)
Vanished: Digitized (Possessor may not target entities that are not Robots, Machines, Coded Beings, or Energy or Technology element Elementals if any such entities exist.)
Vanished: Exiled (Possessor may not benefit from effects attached to Zones, Terrains, or Phantom Terrains)
Vanished: Fragmented (Possessor may be targeted by opposing entities in any battlespace. Possessor may not obtain buffs from sources that are not present in every battlespace of the battle possessor is in. Possessor's stats are reduced by 20% of their non-status-effect-counting values.)
Vanished: Imagined (Possessor counts as defeated for victory condition purposes if this status effect's source is of equal or greater Level, Possessor's actions have a 50% chance of being cancelled, with things that would happen before and after said actions still occurring, If this status effect's possessor is normally fightable for drops on the Enemy List, this status effect's source may spend an action to replicate an action performable by said entity type as though an instance of said entity type were performing said action.)
Vanished: Reality Stutter (Possessor has a 25% chance of being unable to act each round (with said effect affecting all of said individual's actions on said round if it triggers but not persisting if this status effect is cured))
Vanished: Temporary (Possessor is not present on rounds of battle whose number is greater than the number of the round on which this status effect was inflicted on possessor. Possessor is considered Dead and Defeated for victory condition purposes on rounds on which this status effect makes possessor not present on.)
Vanished: Without Place (Possessor's opponents in any battlespace may choose at any time to move possessor to any row in any row-order formation in any battlespace.)
Venom (Possessor loses 10% of possessor's Max HP worth of HP per round as an effect that does not count as Damage. Possessor has a 5% chance of becoming Dead at the start of each round.)
Venom: Essence Consumption (Possessor loses 10% of possessor's Max MP worth of MP per round as an effect that does not count as Damage. Possessor has a 5% chance of becoming Dead at the start of each round.)
Lethal Negative Status Effects
Gone (Consult Gadigan if this somehow happens.)
Soul Steal (Consult Gadigan if this somehow happens.)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Positive Status Effects-
Minor Positive Status Effects
Rejuvenation (Possessor's HP increases by an amount equal to 1% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP)
Rejuvenation: Spiritual Body Restoration (Possessor's HP increases by an amount equal to 1% of possessor's Max MP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP, this effect only functions if possessor is at 50% or more of possessor's max MP)
Mind Restore (Possessor's MP increases by an amount equal to 1% of possessor's Max MP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP)
Mind Restore: Overflowing Vigor (Possessor's MP increases by an amount equal to 1% of possessor's Max HP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP, this effect only functions if possessor is at 50% or more of possessor's max HP)
Stat Boost (Possessor's stats all increase by a value equal to 10% of their unbuffed versions)
Stat Boost: AGI Boost (Possessor's AGI increases by a value equal to 10% of its unbuffed version)
Stat Boost: CON Boost (Possessor's CON increases by a value equal to 10% of its unbuffed version)
Stat Boost: DODGE Boost (Possessor's Dodge obtains a 10% increase from its non-status-effect-counting value)
Stat Boost: MIN Boost (Possessor's MIN increases by a value equal to 10% of its unbuffed version)
Stat Boost: SPI Boost (Possessor's SPI increases by a value equal to 10% of its unbuffed version)
Stat Boost: SPD Boost (Possessor's turn-order-determining stat sum increases by a value equal to 10% of its unbuffed version for turn-order-determining purposes)
Stat Boost: STR Boost (Possessor's STR increases by a value equal to 10% of its unbuffed version)
Favored (Possessor makes two rolls each time a random roll is required for possessor and obtains the more favorable result, this effect does not work if possessor opposes any individuals at least 20 levels higher than possessor or any individuals above level 99)
Favored: Good Fortune (Possessor gains +5% Dodge, +5% To Hit, +5% Critical, and +5% Resilience, there is a 1% chance that a damage-dealing offensive action of possessor, to a max of once per turn and to a max of one hit, automatically deals maximum damage)
Favored: Anointed (Possessor counts as being 5 levels higher for purposes of deity benefits, with this effect not increasing effective possessor level above 99)
Augmented (Possessor's stats all increase by a value equal to 1% of their unbuffed versions, Possessor's resistances to each base element increase by 1%, to a max of 80%, Possessor's resistance to each minor status effect increases by 10%)
Augmented: Elementalized (Possessor may choose to have any action be solely possessor's element)
Augmented: Haste (Possessor's turn-order-determining stat sum is doubled for turn-order-determining purposes)
Augmented: Haste: Excessively Energetic (Possessor's turn-order-determining stat sum is increased by 50% for purposes of granting additional turn-order-based actions)
Augmented: Improved Healing (Whenever possessor is obtains HP Healing, said quantity of HP Healing is increased by 1%, with said increase not stacking with other increases caused by positive status effects)
Augmented: Improved Restoration (Whenever possessor is obtains MP Healing, said quantity of MP Healing is increased by 1%, with said increase not stacking with other increases caused by positive status effects)
Augmented: Synchronized (All individuals on possessor's side with this status effect may take their actions at the time that any one of them could take actions)
Fortified (Possessor's Defense increases by a value equal to 10% of its unbuffed version)
Fortified: Acid Warded (Possessor's Acid Resistance increases by 10%, to a max of 80%)
Fortified: Air Warded (Possessor's Air Resistance increases by 10%, to a max of 80%)
Fortified: Bolt Warded (Possessor's Electrical Resistance increases by 10%, to a max of 80%)
Fortified: Cold Warded (Possessor's Ice Resistance increases by 10%, to a max of 80%)
Fortified: Earth Warded (Possessor's Earth Resistance increases by 10%, to a max of 80%)
Fortified: Fire Warded (Possessor's Fire Resistance increases by 10%, to a max of 80%)
Fortified: Force Warded (Possessor's Energy Resistance increases by 10%, to a max of 80%)
Fortified: Light Warded (Possessor's Light Resistance increases by 10%, to a max of 80%)
Fortified: Magic Warded (Possessor's Magic Resistance increases by 10%, to a max of 80%)
Fortified: Physical Warded (Possessor's Physical Resistance increases by 10%, to a max of 80%)
Fortified: Psi Warded (Possessor's Psychic Resistance increases by 10%, to a max of 80%)
Fortified: Shadow Warded (Possessor's Darkness Resistance increases by 10%, to a max of 80%)
Fortified: Shine Warded (Possessor's Hope Resistance increases by 10%, to a max of 80%)
Fortified: Tech Warded (Possessor's Technology Resistance increases by 10%, to a max of 80%)
Fortified: Water Warded (Possessor's Water Resistance increases by 10%, to a max of 80%)
Purified (Possessor's chance of automatically recovering from minor status effects doubles, Possessor automatically recovers from one minor negative status effect at the start of a round should possessor desire such)
Purified: Separation of Self from Form (Possessor ignores negative effects of minor negative status effects)
Invigorated (Possessor has a 5% chance at the start of each round for each minor negative status effect on possessor of ignoring said effect)
Invigorated: High Morale (Possessor makes two rolls each time a random roll is required for as part of the normal damage calculation for possessor, taking the more favorable of the two rolls)
Invigorated: Zesty (Possessor has a 1% chance per round of gaining an additional action that may be taken at any point following immediately after another of possessor's actions)
Imbued (Possessor gains 5 buff slots)
Imbued: Distinguished (Possessor gains 5 summon slots)
Elevated (Possessor takes 9/10 damage and stat damage from damage and stat damage dealing sources below level 100 so long as possessor has at least one ally, only one individual on each side may benefit from this status effect at once, with each side determining which individual benefits at the beginning of each round)
Elevated: Prepared (Possessor may not be countered by entities of lower Level without possessor's permission.)
Elevated: Well Respected (Possessor's allies have a 50% chance at the start of possessor's first action each turn of recovering from the status effect Charm)
Moderate Positive Status Effects
Regeneration (Possessor's HP increases by an amount equal to 5% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP.)
Mana Overdrive (Possessor's MP increases by an amount equal to 5% of possessor's Max MP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP.)
Major Positive Status Effects
Blessed (Possessor obtains a 50% increase to STR, AGI, MIN, SPI, CON, Damage dealt, and Defense. Possessor obtains an increase in Dodge, Critical Chance, To Hit, and Resilience equal to 5% of their respective non-status-effect-including values. Possessor obtains 20% more XP and Gold than possessor otherwise would.)
Blessed: Good Luck (Possessor obtains +50% Dodge. Possessor's attacks that would have a Critical Chance calculated for them are always Criticals regardless of said chance. Possessor never misses and possessor's actions cannot be Dodge. Possessor's attacks have a 5% chance of dealing 10x Damage.)
Restoration (Possessor's HP increases by an amount equal to 5% of possessor's Max HP at the start of every round, with said HP increase being unable to bring possessor above possessor's Max HP. Possessor's MP increases by an amount equal to 5% of possessor's Max MP at the start of every round, with said MP increase being unable to bring possessor above possessor's Max MP.)
Rebirth (Whenever possessor dies, possessor's HP and MP are set to 50% of their maximum values if they are below said values and possessor is resurrected if possessor died solely due to HP and/or MP loss.)
Empowered (Possessor's stats are doubled.)
Invincible (Possessor cannot die.)
Amazing Positive Status Effects
Immortal (Consult Gadigan if this somehow happens.)
Eternal (Consult Gadigan if this somehow happens.)
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Re: Rules Thread
XP and Leveling
XP Table- (All numbers are XP values needed to level up, anything after the number is also needed)
Level 1- 1,000
Level 2- 2,500
Level 3- 5,000
Level 4- 7,500
Level 5- 10,000
Level 6- 12,500
Level 7- 15,000
Level 8- 17,500
Level 9- 20,000
Level 10- 25,000
Level 11- 30,000
Level 12- 35,000
Level 13- 40,000
Level 14- 45,000
Level 15- 50,000
Level 16- 55,000
Level 17- 60,000
Level 18- 65,000
Level 19- 70,000, Holy Imperial Seal of Worth
Level 20- 95,000
Level 21- 120,000
Level 22- 145,000
Level 23- 170,000
Level 24- 195,000
Level 25- 220,000
Level 26- 245,000
Level 27- 270,000
Level 28- 295,000
Level 29- 320,000
Level 30- 370,000
Level 31- 420,000
Level 32- 470,000
Level 33- 520,000
Level 34- 570,000
Level 35- 620,000
Level 36- 670,000
Level 37- 720,000
Level 38- 770,000
Level 39- 820,000, Holy Imperial Seal of Power
Level 40- 1,070,000
Level 41- 1,320,000
Level 42- 1,570,000
Level 43- 1,820,000
Level 44- 2,070,000
Level 45- 2,320,000
Level 46- 2,570,000
Level 47- 2,820,000
Level 48- 3,070,000
Level 49- 3,320,000
Level 50- 3,820,000
Level 51- 4,320,000
Level 52- 4,820,000
Level 53- 5,320,000
Level 54- 5,820,000
Level 55- 6,320,000
Level 56- 6,820,000
Level 57- 7,320,000
Level 58- 7,820,000
Level 59- 8,320,000, Holy Imperial Seal of Glory
Level 60- 9,070,000
Level 61- 9,820,000
Level 62- 10,570,000
Level 63- 11,320,000
Level 64- 12,070,000
Level 65- 12,820,000
Level 66- 13,570,000
Level 67- 14,320,000
Level 68- 15,070,000
Level 69- 15,820,000
Level 70- 16,820,000
Level 71- 17,820,000
Level 72- 18,820,000
Level 73- 19,820,000
Level 74- 20,820,000
Level 75- 21,820,000
Level 76- 22,820,000
Level 77- 23,820,000
Level 78- 24,820,000
Level 79- 25,820,000, Holy Imperial Seal of Triumph
Level 80- 26,820,000
Level 81- 29,320,000
Level 82- 31,820,000
Level 83- 34,320,000
Level 84- 36,820,000
Level 85- 39,320,000
Level 86- 41,820,000
Level 87- 44,320,000
Level 88- 46,820,000
Level 89- 49,320,000
Level 90- 54,320,000
Level 91- 59,320,000
Level 92- 64,320,000
Level 93- 69,320,000
Level 94- 74,320,000
Level 95- 79,320,000
Level 96- 84,320,000
Level 97- 89,320,000
Level 98- 94,320,000
Level 99- 100,000,000, Holy Imperial Seal of Transcendence
Upon leveling up a character receives:
* A boost to its unmodified stats equal to his base level 1 stats
* 10 points to add to their unmodified stats in whatever manner its controller desires
* A bonus week for use in the ability shop (Bonus weeks cannot be traded.)
* A character only gets a bonus week the first time a character reaches any given level.
XP Table- (All numbers are XP values needed to level up, anything after the number is also needed)
Level 1- 1,000
Level 2- 2,500
Level 3- 5,000
Level 4- 7,500
Level 5- 10,000
Level 6- 12,500
Level 7- 15,000
Level 8- 17,500
Level 9- 20,000
Level 10- 25,000
Level 11- 30,000
Level 12- 35,000
Level 13- 40,000
Level 14- 45,000
Level 15- 50,000
Level 16- 55,000
Level 17- 60,000
Level 18- 65,000
Level 19- 70,000, Holy Imperial Seal of Worth
Level 20- 95,000
Level 21- 120,000
Level 22- 145,000
Level 23- 170,000
Level 24- 195,000
Level 25- 220,000
Level 26- 245,000
Level 27- 270,000
Level 28- 295,000
Level 29- 320,000
Level 30- 370,000
Level 31- 420,000
Level 32- 470,000
Level 33- 520,000
Level 34- 570,000
Level 35- 620,000
Level 36- 670,000
Level 37- 720,000
Level 38- 770,000
Level 39- 820,000, Holy Imperial Seal of Power
Level 40- 1,070,000
Level 41- 1,320,000
Level 42- 1,570,000
Level 43- 1,820,000
Level 44- 2,070,000
Level 45- 2,320,000
Level 46- 2,570,000
Level 47- 2,820,000
Level 48- 3,070,000
Level 49- 3,320,000
Level 50- 3,820,000
Level 51- 4,320,000
Level 52- 4,820,000
Level 53- 5,320,000
Level 54- 5,820,000
Level 55- 6,320,000
Level 56- 6,820,000
Level 57- 7,320,000
Level 58- 7,820,000
Level 59- 8,320,000, Holy Imperial Seal of Glory
Level 60- 9,070,000
Level 61- 9,820,000
Level 62- 10,570,000
Level 63- 11,320,000
Level 64- 12,070,000
Level 65- 12,820,000
Level 66- 13,570,000
Level 67- 14,320,000
Level 68- 15,070,000
Level 69- 15,820,000
Level 70- 16,820,000
Level 71- 17,820,000
Level 72- 18,820,000
Level 73- 19,820,000
Level 74- 20,820,000
Level 75- 21,820,000
Level 76- 22,820,000
Level 77- 23,820,000
Level 78- 24,820,000
Level 79- 25,820,000, Holy Imperial Seal of Triumph
Level 80- 26,820,000
Level 81- 29,320,000
Level 82- 31,820,000
Level 83- 34,320,000
Level 84- 36,820,000
Level 85- 39,320,000
Level 86- 41,820,000
Level 87- 44,320,000
Level 88- 46,820,000
Level 89- 49,320,000
Level 90- 54,320,000
Level 91- 59,320,000
Level 92- 64,320,000
Level 93- 69,320,000
Level 94- 74,320,000
Level 95- 79,320,000
Level 96- 84,320,000
Level 97- 89,320,000
Level 98- 94,320,000
Level 99- 100,000,000, Holy Imperial Seal of Transcendence
Upon leveling up a character receives:
* A boost to its unmodified stats equal to his base level 1 stats
* 10 points to add to their unmodified stats in whatever manner its controller desires
* A bonus week for use in the ability shop (Bonus weeks cannot be traded.)
* A character only gets a bonus week the first time a character reaches any given level.
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Re: Rules Thread
Abstandard Battle Systems
Elemental Opposition Battle System
Elements are opposed as follows:
Fire vs. Water
Fire vs. Ice
Air vs. Earth
Water vs. Acid
Earth vs. Electrical
Light vs. Darkness
Physical vs. Psychic
Magic vs. Technology
Destruction vs. Life
Metal vs. Wood
Offensive actions with at least one element opposing at least one of the elements of their target deal 1.25 times damage.
Non-offensive actions with at least one element opposing at least one of the elements of their target have a 50% chance of not working.
Individuals under level 25 have their stats halved if they have an item equipped that includes at least one of their opposing elements equipped.
Individuals under level 25 have their stats multiplied by .9 if they are in a zone of at least one of their opposing elements.
Individuals under level 25 have their stats multiplied by 1.1 if they are in a zone of at least one of their elements.
Individuals over level 99 may ignore this battle system.
Uncertain Times Battle System
All relevant stat value multipliers are randomized between 0.01 and 8 instead of the normal .5 and 5.
All attack bonuses on items and damage values on enemies, pets, and transformations (but not stat damage values) have a randomized multiplier between 0.5 and 5.
Each time an attack would inflict HP Damage, MP Damage, HP Drain, MP Drain, HP Healing, or MP Healing, there is a 1% chance that it switches to one of the other types (with an equal chance of each).
Each time an individual would have an action, there is a 5% chance that they do not have said action.
Each round, there is a 1% chance that each individual gets an additional action after their first action of the round.
Each time a prime attribute or relevant stat is applied to an attack, there is a 5% chance that it switches to a random stat. This can, if an attack has multiple bonuses, apply the same stat to an attack multiple times.
Each time an elemental weakness or resistance is applied, raise or lower (equal chance) it by 1-5%. This cannot reduce the chance of either below 0%.
At the beginning of each battle, there is a 1% chance that each non-unique individual under level 40 not named Oneman involved is cloned, provided that such would not break a summon cap. The clone has no buffs, debuffs or status effects applied to it. If it is a clone of a summon, it counts as being summoned by said summon's summoner. If it is the clone of a non-summon, it counts as not being summoned and is under the same ownership as the original version, discounting Charm. All such clones disappear at the end of the thread.
At the beginning of each thread, a base pet subtype, other than Fiends, Holy Ones, Serpent Blessed, and Immortals, is chosen for each individual, said individuals possess a 10% Weakness to individuals of this subtype.
At the beginning of each thread, a difference base pet subtype, other than Fiends, Holy Ones, Serpent Blessed, and Immortals, is chosen for each individual, said individauls possess a 10% Resistance to individuals of this subtype.
Each time an action with targets occurs, there is a 1% chance that the targets will all be randomly re-selected. If these re-selected targets are invalid targets for some reason, then the action does not function.
There is a 50% chance that all minor status effects wear off at the start of each action of the individual they are applied on.
There is a 15% chance that all moderate status effects wear off at the start of each action of the individual they are applied on.
End of battle Gold is multiplied by a number between .01 and 5 for each individual battle participant.
End of battle XP is multiplied by a number between .1 and 2.1 for each individual battle participant.
Individuals over level 40 may ignore this battle system.
Individuals over level 99 may choose to cancel this battle system at any time, doing such is not an action and cannot be countered normally. If such is done, the system may not be re-initiated within the same thread unless explicitly specified.
Abstandard PC Type Rules
Generic Rules
Abstandard PC Types may only be created in slots specially approved for their use.
Bullfighting-Adjacent PC Types
* If a PC Type is designated as Bullfighting-Adjacent, its presence causes all Imaginary elements and subtypes to automatically, initially be set to Manifested in battles it is involved in. Only things 20 or more Levels greater than the Bullfighting-Adjacent PC may set them to unreal or prevent this setting.
Well-Locked BA Members
Well-Locked: Arena Members that are 'Well-Locked' may not access Doorway to Lost Realms quests, instead auto-completing any Seal Tasks that require such. They may also auto-complete any Seal Tasks that require Mini Quests (this includes the Ascension boss groups since they're inside Mini Quests), or other things made specifically inaccessible to them by the Well while they are Well-Locked.
A Well-Locked PC's inventory can have items and Gold traded into it by other PCs. A Well-Locked PC cannot trade items, XP, or Gold to PCs who aren't Well-Locked.
A Well-Locked PC uses an alternate version of the main Shop but still posts activities using said version in the main Shop thread. A Well-Locked PC can't use other PCs' shops or shops from 'other shops' portions of Nexus threads (unless those PCs or locations are Well-Locked).
A Well-Locked PC uses an alternate version of the main Ability Shop but still posts activities using said version in the main Ability Shop thread. A Well-Locked PC can't use other PCs' s ability hops or ability shops from 'other shops' portions of Nexus threads (unless those PCs or locations are Well-Locked).
A Well-Locked PC cannot create or be a member of a Guild that is not also Well-Locked.
A Well-Locked PC loses access to Official Quests that aren't down in the Well.
A Well-Locked PC loses access to Encounter Areas that aren't in the Well.
A Well-Locked PC loses access to Random Quests that aren't down in the Well.
A Well-Locked PC loses access to Tasks that aren't specified as being accessible inside the Well.
Abstandard PC Types
Alien Warlords
An Alien Warlord is not a BA member and is different from a BA member as follows:
* An Alien Warlord may not perform absorbs.
* An Alien Warlord may not perform combos.
* An Alien Warlord begins with 70 distributable base stat points.
* Alien Warlords do not get bonus-points to assign on level-up.
* An Alien Warlord may be Earth, Air, Fire, Water, Darkness, Technology, Psychic, or War element.
* An Alien Warlord may be an Alien, Humanoid, Fae, Devil, Astral Being, Insect, Solar Being, or Umbral.
* An Alien Warlord may not participate in Event Matches.
* An Alien Warlord may not participate in Mini Quests.
* An Alien Warlord may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Alien Warlord does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* Alien Warlords may Build and Fire Overweapons. Some Overweapon Blueprints can be purchased in the Ability Shop. Once an incomplete Overweapon Blueprint is in an Alien Warlord's possession, the Alien Warlord may begin completing the objectives and paying the costs listed to Build it. Once all costs (quest-based, component-based, time-based, or otherwise) are paid for, an Overweapon is Built. Only one of each Overweapon may be built by a given Alien Warlord at a time. An Alien Warlord with at least one Overweapon Built or Perfected may use a Fire Overweapon action. Firing an Overweapon counts as activating an Overcrash, but does not reduce its user's Max MP to 0 if a Built Overweapon is being Fired; Firing an Overweapon from a Perfected Overweapon Blueprint Bank does reduce Max MP like a standard Overcrash would. Firing an Overweapon expends it, making it no longer count as Built; this may not be stopped or undone by anything that does not specifically do so that cannot prevent or undo Overcrash MP Burnout (but things that prevent or undo Overcrash MP Burnout do not, without other rules text, automatically gain the ability to stop or undo Overweapon expenditure). Once an Overweapon has been built five times, it is considered Perfected and is added to the Alien Warlord's Perfected Overweapon Blueprint Bank.
* Alien Warlords do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Perfected Overweapons, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 1 Perfected Overweapon and 20 Retainer Augments.
Level 40- 5 Perfected Overweapons, 60 Retainer Augments, and 2 successful world-region takeovers.
Level 60- 24 Perfected Overweapons, 200 Retainer Augments, and 12 successful world-region takeovers.
Level 80- 50 Perfected Oveweapons, 500 Retainer Augments, and 50 successful world-region takeover.
* Alien Warlords are based in the cosmos beyond the Imperial Homeworld on their own personal worlds. They respawn there; if their world is taken from them, the cosmos expands when they would respawn, and they are granted a new world out past the border-expansion.
Archtyrants
No information yet.
Concord Administrators
A Concord Administrator is not a BA member and is different from a BA member as follows:
* An Concord Administrator may not perform absorbs.
* An Concord Administrator may not perform new combos; it may, however, perform preexisting combos.
* An Concord Administrator begins with 70 distributable base stat points.
* Concord Administrators do not get bonus-points to assign on level-up.
* A Concord Administrator may be one of the elements Earth, Air, Fire, Water, Magic, Psychic, Light, Darkness, Technology, Physical, Energy, Ice, Acid, Electrical, Spatial, Time, Glory, Glitz, Knowledge, Fate, Memory, Law, Order, or Civilization.
* A Concord Administrator may be one of the subtypes Human, Ancient, Humanoid, Gigas, Elemental, Golem, Magic Being, Radiant, Undead, Wizard's Shadow, Bio-Horror, Clockwork, Coded Being, Robot, Machine, Mutant, Metahuman, or Shapeshifter.
* A Concord Administrator may participate in Event Matches, but may not enter them alongside non-Concord-Administrator PCs.
* A Concord Administrator may not participate in Mini Quests.
* A Concord Administrator may participate in Special Matches, but may not enter them alongside non-Concord-Administrator PCs.
* A Concord Administrator cannot select a Patron Deity normally.
* A Concord Administrator gains an additional track in the ability shop that may only be used to acquire Scholar, Lawbringer, Matrix Keeper, Controller, Gunner, Enslaver, Magus, Ioun Master, Puppeteer, Buster Agent, Blaster, Operative, Diviner, Biomancer, Technomancer, Scientist, Gunslinger, Commander, Geomancer, Wanderer, Superhero, Spatial Mage, Elementalist, Conjurer, General, Warlord, Roboticist, Mechanist, Scavenger, Reality Coder, Ultramortal, Subspace Architect, Engineer, Wind Duke, Ocean Prince, Mountain King, Blazing Sultan, Thunder Czar, Countess of Power, Destiny Weaver, Reality Arranger, Builder of Nations, Living Legend, Megacelebrity, Numinous Archivist, Concordant Ordinator, Resonant Historian, or High Judge abilities.
* A Concord Administrator does not start with Warehouse tickets, but may spend Warehouse Tickets in categories unlocked by any PC the Concord Administrator has ever Lifejacked.
* A Concord Administrator may, at the start of a round, move to any battlespace in the same battle so long as no entity of equal or greater Level in any battlespace in the same battle objects.
* A Concord Administrator may, at the start of a battle or a round, scan the stats of any number of entities in any battlespaces.
* A Concord Administrator may negate or subsume powers through Cosmohacking. Cosmohacking rules are as follows:
* A Concord Administrator may purchase a Cosmohack for a Class, Domain Feature, Enemy, Guild Benefit, Weapon of Legend, Greater Fateweaving, Oath (but not a Commandment of the Seething Idol), Overweapon, Scheme, Sublime Refinement, Supersystem, Tide Baptism, or World Law.
Purchasing a Cosmohack for a Class costs (5,000,000 * 10^(Class's Tier)) Gold and (5 * 2^(Class's Tier)) Weeks and requires the Concord Administrator to have the Classname Tier ability for the Class; ability types without associated classes (i.e. Attack, Blessing, Curse, etc) and for Tier 0 Classes cannot be Cosmohacked.
Purchasing a Cosmohack for an Enemy that is normally fightable for drops on the Enemy List costs (The Entity's Level x 1,000,000 Gold) and 1 Week; Cosmohacks may not be directly purchased for Enemies that are not normally fightable for drops on the Enemy List.
Purchasing a Cosmohack for a Domain Feature, Guild Benefit, Greater Fateweaving, Oath, Overweapon, Scheme, Sublime Refinement, Supersystem, Tide Baptism, Weapon of Legend or World Law that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week.
Purchasing a Cosmohack for a Domain Feature, Guild Benefit, Greater Fateweaving, Oath, Overweapon, Scheme, Sublime Refinement, Supersystem, Tide Baptism, Weapon of Legend or World Law that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- A Concord Administrator may purchase abilities called 'Improved Cosmohacking: <Class Name> <#>' sequentially in classes they have at least Classname Tier in for 1,000,000 Gold and 1 Week. These abilities have no text beyond their name and class, but count towards abilities possessed in that class.
- Cosmohack results are not buffs or debuffs and are using their own rules, listed here.
- A Concord Administrator with at least one Class Cosmohacked may perform an Active Cosmohack action on a target entity. If an entity is targeted by an Active Cosmohack action, it chooses a Class. This Class joins a list of Classes which cannot be Cosmohacked for that entity in that thread. After it does so, the Cosmohacking Concord Administrator selects one of the Classes it possesses a Cosmohack for that it is not blocked from selecting that it possesses more abilities in than the target. All abilities for the Cosmohacked entity that are from said Class lose all of their text for the remainder of the thread.
- If an Enemy is Cosmohacked, the Concord Administrator may, whenever that entity would be summoned, choose to prevent the summoning or gain control of the summon. Additionally, whenever an instance of that
Enemy is replicated to perform an action, the Concord Administrator may choose to make all decisions for said action or to prevent said action.
- If a Guild Benefit is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Guild Benefit, may choose for that individual to not benefit from that Guild Benefit, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it.
- If a Weapon of Legend is Cosmohacked, the Concord Administrator, if in the same battle as an individual wielding or carrying that Weapon of Legend, may choose for that item to be removed from the thread, and, if the Concord Administrator does so, the Concord Administrator may choose to replicate the item. If the item is replicated, the Concord Administrator may immeidately unequip and re-equip any number of items.
- If a Domain Feature is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Domain Feature applied to a Planar Overlay, may, at any time before or after any action, choose to give any entity in its battlespace a buff (if an ally of the Concord Administrator, including the Concord Administrator itself) or a debuff (otherwise) that makes its possessor count as inside or outside of that Domain Feature, regardless of what battlespace that entity is in, what battlespace that Domain Feature is in, and what buffs or debuffs the Domain Feature's creator set up to place entities in or out of it, to count as either in or out of that Domain Feature.
- If a Greater Fateweaving is Cosmohacked, the Concord Administrator may, if an individual in the same battle attempts to apply that Greater Fateweaving, choose to have it be applied to a different valid target or to no target (with resources that would be expended for its application still being expended in said case). Additionally, if the Concord Administrator is in the same battle as an individual with that Greater Fateweaving applied to it, the Concord Administrator may choose for individual to not benefit from that Greater Fateweaving, and, optionally, if the Concord Administrator does so, the Concord Administrator to instead from it; alternatively the Concord Administrator may choose at the beginning of any action to move the Greater Fateweaving to any other entity in any battlespace that would have been a valid target of the Greater Fateweaving.
- If an Oath is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Oath pledged, regardless of whether or not it has been violated, may choose for that individual to not benefit from that Oath, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it. In RP threads, the Cosmohacked Oath functions for the Concord Administrator regardless of the Concord Administrator's behavior; individuals who have pledged an Oath that is Cosmohacked who violate that Oath's requirements during the Cosmohacking generally still count as having violated that Oath once the Cosmohacking ends.
- If an Overweapon is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Overweapon Built or Perfected, may, as an action that puts the Concord Administrator into Burnout, fire it. If the Concord Administrator is not in Burnout and an individual attempts to Fire an Overweapon that the Concord Administrator has Cosmohacked, the Concord Administrator may prevent the firing, and, if it does so, choose between placing the firer into Burnout and firing the Overweapon itself without putting the Aministrator in Burnout.
- If a Scheme is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Scheme completed, may choose for that individual to not benefit from that Scheme, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it.
- If a Sublime Refinement is Cosmohacked, the Concord Administrator, if in the same battle as an item with that Sublime Refinement, may elect to have that item not benefit from it, and, if the Concord Administrator chooses to do so, it may also choose to have any of its own items of the same subtype benefit from copies of that Sublime Refinement.
- If a Supersystem is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Supersystem, may, even if transformed, choose at the start of battle and at the start of each round to negate the Supersystem's effect for any transformation (or individual) using it (with it installed or otherwise active; owned but uninstalled Supersystems that are not active do not count) and may apply its benefits, if they are being negated, to any transformation the Concord Administrator is transformed into or a passenger in.
- If a World Law is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that World Law, may choose at the start of battle and at the start of each round a subset of entities for each trigger or effect on the World Law to apply to out of those it normally could (for example, if a World Law normally increases the Critical of Animals against Humans, a Concord Administrator with the World Law Cosmohacked could make it apply so that only Animals on Side A of battle gain improved Critical against entities on Side B of battle).
- If two Concord Administators would be able to Cosmohack the same thing at the same time, the higher-Level one gains priority to choose to either Cosmohack it, choose for it not to be able to be Cosmohacked by any other Concord Administrator in the same thread, or to defer to another chosen Concord Administrator. If both Concord Administrators are the same Level, the one with more Cosmohacks gains priority. If both are the same Level and have the same total number of Cosmohacks, priority is decided randomly for each Cosmohack.
- If a Tide Baptism is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Tide Baptism, may choose at the start of battle and at the start of each round to negate the Tide Baptism's effect for its possessor's side and then either count as possessing it and in Inundation Mode or count as possessing it and in Wellspring Mode until the end of the round.
* A Concord Administrator may, in RP threads, inflict a condition called Lifejacking on other PC types (including NPC instances of those). A PC may also voluntarily agree to be Lifejacked for a duration. While a PC is Lifejacked, it ceases learning abilities in the Ability Shop; instead, the Lifejacking Concord Administrator accumulates a bank of Lifejacked Bonus Weeks at the rate that the PC would have been able to learn abilities (gaining multiple for PCs with multiple ability tracks), which may only be spent to improve Proxies and do not acount as normaly Bonus Weeks for other purposes. RP-thread-based Lifejacking can result in additional penalties/bonuses.
* A Concord Administrator may dub a number of Proxies equal to its Level / 10, rounded down. A Concord Administrator may select any owned pet of equal or lower Level or any entity on the Enemy List that is normally fightable for drops of equal or lower Level to become a Proxy. Once an entity becomes a Proxy, the Concord Administrator gives it a name and makes it Unique. Proxies cannot Absorb and cease to gain Levels normally for pets. Instead, a Proxy requires an amount of XP equal to a Battle Arena Member of equal Level to gain a Level (with XP values paired with Seal Tasks being multiplied by 10, but Seal Tasks not being required). Proxies may carry items like PCs, but do not gain default equip slots. Proxies may purchase abilities from the Ability Shop using their controlling Concord Administrators' Lifejacked Bonus Weeks, but may not purchase Abilities in other manners. Proxies may be brought into threads as though they were PCs. Proxies possess their own Quest Slots, but otherwise must be paired with at least one other PC. If a Concord Administrator wishes to no longer possess a Proxy, it must scrap the Proxy entirely and cannot transfer abilities accumulated to a new Proxy. If a unique pet is a Proxy, if it loses Proxy status, instead of being scrapped entirely, it reverts to its status immediately prior to being made the Proxy. Proxies frequently don't respawn if killed in RP threads.
* Concord Administrators do not require Seal Pieces to break Level caps, instead, they must successfully Lifejack (5*Number of the Seal Task)) unwilling PCs of at least (Number of Seal Task) different PC types that are all of at least Level equal to where the PC is currently capped (So a PC trying to bypass the Level 39 cap would need to Lifejack 10 PCs of at least 2 different PC types that are all Level 39 or greater).
* Concord Administrators are based in Nexus Concord, the flipside of Nexus (though distinct from Echo Providence).
* Concord Administrators, as an RP effect, may attempt to Cosmohack discs of Nexus and their properties.
* Concord Administrators, as an RP effect, can Lifejack a PC's connection to its Patron Deity.
Enigma Men
An Enigma Man is not a BA member and is different from a BA member as follows:
* An Enigma Man may not perform absorbs.
* An Enigma Man may not perform combos.
* An Enigma Man begins with 120 distributable base stat points.
* Enigma Men do not get bonus-points to assign on level-up
* An Enigma Man may be the element Mystery in addition to the normal PC-selectable elements.
* An Enigma Man may be the subtype Mindshadow, Umbral, or Conceptual in addition to the normal PC-selectable subtypes.
* An Enigma Man may not participate in Event Matches.
* An Enigma Man may not participate in Mini Quests.
* An Enigma Man may not participate in Special Matches, excluding the Alternative Boss Rush and Endurance Match.
* An Enigma Man begins with the ability 'Basic Mystery Synchronization'.
* An Enigma Man does not get tickets.
* An Enigma Man gains two values called Obscurity and Paradox. Both begin at 0.
* An Enigma Man may choose to lose Fame at a cost of 1,000,000 XP per Fame point. This is done in the Ability Shop thread and may not be done while the Enigma Man is in an RP thread.
* An Enigma Man may gain or lose Paradox at a cost of 1,000,000,000 Gold per Paradox point. This is done in the Ability Shop thread and may not be done while the Enigma Man is in an RP thread.
* If an Engima Man's Obscurity is greater than its Fame, the Enigma Man gains +5 to all base stats.
* An Enigma Man may initiate Schemes from the Scheme List so long as all prerequisites are met. An Enigma Man may possess up to 5 open, non-completed Schemes at a time. An Enigma Man may possess any number of completed Schemes.
* If an Enigma Man would be forced to respawn due to a thread that is not a standard match, Alternative Boss Rush, or Endurance Match, the Enigma Man's RP slot (and ability to participate in new Mod-Run World threads) are put on hold for (1 + the Enigma Man's Paradox) Years - (The number of completed Schemes the Enigma Man chooses to sacrifice + 12 * The number of Identities the Enigma Man chooses to sacrifice (so long as at least one Identity remains non-sacrificed)). This loss occurs as the Enigma Man reasserts its identity and retroactively undoes its own death, manipulating itself back into active existence.
* An Enigma Man may choose a set of up to 11 classes to be its 'Core Abilities'. The class 'Enigma Man' is always considered an additional 'Core Ability' choice. This choice is made in the Ability Shop and may not be done while the Enigma Man is in an RP thread.
* An Enigma Man, at Levels that are multiplies of 20, beginning with Level 20, obtains a new Identity the first time each such Level is reached. An Enigma Man's initial self becomes an 'Identity' once Level 20 is reached. Each of an Enigma Man's Identities possesses its own name, subtype, element, base stat point total and distribution, and abilities. All of an Enigma Man's identities share abilities that are from classes that are its Core Ability choices. All of the Enigma Man's identities share awards in non-RP threads. All of an Enigma Man's identities share Fame, Infamy, XP, and Paradox. All of an Enigma Man's identities possess the same Inventory, but not the same equipped items.
* An Enigma Man may enter a number of additional Identities (to a max of one of each of its Identities) into a thread as sub-characters up to its Paradox.
* If an Enigma Man's stats are scanned by an individual below its Level, and the lower of the Enigma Man's Obscurity and Fame is greater than said individual's Level multiplied by the number of times a BA member PC would have had to have bypassed Level caps using seals to reach that Level, the Enigma Man may choose for that stat-scanning attempt to fail, and, if said stat scanner were unique, for said scanner to gain a point of a value called 'Investigating the Enigma Men' (to a max of one point obtained per unique Enigma Man Identiy it has scanned).
* An Enigma Man chooses an Identity to enter each thread with.
* Each of an Enigma Man's Identities may learn abilities from the Ability Shop in parallel, but only one may learn abilities from each of the classes that are designated as being Core Abilities at a time.
* Enigma Men do not require Seal Pieces to break Level caps, instead, they must complete Schemes that permit them to bypass said caps.
* These rules refer to the 'Enigma Man' Alternate PC Type. It is not to be confused with the class of the same name.
* Enigma Men are based in the One City instead of in Nexus.
* Awards are shared across Enigma Man identities. Awards earned by Enigma Men may have clauses added noting that they only apply to particular Identities. Those awards only apply to those Identities.
* Enigma Men share Obscurity across identities.
* Enigma Men possess the same Core Classes across all Identities.
* Enigma Men never share non-Core-Class abilities across Identities unless explicitly specified, regardless of whether or not any of the Identities in question are primary.
* Enigma Men, despite not starting with Warehouse Tickets, may turn them in should they otherwise acquire them and be able to access the Warehouse.
* Enigma Men do not share Bonus Weeks across Identities.
Faecourt Dream-Eidolon
A Faecourt Dream-Eidolon is not a BA member and is different from a BA member as follows:
* A Faecourt Dream-Eidolon may not perform absorbs.
* A Faecourt Dream-Eidolon may not perform combos.
* A Faecourt Dream-Eidolon begins with 0 distributable base stat points.
* Faecourt Dream-Eidolons do not get bonus-points to assign on level-up.
* A Faecourt Dream-Eidolon is Dream element. It may select any base element, or any one element out of Wood, Illusion, Mystic, Aether, Wonder, Toxin, Whimsy, Time, and Spatial, to obtain as a second element.
* A Faecourt Dream-Eidolon is an Arch-Fae. It additionally possesses either the subtype Eidolon or Great Beast. It may additionally pick any one of the subtypes Humanoid, Animal, Insect, Plant, Aerial, Aquatic, Golem, Reptile, Dragon, Undead, Ooze, Elemental, Mindshadow, Spirit, Magic Being, Umbral, or Horror as a third subtype.
* A Faecourt Dream-Eidolon may not participate in Event Matches.
* A Faecourt Dream-Eidolon may not participate in Mini Quests.
* A Faecourt Dream-Eidolon may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Faecourt Dream-Eidolon does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow. Court Members do not obtain tickets.
* A Faecourt Dream-Eidolon is the collective manifestation of the power of a court of noble fae, brought together in a dream of singular brilliance, splendor, excess, terror, or the like. These Noble Fae are called Court Members. It begins with 4 Court Members, acquiring one more each time it breaks a level cap.
* Court Members are created as Noble Fae PCs.
* A Faecourt Dream-Eidlon's Court Members count any class it has Adept or higher Tier in as an associated class. Newly created Court Members may be any element the Faecourt Dream Eidolon has Adept or higher Tier in.
* A Faecourt Dream-Eidolon begins with Basic Dream Synchronization.
* A Faecourt Dream-Eidolon's Court Members share thread slots with the Dream-Eidolon itself. It is always considered to be entering threads one or more of its Court Members enter, even if it may not directly be present yet. A Dream-Eidolon, by default, is not present in any battle (or directly present in RP threads) at start-of-thread.
* Court Members may not be higher Level than the Dream-Eidolon, but may gain Levels simultaneously with it if the conditions for both are met at the same time.
* Court Members have their own ability shop tracks that work as per normal. The Dream-Eidolon also possesses its own normal set of ability shop tracks.
* Court Members must have the same Patron Deity as their controlling Dream-Ediolon.
* A Faecourt Dream-Ediolon may learn abilities as though it possessed the highest Base Stat for each of its Base Stats out of the corresponding Base Stat values possessed by its Court Members.
* One or more more Court Members whose MP has not been set to 0 by an Overcrash may spend an action that counts as an Overcrash that sets its performer's MP 0, to set up an effect to summon in the Dream-Eidolon itself. This summoning is unsuccessful if any of its performers dies or leaves the thread while it is ongoing (with the Overcrash still setting MP to 0 in case of failure for those participants in the failed summoning). At the end of the round the summoning is initiated, the Dream-Ediolon's summoners are removed from all battlespaces, and the Dream-Ediolon itself enters one of the battlespaces that one of the participating summoners was in. When summoned, a Dream-Ediolon's Base Stats Naturally become (The sum of the corresponding values of its summoners' base stats, rounded down on a per-stat, per-summoner basis), it Naturally gains all of the abilities its summoners possessed (in addition to its own), and it obtains (and may immediately equip, unequipping equipped items if necessary to do so) any items equipped or carried by its summoners (in addition to any items it already has on its own. Dream-Ediolons are not unsummonable, except through effects that specifically unsummon them. Once twelve rounds have ended with the Dream-Ediolon in any battle, it unsummons itself, returning to being in no battlespace (with this effect specifically unsummoning Dream-Eidolons), bringing its summoners back into battle in the battlespace it was in (even if they were formerly in other battlespaces). The Dream-Ediolon, at the end of its duration, may choose up to (its number of summoners - 1) of its summoners to have their Overcrash-derived MP-set-to-0 undone with respect to this particular Overcrash as an effect that can specifically undo Overcrashes setting MP to 0 (but only for this particular Overcrash).
* A Faecourt Dream-Ediolon does not require Seal Pieces to break Level caps. Instead, it and its court must complete quests on behalf of Fae and Fae-based groups (with the quests being level-band appropriate):
Level 20- 5 Quests
Level 40- 25 Quests
Level 60- 50 Quests
Level 80- 100 Quests
* Faecourt Dream-Ediolons respawn in a miniature faerie realm that the court's minor members constantly dream into existence. These realms are easily connected to (or detached from) Nexus. Court Members also respawn there, even if they normally would not respawn.
Fated Ones
A Fated One is not a BA member and is different from a BA member as follows:
* A Fated One may not perform absorbs
* A Fated One may not perform combos
* A Fated One begins with 60 distributable base stat points
* A Fated One may be the element Fate in addition to the normal PC-selectable elements
* A Fated One may not participate in Event Matches
* A Fated One may not participate in Mini Quests
* A Fated One may not participate in Special Matches, excluding the Alternative Boss Rush and Endurance Match
* Once per Endurance Match or Boss Rush while not facing said opponent, a Fated One may declare a known entity on the Enemy List or Boss List its destined foe; the Fated One's stats, HP, MP, and Damage dealt are doubled when said individual is a non-summoned opponent
* A Fated One begins with the ability 'Basic Fate Synchronization'
* Each month a Fated One acquires 2 bonus weeks that may only be used for Destiny Weaver, Sage, Scholar, Esoteric Wiseman, Elder Scribe, Diviner, Enchanter, Crafter, Wanderer, Ritual Mage, Puppeteer, and Controller
* Fated Ones may purchase Greater Fateweavings from the Ability Shop
* A Fated One, when created, is assigned a 'Destiny' by the player creating it
* Fated Ones do not require Seal Pieces to break Level caps, instead, whenever each Level bracket is reached by a Fated One, it is assigned three tasks (one a combat task to be completed in a non-RP thread, one a task related to its destiny which must be completed in an RP thread, and one a different task that must be completed in an RP thread). If any of these tasks are failed, all of them reset, and the Fated One is re-assigned tasks after a year, potentially with its destiny altered.
* Fated Ones turn in their tickets at the Well at the base of the World Tree, not the Warehouse
Gods of the Council
A God of the Council is not a BA member and is different from a BA member as follows:
* A God of the Council may not perform absorbs.
* A God of the Council may not perform combos.
* A God of the Council begins with 70 distributable base stat points.
* Gods of the Council do not get bonus-points to assign on level-up.
* A God of the Council may be any base element, or any one out of the elements Wood, Metal, Spatial, Time, Void, Faith, Treasure, Glory, Wealth, Law, Mystic, or Knowledge.
* A God of the Council always begins with the subtype Planetary. It may additionally choose at the time of character creation to possess any base entity subtype as a second subtype.
* A God of the Council may not participate in Event Matches.
* A God of the Council may not participate in Mini Quests.
* A God of the Council may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A God of the Council does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* Whenever a God of the Council performs a quest on behalf of a deity or church that is considered suitably 'standard' by Gadigan (or by the mod running the mod-run world in question), it obtains a bonus, restriction-ignoring pick from the Warehouse Category 'Simply Divine'. Some quests may provide multiple pulls based on length and difficulty.
* A God of the Council is always considered a Deity.
* Gods of the Council do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Domains, grantable Worshipper Benefits, Divine Relics, and unique worshippers, as per the following chart:
Level 20- 1 Domain, 5 Grantable Worshipper Benefits, 1 Divine Relic, 1 Unique Worshipper.
Level 40- 4 Domains, 25 Grantable Worshipper Benefits, 2 Divine Relics, 5 Unique Worshippers (at least 3 of which must be greater than Level 20).
Level 60- 8 Domains, 100 Grantable Worshipper Benefits, 10 Divine Relics, 50 Unique Worshippers (at least 25 of which must be greater than Level 40).
Level 80- 24 Domains, 250 Grantable Worshipper Benefits, 25 Divine Relics, 250 Unique Worshippers (at least 125 of which must be greater than Level 60).
* Gods of the Council are based out of the Council Hall of Ten Thousand Gods, which has a restricted portal connecting it to the Nexus Portal Nexus.
Keybearers
A Keybearer is not a BA member and is different from a BA member as follows:
* An Keybearer may not perform absorbs.
* An Keybearer may not perform new combos; it may, however, perform preexisting combos.
* An Keybearer begins with 60 distributable base stat points and 60 distributable Inundation Mode base stat points. Inundation Mode base stat points apply on top of normal ones for prerequisite purposes and are added to them when the Keybearer is in Iundation Mode.
* Keybearers do not get bonus-points to assign on level-up.
* A Keybearer may be any element matching one of its Inundation Mode Classes.
* A Keybearer may be a Human, Fae, Elemental, Ancient, Metahuman, Outsider, or any entity subtype matching one of its Inundation Mode Classes.
* A Keybearer may not participate in Event Matches.
* A Keybearer may not participate in Mini Quests.
* A Keybearer may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Keybearer gains an additional track in the ability shop that may only be used to acquire abilities for its Inundation Mode classes.
* A Keybearer does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Keybearer is in Wellspring Mode if it enters a battle with unique non-pet allies. A Keybearer is in Inundation Mode if it enters a battle without unique non-pet allies. If all unique non-pet members of a side of battle are Keybearers, they may jointly decide to all enter it simultaneously in Inundation Mode and Wellspring Mode, but, should they lose the battle like this, they do not respawn for a year and a day. Being in Inundation or Wellspring Mode is not a buff.
* If a Keybearer is in Wellspring Mode, its PC allies gain a stacking +(the Keybearer's base stat values/5, rounded up) to their corresponding base stats.
* If a Keybearer is in Wellspring Mode, its unique allies may cast spells it has equipped that they possess enough MP to cast for 0 MP.
* If a Keybearer is in Wellspring Mode, its unique allies regenerate 5% of their Max HP, Max MP, and non-stat-damage-counting stat values at the start of each round.
* At the time of its creation, a Keybearer selects one Tier 3 or Tier 0 class, three Tier 2 classes, and five Tier 1 classes to be its Inundation Mode classes. Elemental Researcher cannot be chosen. It only possesses abilities from these while in Inundation Mode. At least one of these, of any Tier, must be an element. It begins with the Basic Tier ability for each of these classes. If any of the selected classes are entity-subtype-based, it gains the corresponding Traits. Prerequisites are ignored when selecting these abilities, but are not ignored for future purchases from these skillsets.
* Abilities possessed by at least 5 other PCs cost a Keybearer 1 fewer Week to learn, to a minimum of 1 Week.
* Keybearers may purchase special abilities called Tide Baptisms that take on different effects depending on if their possessor is in Wellspring Mode or Inundation Mode.
* Keybearers do not require Seal Pieces to break Level caps, instead, they may break any cap that at least 5 other PCs have previously broken.
* Keybearers are based in The Endless Tide and may rise up from it across a multitude of realities.
Knights of the Orders
A Knight of the Order is not a BA member and is different from a BA member as follows:
* An Knight of the Order may not perform absorbs.
* An Knight of the Order may not perform new combos; it may, however, perform preexisting combos.
* At the time of its creation, a Knight of the Order pledges to one of the Tier 1 Knightly Orders. A Knight is created as soley the Element of its starting Order. A current list of the Orders may be found HERE.
* A Knight of the Order begins with 60 distributable base stat points.
* Knight of the Orders do not get bonus-points to assign on level-up.
* A Knight of the Order may be a Aerial, Alien, Animal, Aquatic, Astral Being, Bio-Horror, Celestial, Clockwork, Cthonian, Deva, Elemental, Fae, Golem, Human, Humanoid, Illuminated, Insect, Machine, Magic Being, Monster, Ooze, Plant, Robot, Shapeshifter, Spirit, Undead, Abstract, Angel, Dragon, Outsider, Aisurii, Brilliant, Coded Being, Familiar, Fantasmic, Innocent, Paragon, Solar Being, Spireguide, Verdant, Wishkin, or Large Structure.
* A Knight of the Order may not participate in Event Matches.
* A Knight of the Order may not participate in Mini Quests.
* A Knight of the Order may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Knight of the Order does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* At Levels 20, 40, 60, and 80, a Knight of the Orders may, but is not required to, pledge to an additional Order. Starting at Level 40, a Knight may join Tier 2 Orders. Starting at Level 80, a Knight may join Tier 3 Orders.
* Pledging to an Order grants you the Basic Element Synchronization ability for that Order's associated Element.
* A Knight may train into Element Classes in the Ability Shop normally, and does not require membership in an Order to train in an associated Class.
* A Knight recieves Bonus Weeks for each of its Orders' associated Element Classes each month, based upon the Knight's Level. Below level 20, a Knight recieves 1 Bonus Week for each of its Orders. From Levels 20 through 39, a Knight recieves 2 Bonus Weeks for each of its Orders. From Levels 40 through 59, a Knight recieves 3 Bonus Weeks for each of its Orders. From Levels 60 through 79, a Knight recieves 4 Bonus Weeks for each of its Orders. From levels 80 through 99, a Knight recieves 5 Bonus Weeks for each of its orders.
* Knight of the Orders do not require Seal Pieces to break Level caps, instead, Knights must recieve Knightly Commendations from their Orders. Knightly Commendations are obtained from completing Official, Player, or Mod-Run Quests that support their Order's stated mission. Knights with multiple Orders must obtain at least one Knightly Commendation from each Order they are a member of. In order to reach Level 20, a Knight requires 1 Knightly Commendation. In order to reach Level 40, a Knight requires 5 Knightly Commendations. In order to reach Level 60, a Knight requires 10 Knightly Commendations. In order to reach Level 80, a Knight requires 25 Knightly Commendations.
*A Knight of the Orders may pledge Oaths, purchasing them from the Ability Shop to do so. Each Oath provides a benefit, but imposes a behavioral requirement that only applies in RP threads. If an Oath's behavioral requirements are broken in an RP thread, its status becomes violated, the Knight loses the benefits from it, and the Knight becomes unable to cap-break. The Knight must undertake an atonement quest from one of is Orders (or an appropriate allied organization) to fix the violation. Once the atonement quest is completed, the Knight may choose between making the Oath active again and ceasing to possess the Oath.
*If a Knight of the Orders obtains a Commandment of the Seething Idol, the Commandment counts as an Oath, and, if it would be lost due to behavior, it instead becomes violated like a standard Oath would.
* Knight of the Orders are based in their Order's Fortress Monastary, and respawn within by the grace of Kriele.
Legacy Organization
A Legacy Organization may occupy a PC slot instead of an individual PC. Each one is associated with a specific type of Lesser PC.
The correspondence is as follows:
Wandering Adventurer - Adventurers' Guild (Produces Guild Adventurers)
Dimensional Hero - Record of Heroes (Produces Chosen Heroes)
Dread Villain - Dark Prophecy (Produces Foretold Villains)
Anointed Prophet - Holy Sect (Produces Church Prophets)
Relic Collector - Relic Museum (Produces Museum Collectors)
Realm Noble - Noble House (Produces House Nobles)
Private Detective - Detective Agency (Produces Agency Detectives)
Questing Knight - Knightly Dynasty (Produces Dynastic Knights)
Ronin Samurai - Samurai Clan (Produces Clan Samurai)
Mad Genius - Research Foundation (Produces Foundation Geniuses)
Noble Fae - Fae Court (Produces Courtly Fae)
As a PC in a Legacy Organization completes quests, it earns, in addition to other rewards, AP (Advancement Points). These may be used to purchase future benefits for other members of that Legacy Organization. Some benefits may be specific to given types of Legacy Organization, whereas others are available to all Legacy Organizations.
If a Lesser PC Type for a Legacy Organization must select associated classes, gets associated classes for its subtype/element, or must select a specific a patron deity at creation, these classes cannot be changed, but more can be acquired for AP. Other types of subtype classes that are unlocked via AP permit the associated subtypes to be unlocked also if the subtype is also on the entity subtype list for the Lesser PC type but was not the initial chosen option.
When a Lesser PC from a Legacy Organization dies, instead of waiting for resurrection, it may be put into Legacy-Retirement. If a PC is put into Legacy-Retirement, its abilities, gear, and such are archived as per normal (with uniques potentially being lost to whatever event killed it rather than going to other PCs), but the Legacy Organization then gets to spend AP, which goes to benefit future members of that Legacy Organization (with a new member being able to be created immediately). If a Legacy Organization purchases something with AP while it still has one or more active members, the active members do not, unless specifically noted, benefit from the purchase.
Default AP Options:
Living Treasures
A Living Treasure is not a BA member and is different from a BA member as follows:
* A Living Treasure may not perform absorbs.
* A Living Treasure may not perform combos.
* A Living Treasure begins with 30 distributable base stat points.
* Living Treasures do not get bonus-points to assign on level-up.
* A Living Treasure may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, Hope, War, Truth, Moon, Wood, Metal, Void, Treasure, Spatial, Time, Wonder, Wealth, Commerce, Knowledge, Whimsy, or Glory element.
* A Living Treasure, as an intelligent item of singular power and potential, is a weapon, armor, or accessory. Choose one weapon, armor, or accessory subtype for it.
* A Living Treasure is a Golem and its chosen item-subtype. Its subtype may not be changed except by effects that specifically modify the subtype of a Living Treasure.
* A Living Treasure may not participate in Event Matches unless puppeteering a Thrall-Body that may.
* A Living Treasure may not participate in Mini Quests unless puppeteering a Thrall-Body that may.
* A Living Treasure may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush, unless puppeteering a Thrall-Body that may.
* A Living Treasure does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow. Thrall-Bodies do not obtain Warehouse Tickets.
* A Living Treasure possesses and controls host bodies called Thrall-Bodies, whose inherent notable destinies and powers have been subverted by its powers. It may possess up to 2 Thrall-Bodies if below Level 20, 4 Thrall-Bodies if Level 20-39, 6 Thrall-Bodies if Level 40-59, 8 Thrall-Bodies if Level 60-79, and 10 Thrall-Bodies if Level 80-99.
* Thrall-Bodies are created as PCs of types allowed to the Living Treasure. Initially, a Living Treasure may have Anointed Prophets (of Ganseed only), Dimensional Heroes, Dread Villains, Realm Nobles, Relic Collectors, and Wandering Adventurers as Thrall-Bodies. Once a Living Treasure reaches Level 20, it may obtain Battle Arena Members as Thrall-Bodies. Once a Living Treasure reaches Level 40, it may, through questing, special Sublime Refinements, and/or use of Exodus of Self items, acquire other PC types to use as Thrall-Bodies.
* A Living Treasure may enter a thread as itself or puppeteering a Thrall-Body.
* A Living Treasure puppeteering a Thrall-Body occupies one of its equipment slots as fits the Living Treasure's item subtype. The Living Treasure, while an item, cannot be broken, stolen, unequipped, or removed for a thread by item-removal effects. Entities other than its Thrall-Body (or the Living Treasure itself) cannot benefit from having it equipped unless specifically able to do so. The Thrall-Body adds the Living Treasure's base stats to its own, gains all of the Living Treasure's abilities, and benefits from the Living Treasure's Sublime Refinements as though they were its item text.
* A Living Treasure operating on its own is wielding itself. It does not have typical item slots and is instead able to equip 12 other items of its own item subtype. It cannot equip items that are not its item subtype.
* Thrall-Bodies may not normally quest without the Living Treasure - to allow such would be to invite the likely permanent loss of one.
* Thrall-Bodies may not be higher Level than the Living Treasure, but may gain Levels simultaneously with it if the conditions for both are met at the same time.
* Thrall-Bodies have their own ability shop tracks that work as per normal. The Living Treasure also possesses its own normal set of ability shop tracks.
* Thrall-Bodies must have the same Patron Deity as their controlling Living Treasure.
* A Living Treasure may purchase Sublime Refinements from the Ability Shop. Some of them have special requirements in addition to typical costs.
* Living Treasures do not require Seal Pieces to break Level caps (but some Thrall-Bodies may). Instead, they must upgrade themselves through Sublime Refinements while simultaneously nurturing the growth of their personal collections of Thrall-Bodies, as per the following chart:
Level 20- 5 Sublime Refinements, 1 Thrall-Body cap-breaking alongside the Living Treasure
Level 40- 25 Sublime Refinements, 2 Thrall-Bodies cap-breaking alongside the Living Treasure
Level 60- 100 Sublime Refinements, 3 Thrall-Bodies cap-breaking alongside the Living Treasure
Level 80- 250 Sublime Refinements, 4 Thrall-Bodies cap-breaking alongside the Living Treasure
* Living Treasures respawn in Ganseed's collection. Through the power of Ganseed and the Living Treasures, Thrall-Bodies, even those not normally able to respawn via standard means, do the same.
Mandate Magellans
A Mandate Magellan is not a BA member and is different from a BA member as follows:
* A Mandate Magellan may not perform absorbs.
* A Mandate Magellan may not perform combos.
* A Mandate Magellan begins with 60 distributable base stat points.
* Mandate Magellans do not get bonus-points to assign on level-up.
* A Mandate Magellan may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Electrical, Energy, Acid, Ice, War, Moon, Metal, Law, Civilization, Spatial, Time, Astral, or Aether element.
* A Mandate Magellan may be a Human, Fae, Humanoid, Animal, Robot, Edgelander, Mutant, Reptile, Celestial, Illuminated, Daemon, Infernal, Warshard, Golem, Machine, Clockwork, Aquatic, Aerial, Cthonian, Astral Being, Plant, Undead, Dragon, Metahuman, Agarthan, or Gigas.
* A Mandate Magellan may not participate in Event Matches.
* A Mandate Magellan may not participate in Mini Quests.
* A Mandate Magellan may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Mandate Magellan does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Mandate Magellan is considered Of The Mandate.
* A Mandate Magellan possesses a special Unique Transformation called a Magellan's Vessel, that is created alongside its controlling Magellan upon character creation. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Magellan's Vessel: <Controlling Magellan's Name>'. It is a Mech & Robot. It may optionally be given the subtypes Machine and/or Clockwork. It is any one element that a Mandate Magellan could choose upon character creation. It counts as possessing a value of X Gold. Its Level is by default equal to its controlling Magellan's Level. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Mandate Magellan transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Magellan. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Magellan's Vessel begins with 70 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Magellan's base MIN and base SPI to its corresponding base stats (rounding up).
* A Mandate Magellan gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilties for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things until the controlling Magellan gets the abilities that are the prerequisites for one of the above traits.
* A Magellan's Vessel possesses special slots called Supersystem Slots. By default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 3 Ordnance, 3 Modules, 4 Programs, and 4 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purcahse. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Mandate Magellan must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Mandate Magellan who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Mandate Magellan possesses 1 fewer Accessory Slot than an Arena Member, but is always considered to be wielding a non-destroyable, non-stealable Civilization & Knowledge element Unique Trinket Accessory with a value of X Gold called '<Magellan's Name>'s Magellan's Compass that by default allows its wielder to spend an action to scan the stats of all individuals in all battlespaces or to move to any other existing battlespace so long as no greater-Level entity in either battlespace objects.
* A Mandate Magellan possesses an Ablative Forcefield. It has (100 x the Magellan's Level x the Magellan's Base MIN) HP. If the Magellan would be dealt Damage by a source that is not gerater Levels than the Magellan that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor. The forcefield may be healed as though it were a separate individual from the Magellan, but cannot be healed by entities that are not Mandate Magellans (with transformed Mandate Magellans being able to heal the Ablative Forcefields).
* Diviner, Geomancer, Scientist, Captain, Rider, Mech Jockey, Engineer, Gunner, Matrix Keeper, and Scholar abilities cost Mandate Magellans 1 fewer week in the Ability Shop to learn, to a minimum of 1 week.
* Mandate Magellans do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Supersystems, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 6 Ordnance, 6 Modules, 8 Programs, 8 Special Cargo, and 20 Retainer Augments.
Level 40- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 12 Ordnance, 12 Modules, 16 Programs, 16 Special Cargo, 40 Retainer Augments, and 1 successful world-region takeover.
Level 60- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 24 Ordnance, 24 Modules, 32 Programs, 32 Special Cargo, 100 Retainer Augments, and 5 successful world-region takeover.
Level 80- 24 Frames, 24 Drives, 24 Reactors, 24 Field-Emitters, 24 Platings, 24 Paintjobs, 100 Ordnance, 100 Modules, 250 Programs, 250 Special Cargo, 250 Retainer Augments, and 25 successful world-region takeover.
* Mandate Magellans are based in The Saitoserris Mandate and respawn there on the parallel reality version of the Imperial Homeworld.
Master Entombers
Currently unknown.
Nexus Administrators
A Nexus Administrator is not a BA member and is different from a BA member as follows:
* A Nexus Administrator may not perform absorbs.
* A Nexus Administrator may perform existing combos, but cannot create new ones.
* A Nexus Administrator begins with 60 distributable base stat points.
* Nexus Administrators do not get bonus-points to assign on level-up.
* A Nexus Administrator may be any base element.
* A Nexus Administrator may be an any base entity subtype.
* A Nexus Administrator does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Nexus Administrator, at the time of character creation, selects three Tier 1 or Tier 2 entity subtypes and may take entities of those subtypes as Retainers.
* Nexus Administrators build new Discs of Nexus, adding elements and terrain to the disc, as well as purchasing or questing for special Domain Features, which they can use when they perform a Planar Overlay. Nexus Administrators with at least one disc customization may perform a Planar Overlay action when a Planar Overlay is not already ongoing. When a Planar Overlay action is performed, the Nexus Administrator creates a battlespace that possesses any combination of the terrain and elements that the Nexus Administrator has unlocked for its Disc. If the Planar Overlay contains any terrains with a corresponding square mile in a random dimension in the Shop, it counts as extraplanar; if it contains any terrains with a corresponding square mile on a random world, it counts as terrestrial; if it contains both, it counts as both. The Nexus Administrator then also chooses up to (its Level / 5, rounded up) Domain Features to apply, which are attached to the battlespace, but do not count as buffs, debuffs, zones, terrains, or phantom terrains. The Nexus Administrator may, while the Planar Overlay is in place, choose at the beginning of each round one Zone, Terrain, or Phantom Terrain in the Planar Overlay's battlespace and, as a buff that stacks up to the Nexus Administrator's Level times, choose to either have all entities in the Nexus Administrator's battlespace except an optional chosen group (chosen at the time of buff application) count as being inside that effect while the Nexus Administrator or choose to have a selected group of entities (chosen at the time of buff application) count as being inside that effect so long as they are within the Nexus Administrator's battlespace; the Nexus Administrator may choose to put itself in either of these chosen groups at the time group selection is made. The Nexus Administrator may, while its Planar Overlay is in place, spend an action to move itself and any number of entities that are either willing or 10 or more Levels lower into the Planar Overlay's battlespace so long as no entity of greater Level than the Nexus Administrator objects, or, if the Nexus Administrator performs said action while in the Planar Overlay's Battlespace, to move itself and any number of entities that are either willing or 10 or more Levels lower out of the Planar Overlay's battlespace into another existing battlespace that exists within the battle so long as no entity of greater Level than the Nexus Administrator objects.
* Nexus Administrators do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Overlay Terrains, Overlay Elements, Domain Features, and Retainer Augments, as per the following chart:
Level 20- 5 Overlay Terrains and/or Elements, 5 Domain Features, and 20 Retainer Augments.
Level 40- 10 Overlay Terrains and/or Elements, 20 Domain Features, and 60 Retainer Augments.
Level 60- 15 Overlay Terrains and/or Elements, 50 Domain Features, and 200 Retainer Augments.
Level 80- 25 Overlay Terrains and/or Elements, 125 Domain Features, and 500 Retainer Augments.
* Nexus Administrators, like Arena Members, respawn in Nexus, but they do so in the central elevator instead of in the Battle Arena.
Outer Lords
An Outer Lord is not a BA member and is different from a BA member as follows:
* An Outer Lord may not perform absorbs.
* An Outer Lord may not perform combos.
* An Outer Lord begins with 60 distributable base stat points.
* Outer Lords do not get bonus-points to assign on level-up.
* An Outer Lord may be one of the elements Earth, Air, Fire, Water, Magic, Psychic, Light, Darkness, Spatial, Time, Fortune, Fate, Illusion, Law, Chaos, Good, or Evil.
* An Outer Lord may be one of the subtypes Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, Demon, Darkspawn, Fae, Spirit, Umbral, Abyssal, Aetheric, Aisurii, Asterismic, Brilliant, Dauntless, Demented, Disciple, Edgelander, Eroded, Faceless, Fallen, Fantasmic, Infernal, Innocent, Mechanichim, Memento of Ruin, Oathbound, Paragon, Quezmellym, Spireguide, Thrallspawn, Verdant, Virtue, Voidstalker, Warshard, Wishkin, Solar Being, Mindshadow, Conceptual, Abstract, Emanation, Grace, or Outsider.
* An Outer Lord may not participate in Event Matches.
* An Outer Lord may not participate in Mini Quests.
* An Outer Lord may not participate in Special Matches, excluding the Alternative Boss Rush and Endurance Match.
* An Outer Lord does not get tickets.
* An Outer Lord's subtype may not be changed by things that do not specifically modify the subtype of Outer Lords.
* An Outer Lord begins with its subtype's Basic Knowledge tier ability and its Traits ability.
* The first time it reaches Level 40, an Outer Lord acquires 40 Geomancer bonus weeks and either Basic Subspace Architect Knowledge or 40 Subspace Architect bonus weeks.
* At Level 60, if not already the arch-version of its subtype and the subtype increase would not make it a T3 subtype or higher, the Outer Lord becomes the arch-version of its subtype.
* At Level 60, an Outer Lord that has not already done so may start a slotted Player Thread to attempt to acquire Divine Domains.
* An Outer Lord may acquire special abilities called World Laws from the Ability Shop.
* Only Outer Lords may purchase World Laws from the Ability Shop. Other characters may be able to sometimes obtain them from special rewards or other means.
* An Outer Lord may, if not working to add something to its Manifestation List, select a being of the same subtype that is normally fightable for drops on the Enemy List that is not yet on its Manifestation List that is of equal or lower Level to add to its Manifestation List. To do this, the Outer Lord must acquire all of that entity's Constant Effects and Abilities. It acquires the Constant Effects as Passive Abilities and the Abilities as Active Abilities, with these abilities costing 2 Weeks and (1,000,000) * (The selected Entity's Level) Gold to acquire in the Ability Shop each; these abilities are noted as being Outer Lord Manifestation Abilities and are considered to be abilities from the Outer Lord's subtype's class that matched the entity's subtype.
* An Outer Lord may spend an action to summon (its Level / 5, rounded up) entities from its Manifestation List. It may summon a total max number of entities in this manner equal to its Level.
* If an Outer Lord learns Manifestations from two entities that possess abilities or constant effects with the same name, as soon as it begins learning manifestations from the second of those entities, its versions of those manifestations gain appended text ' (<Entity Name> Manifestation Variant)' to distinguish them from one another.
* Outer Lords do not require Seal Pieces to break Level caps, instead, they must meet the following requirements:
- To reach Level 20, an Outer Lord must possess 5 entities on its Manifestation List, possess the class name tier ability in its subtype's class, and possess the class name tier abilities in a weapon class, an armor class, a spell class, and an element class. It must also defeat a unique planar being of a diametrically opposing alignment and acquire a unique planar being of the same subtype as a pet or sworn follower.
- To reach Level 40, an Outer Lord must possess 20 entities on its Manifestation List, possess 5 World Laws, possess the Adept tier ability in its subtype's class, possess the Adept tier abilities in a weapon class, an armor class, a spell class, and an element class, and possess the class name tier abilities in 10 other classes. It must also defeat two unique planar beings of a diametrically opposing alignment that are Level 20 or greater and acquire five unique planar beings of the same subtype that are Level 20 or greater as a pet or sworn follower.
- To reach Level 60, an Outer Lord must possess 50 entities on its Manifestation List, possess 25 World Laws, possess the Expert tier ability in its subtype's class, possess the Expert tier abilities in a weapon class, an armor class, a spell class, and an element class, and possess the Adept name tier abilities in 10 other classes. It must also defeat five unique planar beings of a diametrically opposing alignment that are Level 40 or greater and acquire ten unique planar beings of the same subtype that are Level 40 or greater as a pet, sworn follower, or devout worshiper.
- To reach Level 80, an Outer Lord must possess 200 entities on its Manifestation List, possess 100 World Laws, possess the Master tier ability in its subtype's class, possess the Master tier abilities in a weapon class, an armor class, a spell class, and an element class, and possess the Expert name tier abilities in 10 other classes. It must also defeat twelve unique planar beings of a diametrically opposing alignment that are Level 60 or greater and acquire twenty-four unique planar beings of the same subtype that are Level 60 or greater as a pet, sworn follower, or devout worshiper.
* Outer Lords are based in the Veil Render's domain instead of Nexus, but are usually deployed to their own Outer Realities instead of remaining within the Render's reality all the time.
* Outer Lords, as an RP effect, passively modify local planar geomancy to become permanently in-line with their world laws and can cause parts of larger realities to break off and enter their Outer Realities.
* Outer Lords, as an RP effect, may attempt to reprocess slain foes into entities of their subtype under their control; the odds of this are more successful the closer those entities were to their subtype to begin with.
Prime Arcanists
Currently unknown.
Bullfighting-Adjacent PC Types
Bullfighters
A Bullfighter is not a BA member and is different from a BA member as follows:
* A Bullfighter is Bullfighting-Adjacent.
* Bullfighters do not get bonus-points to assign on level-up.
* A Bullfighter may be any base element, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* A Bullfighter may be a base entity subtype, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* A Bullfighter may not participate in Mini Quests.
* A Bullfighter may sometimes unlock or accidentally pull from unusual Warehouse categories.
* A Bullfighter, the first time it reaches a given Level, obtains 1 Swordsman, 1 Kensei, and 1 Protector bonus week each.
* A Bullfighter may, up to once per month, post in the Ability Shop to gain 4 Swordsman, Kensei, or Protector bonus weeks.
* Bullfighters have their To Hit, Critical, and Damage Dealt doubled against opposing entities with 'Sand' or 'sand' in their name
* Opposing entities with 'Sand' or 'sand' in their name, the name of one of their abilities, or in the name of one of their wielded items may target Bullfighters from any battlespace, have their To Hit doubled against Bullfighters as an uncapped bonus, and have their negative status effect infliction chances doubled against Bullfighters
* A Bullfighter begins with the ability 'Shout Olé!'
* Bullfighters require Seal Pieces to break Level caps. They still can't do Mini-Quests, even if those are required for Seal Tasks. Bullfighters track unique bulls they killed in dramatic manners without notable assistance from others in quests; those bulls may, if no more than 4 Levels below the cap they are trying to break, count as seal pieces for cap-breaking purposes so long as at least one Arena Member has broken the cap in question.
* Bullfighters think they are going to respawn at the Bullfighting Palace and are continually surprised when they respawn at the Battle Arena instead.
Horce Geneticists
A Horse Geneticist is not a BA member and is different from a BA member as follows:
* A Horse Geneticist is Bullfighting-Adjacent.
* A Horse Geneticist may not perform absorbs.
* A Horse Geneticist may not perform combos.
* A Horse Geneticist begins with 80 distributable base stat points.
* Horse Geneticists do not get bonus-points to assign on level-up.
* A Horse Geneticist may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, Moon, Sun, Metal, Wood, Spatial, Time, Astral, Aether, Knowledge, Biological, Chemical, Evolution, Life, Void, Anime, Cute Pets, Magisparkly, Innovation, or Friendship element.
* A Horse Geneticist is an Animal. It may additionally choose to be up to two out of Humanoid, Bio-Horror, Demon, Celestial, Mutant, Metahuman, Cousin, and Steed.
* If a Horse-Geneticist is a Steed, it gains a Passenger Capacity of 1, working in the same manner as a standard Transformation's ability with that name.
* A Horse Geneticist may not participate in Event Matches.
* A Horse Geneticist may not participate in Mini Quests.
* A Horse Geneticist may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Horse Geneticist does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Horse Geneticist uses all of its stats as HP-determining stats.
* A Horse Geneticist may purchase Gene-Mods. It may have up to 10 active at a time and may choose what Gene-Mods to bring into a thread at the thread's start at no cost rather than applying them to itself in the standard manner, even if it has never applied these Gene-Mods to a target at-cost. This number increases by 10 per cap it breaks. It may not have Gene-Mods attached to itself in the standard manner. It may attach up to 5 Gene-Mods to another willing PC in the Ability Shop for free provided it has already applied these Gene-Mods to at least one target at-cost. It may attach up to 5 Gene-Mods to a Pet it owns in the Ability Shop for free provided it has already applied these Gene-Mods to at least one target at-cost. This limit is increased by 15 for Pet Animals. This limit is increased by 15 for Pet Bio-Horrors. This limit is increased by 15 for Pet Steeds. A Horse Geneticist possesses a Horsetacular Genesteed and may unlock Horse Genes in addition to standard Gene-Mods.
* A Horse Geneticist with the listed prerequisite abilities for an Advanced Degree may post in the Ability Shop to acquire that Advanced Degree.
* A Horse Geneticist, at the time of creation, must choose to either be Crime-Prone or Upstanding. A Crime-Prone Horse-Geneticist obtains 2 additional bonus weeks per month that may be spent on Thief, Hacker, Mad Scientist, Mobster, Criminal, and Hitman abilities. An Upstanding Horse Geneticist obtains 1 Fame per month, to a max of (the highest PC's Fame, divided by 2).
* Horse Geneticists do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Gene-Mods and must complete quests related to mad-science or super-science, as per the following chart:
Level 20- 40 Gene-Mods and 1 Mad/Super-Science quest.
Level 40- 200 Gene-Mods and 5 Mad/Super-Science quests (of at least Level 31 in terms of opposition).
Level 60- 500 Gene-Mods and 20 Mad/Super-Science quests (of at least Level 61 in terms of opposition).
Level 80- 2,500 Gene-Mods and 50 Mad/Super-Science quests (of at least Level 71 in terms of opposition).
* As an RP effect, there is a 50% chance in any given quest that humans you haven't met before won't be able to understand anything you're saying and just hear you neighing. Somehow the powers of advanced genetics can't fix that.
* Horse Geneticists initially think they are going to respawn at the Bullfighting Palace but respawn at the Battle Arena (whether Criminal or Upstanding), a Fortress-Monastery of the Knightly Orders (if Upstanding), or Nexus Concord (if Crime-Prone) instead (chosen at the time of respawn); they, unlike Bullfighters, get used to this.
Infamous Sandmen
An Infamous Sandman is not a BA member and is different from a BA member as follows:
* An Infamous Sandman is Bullfighting-Adjacent.
* An Infamous Sandman may not perform absorbs.
* An Infamous Sandman may not perform new combos; it may, however, perform preexisting combos.
* An Infamous Sandman begins with 80 distributable base stat points.
* Infamous Sandmen do not get bonus-points to assign on level-up.
* An Infamous Sandman may be one of the elements Earth, Fire, Psychic, Darkness, Energy, Acid, Terror, Madness, Ruin, or Devastation. It may additionally be one or both of Dream and/or Evil in addition to or instead of a pick from the aforementioned list.
* An Infamous Sandman may be one of the subtypes Human, Humanoid, Elemental, Golem, Magic Being, Horror, Machine, Mutant, Metahuman, Shapeshifter, Demon, Devil, Daemon, Darkspawn, Outer Terror, Mindshadow, or Conceptual. Alternatively, it may be a DarkSpin, Hell's Face, Mindshade, No-Teeth, Stomach Terror, Throatball, Wildsteller, or Dread Richard.
* An Infamous Sandman may participate in Event Matches and Special Matches, but may not enter them alongside non-Infamous-Sandman PCs.
* An Infamous Sandman may not participate in Mini Quests.
* An Infamous Sandman cannot select a Patron Deity normally. It may, however, be able to select Valcont with more positive effects than other PC types.
* An Infamous Sandman does not start with Warehouse tickets, but may spend Warehouse Tickets if it ever acquires them.
* An Infamous Sandman may, at the start of a round, move to any battlespace in the same battle so long as no entity of equal or greater Level in any battlespace in the same battle objects.
* An Infamous Sandman increases its Dodge, as an uncapped effect, by (Its Base CON * (Its Level / 25, rounded up)).
* An Infamous Sandman begins with Basic Dream Synchronization and Basic Evil Synchronization.
* An Infamous Sandman may claim 2 bonus weeks per month that may be spent on abilities in classes associated with one of the elements or entity subtypes listed as being selectable by Infamous Sandmen.
* An Infamous Sandman may spend an action to gain control of any Zone of Dream, Zone of Earth, Terrain or Phantom Terrain whose name includes 'Dream', 'Nightmare', 'Sand', or 'Desert', Dream-element buff or debuff, Dream-element summon, or summon, buff, or debuff that was created through a Dream element spell or action or by a Dreamshaper ability or by a Dream-element item, provided that said thing that the Infamous Sandman is gaining control of is controlled by something of equal or lower Level
* An Infamous Sandman may, in RP threads, inflict a condition called Lifejacking on other PC types (including NPC instances of those), provided it encounters them while asleep and is able to manipulate their dreams. A PC may also voluntarily agree to be Lifejacked for a duration. While a PC is Lifejacked, it ceases learning abilities in the Ability Shop; instead, the Lifejacking Infamous Sandman accumulates a bank of Lifejacked Bonus Weeks at the rate that the PC would have been able to learn abilities (gaining multiple for PCs with multiple ability tracks), which may be used as normal bonus weeks by the Infamous Sandman. RP-thread-based Lifejacking can result in additional penalties/bonuses.
* An Infamous Sanman may purchase special effects called Terrormorphs in the Ability Shop. Many of these will have special purchase conditions. When an Infamous Sandman first enters a Battlespace, it may apply an External Terrormorph to it. If an Infamous Sandman has no unique non-Infamous-Sandman allies at the start of a battle, it may apply a number of Internal Terrormorphs to itself equal to the number of unique opponents it faces.
* Infamous Sandmen gain Infamy in addition to Fame. It does nothing on its own, but may be referenced in other effects.
* Infamous Sandmen do not require Seal Pieces to break Level caps, instead, they must successfully kill mid-quest (5*Number of the Seal Task)) different unwilling PCs that are all of at least Level equal to where the PC is currently capped (So a PC trying to bypass the Level 39 cap would need to kill 10 different PCs - the defeat of the PC should occur in a way that thwarts the PC's quest goals. No more than one kill may be tallied in a single battle, excluding some notable Megaquest battles. Bullfighters count for double points.
* Infamous Sandmen are based in Battle Arena, rising up from the sand of its floor.
* Infamous Sandmen, as an RP effect, may invade and control dreams.
Mary Sues
A Mary Sue is not a BA member and is different from a BA member as follows:
* A Mary Sue is Bullfighting-Adjacent.
* A Mary Sue may not initially perform absorbs.
* A Mary Sue may not initially perform combos.
* A Mary Sue begins with 120 distributable base stat points.
* A Mary Sue is any two base or nonbase T1 or T2 elements, including the Imaginary ones.
* A Mary Sue is any two base or nonbase T1 or T2 entity subtypes, including the Imaginary ones.
* Mary Sues must quest with PCs of other types to advance; if a Mary Sue helps another PC in a quest (but does so in a way that hogs the spotlight or steals the show - there is a chance that this may result in the Mary Sue counting as completing an advancement quest, but the other PC not doing so, depending on details), the Mary Sue tracks it towards Cap Breaking and also (usually) gains a PC-type-relevant ability (like a Scheme, a Cosmohack, a World Law, the ability to Combo, the ability to be summoned in by quest companions like a Dream-Eidolon, etc.) related to the other PC who was doing the quest, with specifics varying by Gadigan's/the mod running the thread's input:
Level 20- 5 Quests
Level 40- 25 Quests
Level 60- 100 Quests
Level 80- 250 Quests
* Mary Sues respawn themselves in Nexus, because they're special enough to do that.
Radio Motorcyclists
A Radio Motorcyclist is not a BA member and is different from a BA member as follows:
* A Radio Motorcyclist is Bullfighting-Adjacent.
* A Radio Motorcyclist may not perform absorbs.
* A Radio Motorcyclist may not perform combos.
* A Radio Motorcyclist begins with 60 distributable base stat points.
* Radio Motorcyclists do not get bonus-points to assign on level-up.
* A Radio Motorcyclist may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, War, Hope, Moon, Sun, Metal, Wood, Sonic, Tacky, Spatial, Time, Astral, Aether, Anime, Business, Magisparkly, Strange, Taxi, Terrorism, or Thermo element.
* A Radio Motorcyclist may be a Human, Fae, Humanoid, Robot, Edgelander, Mutant, Cousin, or Foreigner.
* A Radio Motorcyclist may not participate in Event Matches.
* A Radio Motorcyclist may not participate in Mini Quests.
* A Radio Motorcyclist may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Radio Motorcyclist does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Radio Motorcyclist possesses a special Transformation called a Magellan's Vessel - it is also referred to as a Radio Motorcycle; it generally responds to effects as a Mandate Magellan's Magellan's Vessel would, but has some mechanical differences as outlined here. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Radio Motorcycle: <Controlling Radio Motorcyclist's Name>'. It is a Vehicle & Machine. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Radio Motorcyclist transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Radio Motorcyclist. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Radio Motorcyclist's Magellan's Vessel, being weaker by base than a Mandate Magellan's, begins with 50 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Radio Motorcyclist's base MIN and base SPI to its corresponding base stats (rounding up).
* A Radio Motorcyclist's PC-type-based effects relating to Soundtracks and turn-order-determining stat sums apply while it is in its Magellan's Vessel.
* A Radio Motorcyclist gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilities for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things for the above until the controlling Radio Motorcyclist gets the abilities that are the prerequisites for one of the above traits. A Radio Motorcyclist's Magellan's Vessel, unlike a Mandate Magellan's, may also purchase Musician and Bard abilities. The Radio Motorcyclist's vessel is slow to gain abilities, though, and requires twice as many Weeks in the Ability Shop to obtain them as a normal PC would.
* A Megellan's Vessel possesses special slots called Supersystem Slots. A standard Radio Motorcyclist's is weaker than a standard Mandate Magellan's, and by default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 1 Ordnance, 1 Module, 1 Program, and 1 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purchase. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Radio Motorcyclist must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Radio Motorcyclist who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Radio Motorcyclist may, by default, have one Soundtrack set at a time. At Levels 20, 40, 60, and 80, it may choose to have an additional Soundtrack set as part of a Mixtape Mashup.
* A Radio Motorcyclist may change any of its Soundtracks at the start of battle, at the start of a round, when it changes Stances, or when it performs a 'Change Stance' action (even if no Stance is changed as part of that action).
* A Radio Motorcyclist's Soundtracks take precedence in terms of Soundtrack-tie-determination over non-Radio-Motorcyclists once Level-band and ability-Tier are accounted for.
* A Radio Motorcyclist gains 2 bonus weeks per month that may be spent on Bard, Musician, Noise Master, Driver, Mechanist, Gunner, Gunslinger, and/or Mech Jockey abilities.
* A Radio Motorcyclist obtains an (its Level x5)% multiplier to its turn-order-determining stat sum for turn-order-determining purposes.
* A Radio Motorcyclist may initially only equip Instrument and Gun weapons. If a Radio Motorcyclist reaches Adept-Tier in another weapon-based class, it may equip the corresponding weapons, but halves all stat bonuses and attack bonuses provided by them.
* Radio Motorcyclists do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Soundtracks and Supersystems, as per the following chart:
Level 20- 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 1 Ordnance, 1 Module, 1 Program, 1 Special Cargo, and 40 Soundtracks.
Level 40- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 2 Ordnance, 2 Modules, 2 Programs, 2 Special Cargo, and 200 Soundtracks.
Level 60- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 4 Ordnance, 4 Modules, 4 Programs, 4 Special Cargo, and 500 Soundtracks.
Level 80- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 8 Ordnance, 8 Modules, 8 Programs, 8 Special Cargo, and 2,500 Soundtracks.
* Radio Motorcyclists initially think they are going to respawn at the Bullfighting Palace but respawn at the Battle Arena or One City instead (chosen at the time of respawn); they, unlike Bullfighters, get used to this.
Soundtrack rules:
* Only one individual's Soundtracks may take effect at once in a battlespace unless otherwise noted. If multiple individuals have Soundtracks active at a time, the highest-Level-band individual's soundtrack takes precedence (i.e. 1-19, 20-39, etc.). If that does not resolve the tie, the individual with the highest Tier ability across all of Bard, Dancer, Musician, and Noise Master takes precedence. If this does not resolve the tie, precedence order between individuals is determined randomly on a per-round basis, with a new precedence order being determined at the start of the next round and Soundtracks themselves not being able to influence this determination unless they specifically state that they do. This determination is made separately on a per-battlespace basis.
Samurai Detectives
A Samurai Detective is not a BA member and is different from a BA member as follows:
* A Samurai Detective is Bullfighting-Adjacent.
* A Samurai Detective may not perform absorbs.
* A Samurai Detective may not perform combos.
* A Samurai Detective begins with 60 distributable base stat points.
* Samurai Detectives do not get bonus-points to assign on level-up.
* A Samurai Detective may be any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* A Samurai Detective may be a base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* A Samurai Detective may not participate in Mini Quests.
* A Samurai Detective does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Samurai Detective may sometimes unlock or accidentally pull from unusual Warehouse categories.
* As an effect that does not bypass 'Immune to below Level X' effects, Samurai Detectives count as Level (2 x their Level x the number of Caps they have broken) for purposes of scanning stats.
* Samurai Detectives have the HP and MP costs of Sword Arts spells divided by 2 when paying them; this specifically stacks with the discount granted by 'Studied the Blade'. They double the Attack Bonuses of Sword Arts spells they cast.
* A Samurai Detective automatically succeeds at scanning the stats of any target it deals 25% of the target's Max HP worth of post-Defense Damage to using a Sword Arts spell.
* Samurai Detectives possess an Inherent Spell List and may add non-unique Sword Arts spells to it in a manner similar to Absorbs in the Shop (but with this ability counting as distinct from actual Absorbs).
* A Samurai Detective begins with the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* A Samurai Detective may, up to once per month, post in the Ability Shop to gain 4 Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, or Mind Lord Bonus Weeks.
* A Samurai Detective is associated with the classes Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, and Mind Lord. It additionally selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class (if not already possessed), and its own element's class (if not already possessed). It may then select any 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes. Each time it cap-breaks, it may select 5 more classes of its choice.
* Samurai Detectives do not require Seal Pieces to break Level caps. Instead, they must duel swordmasters and solve mysteries (both only counting notable, quest-equivalent, Level-appropriate duels and mysteries) as per the following chart:
Level 20- 2 Duels, 2 Cases Closed
Level 40- 10 Duels, 10 Cases Closed
Level 60- 20 Duels, 20 Cases Closed
Level 80- 50 Duels, 50 Cases Closed
* Samurai Detectives sometimes respawn in Nexus and sometimes in The One City, with a new samurai detective agency (containing all their stuff from the last one) each time they do.
Smorgasborgs
* Smorgasborgs are a mix of two subtypes. They count as both. Exact rules differ by combination.
* Smorgasborgs always have Bio-Horror and Robot added to their list of possible subtypes, even if neither of the subtypes they blend had them.
* Smorgasborgs are always Bullfighting-Adjacent, even if neither component PC type is.
Smorgasborg (BA Member & Samurai Detective):
* This Smorgasborg is Bullfighting-Adjacent.
* This Smorgasborg may perform absorbs.
* This Smorgasborg may perform combos.
* This Smorgasborg begins with the greater number of distributable base stat points out of 60 and whatever BA members have as standard at the time of its creation.
* This Smorgasborg does get bonus-points to assign on Level-up.
* This Smorgasborg may be any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* This Smorgasborg may be a base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* This Smorgasborg may participate in Mini Quests.
* This Smorgasborg obtains starting Warehouse Tickets any may use them.
* This Smorgasborg may sometimes unlock or accidentally pull from unusual Warehouse categories.
* As an effect that does not bypass 'Immune to below Level X' effects, these Smorgasborgs count as Level (2 x their Level x the number of Caps they have broken) for purposes of scanning stats.
* This Smorgasborgs have the HP and MP costs of Sword Arts spells divided by 2 when paying them; this specifically stacks with the discount granted by 'Studied the Blade'. They double the Attack Bonuses of Sword Arts spells they cast.
* This Smorgasborg automatically succeeds at scanning the stats of any target it deals 25% of the target's Max HP worth of post-Defense Damage to using a Sword Arts spell.
* This Smorgasborg possess an Inherent Spell List and may add non-unique Sword Arts spells to it in a manner similar to Absorbs in the Shop (but with this ability counting as distinct from actual Absorbs).
* This Smorgasborg begins with the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* This Smorgasborg may, up to once per month, post in the Ability Shop to gain 4 Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, or Mind Lord Bonus Weeks.
* This Smorgasborg does not have associated classes or equipment restrictions.
* This Smorgasborg requires both standard Seal Pieces to break Level caps and must duel swordmasters and solve mysteries (both only counting notable, quest-equivalent, Level-appropriate duels and mysteries) as per the following chart:
Level 20- 2 Duels, 2 Cases Closed, Standard Seal Complete
Level 40- 10 Duels, 10 Cases Closed, Standard Seal Complete
Level 60- 20 Duels, 20 Cases Closed, Standard Seal Complete
Level 80- 50 Duels, 50 Cases Closed, Standard Seal Complete
* This Smorgasborg may choose between respawning at the Battle Arena, or respawning in either Nexus or The One City, with a new samurai detective agency (optionally containing all its stuff from the last one - otherwise the stuff is in its room at the Nexus Inn). It may choose which way it respawns each time it respawns.
Adding the Smorgasborg (BA Member & Samurai Detective) template to an existing BA member:
* Base stat points do not change.
* This Smorgasborg may gain one additional element out of any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo, with the new element being in addition to its current elements.
* This Smorgasborg may gain one additional entity subtype out of any base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller, with the new subtype being in addition to its current subtypes.
* This Smorgasborg does not get additional Warehouse tickets.
* This Smorgasborg gains the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* This Smorgasborg does not unbreak any Level caps previously broken - they remain broken for it.
Abstandard Lesser PC Types
Generic Rules
These are considered Lesser PC Types for anything that checks such (though I don't have any mechanical impact of that yet). Any slot can be used to make one of these instead of a BA member if you wanted to for some reason, but they're mostly being built in preparation for other (better) PC types that potentially build off their rules.
Anointed Prophet
An Anointed Prophet is not a BA member and is different from a BA member as follows:
* An Anointed Prophet may not perform absorbs.
* An Anointed Prophet may not perform combos.
* An Anointed Prophet begins with 60 distributable base stat points.
* Anointed Prophets do not get bonus-points to assign on level-up.
* An Anointed Prophet may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Hope, War, Moon, or Truth element.
* An Anointed Prophet may be a Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, or Demon.
* An Anointed Prophet may not participate in Event Matches.
* An Anointed Prophet may not participate in Mini Quests.
* An Anointed Prophet may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Anointed Prophet does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* An Anointed Prophet selects 1 base weapon class, 1 base armor class, Priest, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* An Anointed Prophet must select a Patron Deity at character creation. It cannot change Patron Deities or have its Patron Deity changed. It may not select a Pantheon.
* Anointed Prophets do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests on behalf of their deities (or in accordance with their deities' primary areas of interest and general portfolios), as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve converting a population to their deity's service and at least one of which must involve finding a divine relic of the patron deity or a unique item that could be made into a divine relic
Level 60- 20 Quests, at least one of which must involve defeating a major organization devoted to an opposing deity or anathemaic force
Level 80- 50 Quests, at least one of which must involve defeating the incarnate avatar of a rival divine power
* Anointed Prophets respawn automatically once per completed patron-relevant quest they complete (even if below current Level-band). If out of these automatic respawns, they must be manually resurrected in some manner if killed in an RP thread. Respawn location is the Anointed Prophet's patron deity's divine realm.
Dimensional Hero
A Dimensional Hero is not a BA member and is different from a BA member as follows:
* A Dimensional Hero may not perform absorbs.
* A Dimensional Hero may not perform combos.
* A Dimensional Hero begins with 60 distributable base stat points.
* Dimensional Heroes do not get bonus-points to assign on level-up.
* A Dimensional Hero may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dimensional Hero may be a Human, Fae, Humanoid, Celestial, Angel, Deva, or Edgelander.
* A Dimensional Hero may not participate in Event Matches.
* A Dimensional Hero may not participate in Mini Quests.
* A Dimensional Hero may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dimensional Hero does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dimensional Hero selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dimensional Heroes do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests with a heroic tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests
Level 60- 20 Quests, at least one of which must involve saving a world
Level 80- 50 Quests, at least one of which must involve defeating a multi-form unique boss of significant power
* Dimensional Heroes do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Dread Villain
A Dread Villain is not a BA member and is different from a BA member as follows:
* A Dread Villain may not perform absorbs.
* A Dread Villain may not perform combos.
* A Dread Villain begins with 60 distributable base stat points.
* Dread Villains do not get bonus-points to assign on level-up.
* A Dread Villain may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dread Villain may be a Human, Fae, Humanoid, Daemon, Devil, Demon, or Undead.
* A Dread Villain may not participate in Event Matches.
* A Dread Villain may not participate in Mini Quests.
* A Dread Villain may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dread Villain does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dread Villain selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dread Villains do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests (or self-defined nefarious missions with concrete, pre-defined goals working towards and overall master plan) with a villainous tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve setting up some sort of base of operations
Level 60- 20 Quests, at least one of which must involve taking over or destroying a world
Level 80- 50 Quests, at least one of which must involve defeating major party of unique level-band-appropriate heroes
* Dread Villains do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Mad Genius
A Mad Genius is not a BA member and is different from a BA member as follows:
* A Mad Genius may not perform absorbs.
* A Mad Genius may not perform combos.
* A Mad Genius begins with 50 distributable base stat points.
* Mad Geniuses do not get bonus-points to assign on level-up.
* A Mad Genius may be Psychic, Technology, Electrical, Acid, Energy, Ice, Chemical, Biological, or Toxin element.
* A Mad Genius may be a Human, Humanoid, Bio-Horror, or Mutant.
* A Mad Genius may not participate in Event Matches.
* A Mad Genius may not participate in Mini Quests.
* A Mad Genius may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Mad Genius does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Mad Genius is associated with the classes Gunner, Gazer, Mad Trapper, Facility Director, Exterminator, Manipulator, Matrix Keeper, Shadow Blade, Disabler, Parasite, Auramancer, Technocrat, Modificationist, Evolutionist, Protector, Researcher, Alchemist, Biomancer, Scientist, Transmuter, Scavenger, Roboticist, Mechanist, Mad Scientist, Grafter, and Engineer. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dimensional Heroes do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests with a focus on mad-science or super-science, as well as acquiring and applying Gene-Mods, as per the following chart:
Level 20- 2 Quests, At least 5 Gene-Mods acquired and applied to targets
Level 40- 10 Quests, At least 25 Gene-Mods acquired and applied to targets
Level 60- 20 Quests, At least 50 Gene-Mods acquired and applied to targets
Level 80- 50 Quests, At least 250 Gene-Mods acquired and applied to targets
* Mad Geniuses do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Noble Fae
A Noble Fae is not a BA member and is different from a BA member as follows:
* A Noble Fae may perform absorbs, but only on uniques that are part of its collection.
* A Noble Fae may not perform combos.
* A Noble Fae begins with 50 distributable base stat points.
* Noble Fae do not get bonus-points to assign on level-up.
* A Noble Fae may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Moon, or Wood element.
* A Noble Fae must be a Fae.
* A Noble Fae may not participate in Event Matches.
* A Noble Fae may not participate in Mini Quests.
* A Noble Fae may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Noble Fae does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Noble Fae is associated with the classes Assassin, Swordsman, Shadow Blade, Scholar, Magus, Sorceress, Diplomat, Seer, Jeweler, Clothier, Commander, Enchanter, Wizard, Illusionist, Bard, Dancer, Druid, Summoner, Wildshaper, Metamorph, Counselor of Faerie, Vermin Master, Beastmaster, Botanist, and Arcane Vizier. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Noble Fae do not require Seal Pieces to break Level caps. Instead, they must complete quests given by or in support of Fae groups, magic-over-technology, or defense of nature against encroaching mortal or technological civilization, as well as collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 2 Quests, 5 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 10 Quests, 50 Retainer Augments, 5 Unique Non-Pet Items, 5 Unique Pets
Level 60- 25 Quests, 125 Retainer Augments, 25 Unique Non-Pet Items, 25 Unique Pets, Own a world or pocket dimension
Level 80- 50 Quests, 500 Retainer Augments, 125 Unique Non-Pet Items, 125 Unique Pets
* Noble Fae do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Private Detective
A Private Detective is not a BA member and is different from a BA member as follows:
* A Private Detective is a Lesser PC Type
* A Private Detective may not perform absorbs.
* A Private Detective may not perform combos.
* A Private Detective begins with 50 distributable base stat points.
* Private Detectives do not get bonus-points to assign on level-up.
* A Private Detective may be Earth, Air, Fire, Water, Light, Darkness, Magic, Technology, Physical, or Psychic element.
* A Private Detective may be a Human, Fae, Humanoid, or Robot.
* A Private Detective may not participate in Event Matches.
* A Private Detective may not participate in Mini Quests.
* A Private Detective may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Private Detective does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Private Detective is associated with the classes Gunner, Combatant, Scholar, Diplomat, Protector, Jeweler, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Thief, Driver, Captain, General, Warlord, Counselor of Faerie, Roboticist, and Mind Lord. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Private Detectives do not require Seal Pieces to break Level caps. Instead, they must solve level-band-appropriate mysteries/cases as quests, as per the following chart:
Level 20- 2 Cases Closed
Level 40- 10 Cases Closed
Level 60- 20 Cases Closed
Level 80- 50 Cases Closed
* Private Detectives do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Questing Knight
A Questing Knight is not a BA member and is different from a BA member as follows:
* A Questing Knight is a Lesser PC Type
* A Questing Knight may not perform absorbs.
* A Questing Knight may not perform combos.
* A Questing Knight begins with 50 distributable base stat points.
* Questing Knights do not get bonus-points to assign on level-up.
* A Questing Knight may be Earth, Air, Fire, Water, Light, Darkness, Magic, Physical, or Ice element.
* A Questing Knight may be a Human, Fae, or Humanoid.
* A Questing Knight may not participate in Event Matches.
* A Questing Knight may not participate in Mini Quests.
* A Questing Knight may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Questing Knight does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Questing Knight is associated with the classes Swordsman, Lancer, Dragoon, Archer, Defender, Lawbringer, Crusher, Guardian, Protector, Jeweler, Blacksmith, Commander, Kensei, Paladin, Warrior, Rider, General, Warlord, and Counselor of Faerie. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Questing Knights do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests that are provided either in defense of innocents, as tasks from a divine being, as tasks from a ruling monarch or noteworthy noble, to duel other individuals who are formally knights, or in search of treasures lost by other individuals who were formally knights; they must also hunt level-band-appropriate unique Dragons as per the following chart:
Level 20- 1 Dragon, 1 Quest
Level 40- 5 Dragons, 5 Quests
Level 60- 10 Dragons, 10 Quests
Level 80- 25 Dragons, 25 Quests
* Questing Knights do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Realm Noble
A Realm Noble is not a BA member and is different from a BA member as follows:
* A Realm Noble may perform absorbs, but only on uniques that are part of its collection.
* A Realm Noble may not perform combos.
* A Realm Noble begins with 50 distributable base stat points.
* Realm Nobles do not get bonus-points to assign on level-up.
* A Realm Noble may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Realm Noble may be a Human, Fae, or Humanoid.
* A Realm Noble may not participate in Event Matches.
* A Realm Noble may not participate in Mini Quests.
* A Realm Noble may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Realm Noble does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Realm Noble selects 1 base weapon class, Diplomat, 1 other base armor class, Commander, 1 other base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Realm Nobles do not require Seal Pieces to break Level caps. Instead, they must collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 10 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 50 Retainer Augments, 10 Unique Non-Pet Items, 10 Unique Pets
Level 60- 250 Retainer Augments, 50 Unique Non-Pet Items, 50 Unique Pets, Own a world
Level 80- 1,000 Retainer Augments, 250 Unique Non-Pet Items, 250 Unique Pets
* Realm Nobles do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Relic Collector
A Relic Collector is not a BA member and is different from a BA member as follows:
* A Relic Collector may perform absorbs, but only on uniques that are part of its collection.
* A Relic Collector may not perform combos.
* A Relic Collector begins with 50 distributable base stat points.
* Relic Collectors do not get bonus-points to assign on level-up.
* A Relic Collector may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Relic Collector may be a Human, Fae, Humanoid, Undead, Golem, Robot, Celestial, Angel, Deva, Illuminated, Elemental, Abstract, Daemon, Devil, or Demon.
* A Relic Collector may not participate in Event Matches.
* A Relic Collector may not participate in Mini Quests.
* A Relic Collector may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Relic Collector does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Relic Collector selects a single item subtype to be the focus of its collection. This selection may not be changed.
* A Relic Collector selects obtains its collection type's corresponding class. It may then select 11 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Relic Collectors do not require Seal Pieces to break Level caps. Instead, they must collect unique items to fit into their collections that are appropriate in power level to their current Level-band, as per the following chart:
Level 20- 5 Unique Items
Level 40- 25 Unique Items
Level 60- 50 Unique Items, at least one of which must be an Artifact
Level 80- 100 Unique Items, at least five of which must be Artifacts
* Relic Collectors do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Ronin Samurai
A Ronin Samurai is not a BA member and is different from a BA member as follows:
* A Ronin Samurai is a Lesser PC Type
* A Ronin Samurai may not perform absorbs.
* A Ronin Samurai may not perform combos.
* A Ronin Samurai begins with 50 distributable base stat points.
* Ronin Samurai do not get bonus-points to assign on level-up.
* A Ronin Samurai may be Earth, Air, Fire, Water, Light, Darkness, Physical, Electrical, or Ice element.
* A Ronin Samurai may be a Human, Humanoid, Spirit, Undead, or Demon.
* A Ronin Samurai may not participate in Event Matches.
* A Ronin Samurai may not participate in Mini Quests.
* A Ronin Samurai may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Ronin Samurai does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Ronin Samurai is associated with the classes Swordsman, Dragoon, Archer, Guardian, Jeweler, Blacksmith, Commander, Hunter, Kensei, Ninja, Shrine Maiden, Warrior, Rider, Binder, Deathless One, Demonologist, General, and Warlord. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Ronin Samurai do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests that are provided either in defense of innocents, as tasks from a divine being, as tasks from a ruling monarch or noteworthy noble, to duel other individuals who are formally samurai, or in search of treasures lost by other individuals who were formally samurai; they must also duel swordmasters as per the following chart:
Level 20- 1 Duel, 1 Quest
Level 40- 5 Duels, 5 Quests
Level 60- 10 Duels, 10 Quests
Level 80- 25 Duels, 25 Quests
* Ronin Samurai do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Wandering Adventurer
A Wandering Adventurer is not a BA member and is different from a BA member as follows:
* A Wandering Adventurer may not perform absorbs.
* A Wandering Adventurer may not perform combos.
* A Wandering Adventurer begins with 50 distributable base stat points.
* Wandering Adventurers do not get bonus-points to assign on level-up.
* A Wandering Adventurer may be Earth, Air, Fire, Water, Light, Darkness, Physical, or Psychic element.
* A Wandering Adventurer may be a Human, Fae, or Humanoid.
* A Wandering Adventurer may not participate in Event Matches.
* A Wandering Adventurer may not participate in Mini Quests.
* A Wandering Adventurer may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Wandering Adventurer does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Wandering Adventurer selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Wandering Adventurers do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate dungeons (clearing the dungeon, defeating at least one dungeon boss in the process and obtaining at least one unique piece of loot) and quests, as per the following chart:
Level 20- 1 Dungeon, 1 Quest
Level 40- 5 Dungeons, 5 Quests
Level 60- 10 Dungeons, 10 Quests
Level 80- 25 Dungeons, 25 Quests
* Wandering Adventurers do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Elemental Opposition Battle System
Elements are opposed as follows:
Fire vs. Water
Fire vs. Ice
Air vs. Earth
Water vs. Acid
Earth vs. Electrical
Light vs. Darkness
Physical vs. Psychic
Magic vs. Technology
Destruction vs. Life
Metal vs. Wood
Offensive actions with at least one element opposing at least one of the elements of their target deal 1.25 times damage.
Non-offensive actions with at least one element opposing at least one of the elements of their target have a 50% chance of not working.
Individuals under level 25 have their stats halved if they have an item equipped that includes at least one of their opposing elements equipped.
Individuals under level 25 have their stats multiplied by .9 if they are in a zone of at least one of their opposing elements.
Individuals under level 25 have their stats multiplied by 1.1 if they are in a zone of at least one of their elements.
Individuals over level 99 may ignore this battle system.
Uncertain Times Battle System
All relevant stat value multipliers are randomized between 0.01 and 8 instead of the normal .5 and 5.
All attack bonuses on items and damage values on enemies, pets, and transformations (but not stat damage values) have a randomized multiplier between 0.5 and 5.
Each time an attack would inflict HP Damage, MP Damage, HP Drain, MP Drain, HP Healing, or MP Healing, there is a 1% chance that it switches to one of the other types (with an equal chance of each).
Each time an individual would have an action, there is a 5% chance that they do not have said action.
Each round, there is a 1% chance that each individual gets an additional action after their first action of the round.
Each time a prime attribute or relevant stat is applied to an attack, there is a 5% chance that it switches to a random stat. This can, if an attack has multiple bonuses, apply the same stat to an attack multiple times.
Each time an elemental weakness or resistance is applied, raise or lower (equal chance) it by 1-5%. This cannot reduce the chance of either below 0%.
At the beginning of each battle, there is a 1% chance that each non-unique individual under level 40 not named Oneman involved is cloned, provided that such would not break a summon cap. The clone has no buffs, debuffs or status effects applied to it. If it is a clone of a summon, it counts as being summoned by said summon's summoner. If it is the clone of a non-summon, it counts as not being summoned and is under the same ownership as the original version, discounting Charm. All such clones disappear at the end of the thread.
At the beginning of each thread, a base pet subtype, other than Fiends, Holy Ones, Serpent Blessed, and Immortals, is chosen for each individual, said individuals possess a 10% Weakness to individuals of this subtype.
At the beginning of each thread, a difference base pet subtype, other than Fiends, Holy Ones, Serpent Blessed, and Immortals, is chosen for each individual, said individauls possess a 10% Resistance to individuals of this subtype.
Each time an action with targets occurs, there is a 1% chance that the targets will all be randomly re-selected. If these re-selected targets are invalid targets for some reason, then the action does not function.
There is a 50% chance that all minor status effects wear off at the start of each action of the individual they are applied on.
There is a 15% chance that all moderate status effects wear off at the start of each action of the individual they are applied on.
End of battle Gold is multiplied by a number between .01 and 5 for each individual battle participant.
End of battle XP is multiplied by a number between .1 and 2.1 for each individual battle participant.
Individuals over level 40 may ignore this battle system.
Individuals over level 99 may choose to cancel this battle system at any time, doing such is not an action and cannot be countered normally. If such is done, the system may not be re-initiated within the same thread unless explicitly specified.
Abstandard PC Type Rules
Generic Rules
Abstandard PC Types may only be created in slots specially approved for their use.
Bullfighting-Adjacent PC Types
* If a PC Type is designated as Bullfighting-Adjacent, its presence causes all Imaginary elements and subtypes to automatically, initially be set to Manifested in battles it is involved in. Only things 20 or more Levels greater than the Bullfighting-Adjacent PC may set them to unreal or prevent this setting.
Well-Locked BA Members
Well-Locked: Arena Members that are 'Well-Locked' may not access Doorway to Lost Realms quests, instead auto-completing any Seal Tasks that require such. They may also auto-complete any Seal Tasks that require Mini Quests (this includes the Ascension boss groups since they're inside Mini Quests), or other things made specifically inaccessible to them by the Well while they are Well-Locked.
A Well-Locked PC's inventory can have items and Gold traded into it by other PCs. A Well-Locked PC cannot trade items, XP, or Gold to PCs who aren't Well-Locked.
A Well-Locked PC uses an alternate version of the main Shop but still posts activities using said version in the main Shop thread. A Well-Locked PC can't use other PCs' shops or shops from 'other shops' portions of Nexus threads (unless those PCs or locations are Well-Locked).
A Well-Locked PC uses an alternate version of the main Ability Shop but still posts activities using said version in the main Ability Shop thread. A Well-Locked PC can't use other PCs' s ability hops or ability shops from 'other shops' portions of Nexus threads (unless those PCs or locations are Well-Locked).
A Well-Locked PC cannot create or be a member of a Guild that is not also Well-Locked.
A Well-Locked PC loses access to Official Quests that aren't down in the Well.
A Well-Locked PC loses access to Encounter Areas that aren't in the Well.
A Well-Locked PC loses access to Random Quests that aren't down in the Well.
A Well-Locked PC loses access to Tasks that aren't specified as being accessible inside the Well.
Abstandard PC Types
Alien Warlords
An Alien Warlord is not a BA member and is different from a BA member as follows:
* An Alien Warlord may not perform absorbs.
* An Alien Warlord may not perform combos.
* An Alien Warlord begins with 70 distributable base stat points.
* Alien Warlords do not get bonus-points to assign on level-up.
* An Alien Warlord may be Earth, Air, Fire, Water, Darkness, Technology, Psychic, or War element.
* An Alien Warlord may be an Alien, Humanoid, Fae, Devil, Astral Being, Insect, Solar Being, or Umbral.
* An Alien Warlord may not participate in Event Matches.
* An Alien Warlord may not participate in Mini Quests.
* An Alien Warlord may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Alien Warlord does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* Alien Warlords may Build and Fire Overweapons. Some Overweapon Blueprints can be purchased in the Ability Shop. Once an incomplete Overweapon Blueprint is in an Alien Warlord's possession, the Alien Warlord may begin completing the objectives and paying the costs listed to Build it. Once all costs (quest-based, component-based, time-based, or otherwise) are paid for, an Overweapon is Built. Only one of each Overweapon may be built by a given Alien Warlord at a time. An Alien Warlord with at least one Overweapon Built or Perfected may use a Fire Overweapon action. Firing an Overweapon counts as activating an Overcrash, but does not reduce its user's Max MP to 0 if a Built Overweapon is being Fired; Firing an Overweapon from a Perfected Overweapon Blueprint Bank does reduce Max MP like a standard Overcrash would. Firing an Overweapon expends it, making it no longer count as Built; this may not be stopped or undone by anything that does not specifically do so that cannot prevent or undo Overcrash MP Burnout (but things that prevent or undo Overcrash MP Burnout do not, without other rules text, automatically gain the ability to stop or undo Overweapon expenditure). Once an Overweapon has been built five times, it is considered Perfected and is added to the Alien Warlord's Perfected Overweapon Blueprint Bank.
* Alien Warlords do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Perfected Overweapons, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 1 Perfected Overweapon and 20 Retainer Augments.
Level 40- 5 Perfected Overweapons, 60 Retainer Augments, and 2 successful world-region takeovers.
Level 60- 24 Perfected Overweapons, 200 Retainer Augments, and 12 successful world-region takeovers.
Level 80- 50 Perfected Oveweapons, 500 Retainer Augments, and 50 successful world-region takeover.
* Alien Warlords are based in the cosmos beyond the Imperial Homeworld on their own personal worlds. They respawn there; if their world is taken from them, the cosmos expands when they would respawn, and they are granted a new world out past the border-expansion.
Archtyrants
No information yet.
Concord Administrators
A Concord Administrator is not a BA member and is different from a BA member as follows:
* An Concord Administrator may not perform absorbs.
* An Concord Administrator may not perform new combos; it may, however, perform preexisting combos.
* An Concord Administrator begins with 70 distributable base stat points.
* Concord Administrators do not get bonus-points to assign on level-up.
* A Concord Administrator may be one of the elements Earth, Air, Fire, Water, Magic, Psychic, Light, Darkness, Technology, Physical, Energy, Ice, Acid, Electrical, Spatial, Time, Glory, Glitz, Knowledge, Fate, Memory, Law, Order, or Civilization.
* A Concord Administrator may be one of the subtypes Human, Ancient, Humanoid, Gigas, Elemental, Golem, Magic Being, Radiant, Undead, Wizard's Shadow, Bio-Horror, Clockwork, Coded Being, Robot, Machine, Mutant, Metahuman, or Shapeshifter.
* A Concord Administrator may participate in Event Matches, but may not enter them alongside non-Concord-Administrator PCs.
* A Concord Administrator may not participate in Mini Quests.
* A Concord Administrator may participate in Special Matches, but may not enter them alongside non-Concord-Administrator PCs.
* A Concord Administrator cannot select a Patron Deity normally.
* A Concord Administrator gains an additional track in the ability shop that may only be used to acquire Scholar, Lawbringer, Matrix Keeper, Controller, Gunner, Enslaver, Magus, Ioun Master, Puppeteer, Buster Agent, Blaster, Operative, Diviner, Biomancer, Technomancer, Scientist, Gunslinger, Commander, Geomancer, Wanderer, Superhero, Spatial Mage, Elementalist, Conjurer, General, Warlord, Roboticist, Mechanist, Scavenger, Reality Coder, Ultramortal, Subspace Architect, Engineer, Wind Duke, Ocean Prince, Mountain King, Blazing Sultan, Thunder Czar, Countess of Power, Destiny Weaver, Reality Arranger, Builder of Nations, Living Legend, Megacelebrity, Numinous Archivist, Concordant Ordinator, Resonant Historian, or High Judge abilities.
* A Concord Administrator does not start with Warehouse tickets, but may spend Warehouse Tickets in categories unlocked by any PC the Concord Administrator has ever Lifejacked.
* A Concord Administrator may, at the start of a round, move to any battlespace in the same battle so long as no entity of equal or greater Level in any battlespace in the same battle objects.
* A Concord Administrator may, at the start of a battle or a round, scan the stats of any number of entities in any battlespaces.
* A Concord Administrator may negate or subsume powers through Cosmohacking. Cosmohacking rules are as follows:
* A Concord Administrator may purchase a Cosmohack for a Class, Domain Feature, Enemy, Guild Benefit, Weapon of Legend, Greater Fateweaving, Oath (but not a Commandment of the Seething Idol), Overweapon, Scheme, Sublime Refinement, Supersystem, Tide Baptism, or World Law.
Purchasing a Cosmohack for a Class costs (5,000,000 * 10^(Class's Tier)) Gold and (5 * 2^(Class's Tier)) Weeks and requires the Concord Administrator to have the Classname Tier ability for the Class; ability types without associated classes (i.e. Attack, Blessing, Curse, etc) and for Tier 0 Classes cannot be Cosmohacked.
Purchasing a Cosmohack for an Enemy that is normally fightable for drops on the Enemy List costs (The Entity's Level x 1,000,000 Gold) and 1 Week; Cosmohacks may not be directly purchased for Enemies that are not normally fightable for drops on the Enemy List.
Purchasing a Cosmohack for a Domain Feature, Guild Benefit, Greater Fateweaving, Oath, Overweapon, Scheme, Sublime Refinement, Supersystem, Tide Baptism, Weapon of Legend or World Law that is available in the Shop, Ability Shop, or Guild Shop costs 10,000,000 Gold and 1 Week.
Purchasing a Cosmohack for a Domain Feature, Guild Benefit, Greater Fateweaving, Oath, Overweapon, Scheme, Sublime Refinement, Supersystem, Tide Baptism, Weapon of Legend or World Law that is not available in the Shop, Ability Shop, or Guild Shop costs 500,000,000 Gold and 5 Weeks.
- A Concord Administrator may purchase abilities called 'Improved Cosmohacking: <Class Name> <#>' sequentially in classes they have at least Classname Tier in for 1,000,000 Gold and 1 Week. These abilities have no text beyond their name and class, but count towards abilities possessed in that class.
- Cosmohack results are not buffs or debuffs and are using their own rules, listed here.
- A Concord Administrator with at least one Class Cosmohacked may perform an Active Cosmohack action on a target entity. If an entity is targeted by an Active Cosmohack action, it chooses a Class. This Class joins a list of Classes which cannot be Cosmohacked for that entity in that thread. After it does so, the Cosmohacking Concord Administrator selects one of the Classes it possesses a Cosmohack for that it is not blocked from selecting that it possesses more abilities in than the target. All abilities for the Cosmohacked entity that are from said Class lose all of their text for the remainder of the thread.
- If an Enemy is Cosmohacked, the Concord Administrator may, whenever that entity would be summoned, choose to prevent the summoning or gain control of the summon. Additionally, whenever an instance of that
Enemy is replicated to perform an action, the Concord Administrator may choose to make all decisions for said action or to prevent said action.
- If a Guild Benefit is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Guild Benefit, may choose for that individual to not benefit from that Guild Benefit, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it.
- If a Weapon of Legend is Cosmohacked, the Concord Administrator, if in the same battle as an individual wielding or carrying that Weapon of Legend, may choose for that item to be removed from the thread, and, if the Concord Administrator does so, the Concord Administrator may choose to replicate the item. If the item is replicated, the Concord Administrator may immeidately unequip and re-equip any number of items.
- If a Domain Feature is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Domain Feature applied to a Planar Overlay, may, at any time before or after any action, choose to give any entity in its battlespace a buff (if an ally of the Concord Administrator, including the Concord Administrator itself) or a debuff (otherwise) that makes its possessor count as inside or outside of that Domain Feature, regardless of what battlespace that entity is in, what battlespace that Domain Feature is in, and what buffs or debuffs the Domain Feature's creator set up to place entities in or out of it, to count as either in or out of that Domain Feature.
- If a Greater Fateweaving is Cosmohacked, the Concord Administrator may, if an individual in the same battle attempts to apply that Greater Fateweaving, choose to have it be applied to a different valid target or to no target (with resources that would be expended for its application still being expended in said case). Additionally, if the Concord Administrator is in the same battle as an individual with that Greater Fateweaving applied to it, the Concord Administrator may choose for individual to not benefit from that Greater Fateweaving, and, optionally, if the Concord Administrator does so, the Concord Administrator to instead from it; alternatively the Concord Administrator may choose at the beginning of any action to move the Greater Fateweaving to any other entity in any battlespace that would have been a valid target of the Greater Fateweaving.
- If an Oath is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Oath pledged, regardless of whether or not it has been violated, may choose for that individual to not benefit from that Oath, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it. In RP threads, the Cosmohacked Oath functions for the Concord Administrator regardless of the Concord Administrator's behavior; individuals who have pledged an Oath that is Cosmohacked who violate that Oath's requirements during the Cosmohacking generally still count as having violated that Oath once the Cosmohacking ends.
- If an Overweapon is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Overweapon Built or Perfected, may, as an action that puts the Concord Administrator into Burnout, fire it. If the Concord Administrator is not in Burnout and an individual attempts to Fire an Overweapon that the Concord Administrator has Cosmohacked, the Concord Administrator may prevent the firing, and, if it does so, choose between placing the firer into Burnout and firing the Overweapon itself without putting the Aministrator in Burnout.
- If a Scheme is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Scheme completed, may choose for that individual to not benefit from that Scheme, and, if the Concord Administrator does so, the Concord Administrator instead benefits from it.
- If a Sublime Refinement is Cosmohacked, the Concord Administrator, if in the same battle as an item with that Sublime Refinement, may elect to have that item not benefit from it, and, if the Concord Administrator chooses to do so, it may also choose to have any of its own items of the same subtype benefit from copies of that Sublime Refinement.
- If a Supersystem is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Supersystem, may, even if transformed, choose at the start of battle and at the start of each round to negate the Supersystem's effect for any transformation (or individual) using it (with it installed or otherwise active; owned but uninstalled Supersystems that are not active do not count) and may apply its benefits, if they are being negated, to any transformation the Concord Administrator is transformed into or a passenger in.
- If a World Law is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that World Law, may choose at the start of battle and at the start of each round a subset of entities for each trigger or effect on the World Law to apply to out of those it normally could (for example, if a World Law normally increases the Critical of Animals against Humans, a Concord Administrator with the World Law Cosmohacked could make it apply so that only Animals on Side A of battle gain improved Critical against entities on Side B of battle).
- If two Concord Administators would be able to Cosmohack the same thing at the same time, the higher-Level one gains priority to choose to either Cosmohack it, choose for it not to be able to be Cosmohacked by any other Concord Administrator in the same thread, or to defer to another chosen Concord Administrator. If both Concord Administrators are the same Level, the one with more Cosmohacks gains priority. If both are the same Level and have the same total number of Cosmohacks, priority is decided randomly for each Cosmohack.
- If a Tide Baptism is Cosmohacked, the Concord Administrator, if in the same battle as an individual with that Tide Baptism, may choose at the start of battle and at the start of each round to negate the Tide Baptism's effect for its possessor's side and then either count as possessing it and in Inundation Mode or count as possessing it and in Wellspring Mode until the end of the round.
* A Concord Administrator may, in RP threads, inflict a condition called Lifejacking on other PC types (including NPC instances of those). A PC may also voluntarily agree to be Lifejacked for a duration. While a PC is Lifejacked, it ceases learning abilities in the Ability Shop; instead, the Lifejacking Concord Administrator accumulates a bank of Lifejacked Bonus Weeks at the rate that the PC would have been able to learn abilities (gaining multiple for PCs with multiple ability tracks), which may only be spent to improve Proxies and do not acount as normaly Bonus Weeks for other purposes. RP-thread-based Lifejacking can result in additional penalties/bonuses.
* A Concord Administrator may dub a number of Proxies equal to its Level / 10, rounded down. A Concord Administrator may select any owned pet of equal or lower Level or any entity on the Enemy List that is normally fightable for drops of equal or lower Level to become a Proxy. Once an entity becomes a Proxy, the Concord Administrator gives it a name and makes it Unique. Proxies cannot Absorb and cease to gain Levels normally for pets. Instead, a Proxy requires an amount of XP equal to a Battle Arena Member of equal Level to gain a Level (with XP values paired with Seal Tasks being multiplied by 10, but Seal Tasks not being required). Proxies may carry items like PCs, but do not gain default equip slots. Proxies may purchase abilities from the Ability Shop using their controlling Concord Administrators' Lifejacked Bonus Weeks, but may not purchase Abilities in other manners. Proxies may be brought into threads as though they were PCs. Proxies possess their own Quest Slots, but otherwise must be paired with at least one other PC. If a Concord Administrator wishes to no longer possess a Proxy, it must scrap the Proxy entirely and cannot transfer abilities accumulated to a new Proxy. If a unique pet is a Proxy, if it loses Proxy status, instead of being scrapped entirely, it reverts to its status immediately prior to being made the Proxy. Proxies frequently don't respawn if killed in RP threads.
* Concord Administrators do not require Seal Pieces to break Level caps, instead, they must successfully Lifejack (5*Number of the Seal Task)) unwilling PCs of at least (Number of Seal Task) different PC types that are all of at least Level equal to where the PC is currently capped (So a PC trying to bypass the Level 39 cap would need to Lifejack 10 PCs of at least 2 different PC types that are all Level 39 or greater).
* Concord Administrators are based in Nexus Concord, the flipside of Nexus (though distinct from Echo Providence).
* Concord Administrators, as an RP effect, may attempt to Cosmohack discs of Nexus and their properties.
* Concord Administrators, as an RP effect, can Lifejack a PC's connection to its Patron Deity.
Enigma Men
An Enigma Man is not a BA member and is different from a BA member as follows:
* An Enigma Man may not perform absorbs.
* An Enigma Man may not perform combos.
* An Enigma Man begins with 120 distributable base stat points.
* Enigma Men do not get bonus-points to assign on level-up
* An Enigma Man may be the element Mystery in addition to the normal PC-selectable elements.
* An Enigma Man may be the subtype Mindshadow, Umbral, or Conceptual in addition to the normal PC-selectable subtypes.
* An Enigma Man may not participate in Event Matches.
* An Enigma Man may not participate in Mini Quests.
* An Enigma Man may not participate in Special Matches, excluding the Alternative Boss Rush and Endurance Match.
* An Enigma Man begins with the ability 'Basic Mystery Synchronization'.
* An Enigma Man does not get tickets.
* An Enigma Man gains two values called Obscurity and Paradox. Both begin at 0.
* An Enigma Man may choose to lose Fame at a cost of 1,000,000 XP per Fame point. This is done in the Ability Shop thread and may not be done while the Enigma Man is in an RP thread.
* An Enigma Man may gain or lose Paradox at a cost of 1,000,000,000 Gold per Paradox point. This is done in the Ability Shop thread and may not be done while the Enigma Man is in an RP thread.
* If an Engima Man's Obscurity is greater than its Fame, the Enigma Man gains +5 to all base stats.
* An Enigma Man may initiate Schemes from the Scheme List so long as all prerequisites are met. An Enigma Man may possess up to 5 open, non-completed Schemes at a time. An Enigma Man may possess any number of completed Schemes.
* If an Enigma Man would be forced to respawn due to a thread that is not a standard match, Alternative Boss Rush, or Endurance Match, the Enigma Man's RP slot (and ability to participate in new Mod-Run World threads) are put on hold for (1 + the Enigma Man's Paradox) Years - (The number of completed Schemes the Enigma Man chooses to sacrifice + 12 * The number of Identities the Enigma Man chooses to sacrifice (so long as at least one Identity remains non-sacrificed)). This loss occurs as the Enigma Man reasserts its identity and retroactively undoes its own death, manipulating itself back into active existence.
* An Enigma Man may choose a set of up to 11 classes to be its 'Core Abilities'. The class 'Enigma Man' is always considered an additional 'Core Ability' choice. This choice is made in the Ability Shop and may not be done while the Enigma Man is in an RP thread.
* An Enigma Man, at Levels that are multiplies of 20, beginning with Level 20, obtains a new Identity the first time each such Level is reached. An Enigma Man's initial self becomes an 'Identity' once Level 20 is reached. Each of an Enigma Man's Identities possesses its own name, subtype, element, base stat point total and distribution, and abilities. All of an Enigma Man's identities share abilities that are from classes that are its Core Ability choices. All of the Enigma Man's identities share awards in non-RP threads. All of an Enigma Man's identities share Fame, Infamy, XP, and Paradox. All of an Enigma Man's identities possess the same Inventory, but not the same equipped items.
* An Enigma Man may enter a number of additional Identities (to a max of one of each of its Identities) into a thread as sub-characters up to its Paradox.
* If an Enigma Man's stats are scanned by an individual below its Level, and the lower of the Enigma Man's Obscurity and Fame is greater than said individual's Level multiplied by the number of times a BA member PC would have had to have bypassed Level caps using seals to reach that Level, the Enigma Man may choose for that stat-scanning attempt to fail, and, if said stat scanner were unique, for said scanner to gain a point of a value called 'Investigating the Enigma Men' (to a max of one point obtained per unique Enigma Man Identiy it has scanned).
* An Enigma Man chooses an Identity to enter each thread with.
* Each of an Enigma Man's Identities may learn abilities from the Ability Shop in parallel, but only one may learn abilities from each of the classes that are designated as being Core Abilities at a time.
* Enigma Men do not require Seal Pieces to break Level caps, instead, they must complete Schemes that permit them to bypass said caps.
* These rules refer to the 'Enigma Man' Alternate PC Type. It is not to be confused with the class of the same name.
* Enigma Men are based in the One City instead of in Nexus.
* Awards are shared across Enigma Man identities. Awards earned by Enigma Men may have clauses added noting that they only apply to particular Identities. Those awards only apply to those Identities.
* Enigma Men share Obscurity across identities.
* Enigma Men possess the same Core Classes across all Identities.
* Enigma Men never share non-Core-Class abilities across Identities unless explicitly specified, regardless of whether or not any of the Identities in question are primary.
* Enigma Men, despite not starting with Warehouse Tickets, may turn them in should they otherwise acquire them and be able to access the Warehouse.
* Enigma Men do not share Bonus Weeks across Identities.
Faecourt Dream-Eidolon
A Faecourt Dream-Eidolon is not a BA member and is different from a BA member as follows:
* A Faecourt Dream-Eidolon may not perform absorbs.
* A Faecourt Dream-Eidolon may not perform combos.
* A Faecourt Dream-Eidolon begins with 0 distributable base stat points.
* Faecourt Dream-Eidolons do not get bonus-points to assign on level-up.
* A Faecourt Dream-Eidolon is Dream element. It may select any base element, or any one element out of Wood, Illusion, Mystic, Aether, Wonder, Toxin, Whimsy, Time, and Spatial, to obtain as a second element.
* A Faecourt Dream-Eidolon is an Arch-Fae. It additionally possesses either the subtype Eidolon or Great Beast. It may additionally pick any one of the subtypes Humanoid, Animal, Insect, Plant, Aerial, Aquatic, Golem, Reptile, Dragon, Undead, Ooze, Elemental, Mindshadow, Spirit, Magic Being, Umbral, or Horror as a third subtype.
* A Faecourt Dream-Eidolon may not participate in Event Matches.
* A Faecourt Dream-Eidolon may not participate in Mini Quests.
* A Faecourt Dream-Eidolon may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Faecourt Dream-Eidolon does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow. Court Members do not obtain tickets.
* A Faecourt Dream-Eidolon is the collective manifestation of the power of a court of noble fae, brought together in a dream of singular brilliance, splendor, excess, terror, or the like. These Noble Fae are called Court Members. It begins with 4 Court Members, acquiring one more each time it breaks a level cap.
* Court Members are created as Noble Fae PCs.
* A Faecourt Dream-Eidlon's Court Members count any class it has Adept or higher Tier in as an associated class. Newly created Court Members may be any element the Faecourt Dream Eidolon has Adept or higher Tier in.
* A Faecourt Dream-Eidolon begins with Basic Dream Synchronization.
* A Faecourt Dream-Eidolon's Court Members share thread slots with the Dream-Eidolon itself. It is always considered to be entering threads one or more of its Court Members enter, even if it may not directly be present yet. A Dream-Eidolon, by default, is not present in any battle (or directly present in RP threads) at start-of-thread.
* Court Members may not be higher Level than the Dream-Eidolon, but may gain Levels simultaneously with it if the conditions for both are met at the same time.
* Court Members have their own ability shop tracks that work as per normal. The Dream-Eidolon also possesses its own normal set of ability shop tracks.
* Court Members must have the same Patron Deity as their controlling Dream-Ediolon.
* A Faecourt Dream-Ediolon may learn abilities as though it possessed the highest Base Stat for each of its Base Stats out of the corresponding Base Stat values possessed by its Court Members.
* One or more more Court Members whose MP has not been set to 0 by an Overcrash may spend an action that counts as an Overcrash that sets its performer's MP 0, to set up an effect to summon in the Dream-Eidolon itself. This summoning is unsuccessful if any of its performers dies or leaves the thread while it is ongoing (with the Overcrash still setting MP to 0 in case of failure for those participants in the failed summoning). At the end of the round the summoning is initiated, the Dream-Ediolon's summoners are removed from all battlespaces, and the Dream-Ediolon itself enters one of the battlespaces that one of the participating summoners was in. When summoned, a Dream-Ediolon's Base Stats Naturally become (The sum of the corresponding values of its summoners' base stats, rounded down on a per-stat, per-summoner basis), it Naturally gains all of the abilities its summoners possessed (in addition to its own), and it obtains (and may immediately equip, unequipping equipped items if necessary to do so) any items equipped or carried by its summoners (in addition to any items it already has on its own. Dream-Ediolons are not unsummonable, except through effects that specifically unsummon them. Once twelve rounds have ended with the Dream-Ediolon in any battle, it unsummons itself, returning to being in no battlespace (with this effect specifically unsummoning Dream-Eidolons), bringing its summoners back into battle in the battlespace it was in (even if they were formerly in other battlespaces). The Dream-Ediolon, at the end of its duration, may choose up to (its number of summoners - 1) of its summoners to have their Overcrash-derived MP-set-to-0 undone with respect to this particular Overcrash as an effect that can specifically undo Overcrashes setting MP to 0 (but only for this particular Overcrash).
* A Faecourt Dream-Ediolon does not require Seal Pieces to break Level caps. Instead, it and its court must complete quests on behalf of Fae and Fae-based groups (with the quests being level-band appropriate):
Level 20- 5 Quests
Level 40- 25 Quests
Level 60- 50 Quests
Level 80- 100 Quests
* Faecourt Dream-Ediolons respawn in a miniature faerie realm that the court's minor members constantly dream into existence. These realms are easily connected to (or detached from) Nexus. Court Members also respawn there, even if they normally would not respawn.
Fated Ones
A Fated One is not a BA member and is different from a BA member as follows:
* A Fated One may not perform absorbs
* A Fated One may not perform combos
* A Fated One begins with 60 distributable base stat points
* A Fated One may be the element Fate in addition to the normal PC-selectable elements
* A Fated One may not participate in Event Matches
* A Fated One may not participate in Mini Quests
* A Fated One may not participate in Special Matches, excluding the Alternative Boss Rush and Endurance Match
* Once per Endurance Match or Boss Rush while not facing said opponent, a Fated One may declare a known entity on the Enemy List or Boss List its destined foe; the Fated One's stats, HP, MP, and Damage dealt are doubled when said individual is a non-summoned opponent
* A Fated One begins with the ability 'Basic Fate Synchronization'
* Each month a Fated One acquires 2 bonus weeks that may only be used for Destiny Weaver, Sage, Scholar, Esoteric Wiseman, Elder Scribe, Diviner, Enchanter, Crafter, Wanderer, Ritual Mage, Puppeteer, and Controller
* Fated Ones may purchase Greater Fateweavings from the Ability Shop
* A Fated One, when created, is assigned a 'Destiny' by the player creating it
* Fated Ones do not require Seal Pieces to break Level caps, instead, whenever each Level bracket is reached by a Fated One, it is assigned three tasks (one a combat task to be completed in a non-RP thread, one a task related to its destiny which must be completed in an RP thread, and one a different task that must be completed in an RP thread). If any of these tasks are failed, all of them reset, and the Fated One is re-assigned tasks after a year, potentially with its destiny altered.
* Fated Ones turn in their tickets at the Well at the base of the World Tree, not the Warehouse
Gods of the Council
A God of the Council is not a BA member and is different from a BA member as follows:
* A God of the Council may not perform absorbs.
* A God of the Council may not perform combos.
* A God of the Council begins with 70 distributable base stat points.
* Gods of the Council do not get bonus-points to assign on level-up.
* A God of the Council may be any base element, or any one out of the elements Wood, Metal, Spatial, Time, Void, Faith, Treasure, Glory, Wealth, Law, Mystic, or Knowledge.
* A God of the Council always begins with the subtype Planetary. It may additionally choose at the time of character creation to possess any base entity subtype as a second subtype.
* A God of the Council may not participate in Event Matches.
* A God of the Council may not participate in Mini Quests.
* A God of the Council may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A God of the Council does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* Whenever a God of the Council performs a quest on behalf of a deity or church that is considered suitably 'standard' by Gadigan (or by the mod running the mod-run world in question), it obtains a bonus, restriction-ignoring pick from the Warehouse Category 'Simply Divine'. Some quests may provide multiple pulls based on length and difficulty.
* A God of the Council is always considered a Deity.
* Gods of the Council do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Domains, grantable Worshipper Benefits, Divine Relics, and unique worshippers, as per the following chart:
Level 20- 1 Domain, 5 Grantable Worshipper Benefits, 1 Divine Relic, 1 Unique Worshipper.
Level 40- 4 Domains, 25 Grantable Worshipper Benefits, 2 Divine Relics, 5 Unique Worshippers (at least 3 of which must be greater than Level 20).
Level 60- 8 Domains, 100 Grantable Worshipper Benefits, 10 Divine Relics, 50 Unique Worshippers (at least 25 of which must be greater than Level 40).
Level 80- 24 Domains, 250 Grantable Worshipper Benefits, 25 Divine Relics, 250 Unique Worshippers (at least 125 of which must be greater than Level 60).
* Gods of the Council are based out of the Council Hall of Ten Thousand Gods, which has a restricted portal connecting it to the Nexus Portal Nexus.
Keybearers
A Keybearer is not a BA member and is different from a BA member as follows:
* An Keybearer may not perform absorbs.
* An Keybearer may not perform new combos; it may, however, perform preexisting combos.
* An Keybearer begins with 60 distributable base stat points and 60 distributable Inundation Mode base stat points. Inundation Mode base stat points apply on top of normal ones for prerequisite purposes and are added to them when the Keybearer is in Iundation Mode.
* Keybearers do not get bonus-points to assign on level-up.
* A Keybearer may be any element matching one of its Inundation Mode Classes.
* A Keybearer may be a Human, Fae, Elemental, Ancient, Metahuman, Outsider, or any entity subtype matching one of its Inundation Mode Classes.
* A Keybearer may not participate in Event Matches.
* A Keybearer may not participate in Mini Quests.
* A Keybearer may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Keybearer gains an additional track in the ability shop that may only be used to acquire abilities for its Inundation Mode classes.
* A Keybearer does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Keybearer is in Wellspring Mode if it enters a battle with unique non-pet allies. A Keybearer is in Inundation Mode if it enters a battle without unique non-pet allies. If all unique non-pet members of a side of battle are Keybearers, they may jointly decide to all enter it simultaneously in Inundation Mode and Wellspring Mode, but, should they lose the battle like this, they do not respawn for a year and a day. Being in Inundation or Wellspring Mode is not a buff.
* If a Keybearer is in Wellspring Mode, its PC allies gain a stacking +(the Keybearer's base stat values/5, rounded up) to their corresponding base stats.
* If a Keybearer is in Wellspring Mode, its unique allies may cast spells it has equipped that they possess enough MP to cast for 0 MP.
* If a Keybearer is in Wellspring Mode, its unique allies regenerate 5% of their Max HP, Max MP, and non-stat-damage-counting stat values at the start of each round.
* At the time of its creation, a Keybearer selects one Tier 3 or Tier 0 class, three Tier 2 classes, and five Tier 1 classes to be its Inundation Mode classes. Elemental Researcher cannot be chosen. It only possesses abilities from these while in Inundation Mode. At least one of these, of any Tier, must be an element. It begins with the Basic Tier ability for each of these classes. If any of the selected classes are entity-subtype-based, it gains the corresponding Traits. Prerequisites are ignored when selecting these abilities, but are not ignored for future purchases from these skillsets.
* Abilities possessed by at least 5 other PCs cost a Keybearer 1 fewer Week to learn, to a minimum of 1 Week.
* Keybearers may purchase special abilities called Tide Baptisms that take on different effects depending on if their possessor is in Wellspring Mode or Inundation Mode.
* Keybearers do not require Seal Pieces to break Level caps, instead, they may break any cap that at least 5 other PCs have previously broken.
* Keybearers are based in The Endless Tide and may rise up from it across a multitude of realities.
Knights of the Orders
A Knight of the Order is not a BA member and is different from a BA member as follows:
* An Knight of the Order may not perform absorbs.
* An Knight of the Order may not perform new combos; it may, however, perform preexisting combos.
* At the time of its creation, a Knight of the Order pledges to one of the Tier 1 Knightly Orders. A Knight is created as soley the Element of its starting Order. A current list of the Orders may be found HERE.
* A Knight of the Order begins with 60 distributable base stat points.
* Knight of the Orders do not get bonus-points to assign on level-up.
* A Knight of the Order may be a Aerial, Alien, Animal, Aquatic, Astral Being, Bio-Horror, Celestial, Clockwork, Cthonian, Deva, Elemental, Fae, Golem, Human, Humanoid, Illuminated, Insect, Machine, Magic Being, Monster, Ooze, Plant, Robot, Shapeshifter, Spirit, Undead, Abstract, Angel, Dragon, Outsider, Aisurii, Brilliant, Coded Being, Familiar, Fantasmic, Innocent, Paragon, Solar Being, Spireguide, Verdant, Wishkin, or Large Structure.
* A Knight of the Order may not participate in Event Matches.
* A Knight of the Order may not participate in Mini Quests.
* A Knight of the Order may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Knight of the Order does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* At Levels 20, 40, 60, and 80, a Knight of the Orders may, but is not required to, pledge to an additional Order. Starting at Level 40, a Knight may join Tier 2 Orders. Starting at Level 80, a Knight may join Tier 3 Orders.
* Pledging to an Order grants you the Basic Element Synchronization ability for that Order's associated Element.
* A Knight may train into Element Classes in the Ability Shop normally, and does not require membership in an Order to train in an associated Class.
* A Knight recieves Bonus Weeks for each of its Orders' associated Element Classes each month, based upon the Knight's Level. Below level 20, a Knight recieves 1 Bonus Week for each of its Orders. From Levels 20 through 39, a Knight recieves 2 Bonus Weeks for each of its Orders. From Levels 40 through 59, a Knight recieves 3 Bonus Weeks for each of its Orders. From Levels 60 through 79, a Knight recieves 4 Bonus Weeks for each of its Orders. From levels 80 through 99, a Knight recieves 5 Bonus Weeks for each of its orders.
* Knight of the Orders do not require Seal Pieces to break Level caps, instead, Knights must recieve Knightly Commendations from their Orders. Knightly Commendations are obtained from completing Official, Player, or Mod-Run Quests that support their Order's stated mission. Knights with multiple Orders must obtain at least one Knightly Commendation from each Order they are a member of. In order to reach Level 20, a Knight requires 1 Knightly Commendation. In order to reach Level 40, a Knight requires 5 Knightly Commendations. In order to reach Level 60, a Knight requires 10 Knightly Commendations. In order to reach Level 80, a Knight requires 25 Knightly Commendations.
*A Knight of the Orders may pledge Oaths, purchasing them from the Ability Shop to do so. Each Oath provides a benefit, but imposes a behavioral requirement that only applies in RP threads. If an Oath's behavioral requirements are broken in an RP thread, its status becomes violated, the Knight loses the benefits from it, and the Knight becomes unable to cap-break. The Knight must undertake an atonement quest from one of is Orders (or an appropriate allied organization) to fix the violation. Once the atonement quest is completed, the Knight may choose between making the Oath active again and ceasing to possess the Oath.
*If a Knight of the Orders obtains a Commandment of the Seething Idol, the Commandment counts as an Oath, and, if it would be lost due to behavior, it instead becomes violated like a standard Oath would.
* Knight of the Orders are based in their Order's Fortress Monastary, and respawn within by the grace of Kriele.
Legacy Organization
A Legacy Organization may occupy a PC slot instead of an individual PC. Each one is associated with a specific type of Lesser PC.
The correspondence is as follows:
Wandering Adventurer - Adventurers' Guild (Produces Guild Adventurers)
Dimensional Hero - Record of Heroes (Produces Chosen Heroes)
Dread Villain - Dark Prophecy (Produces Foretold Villains)
Anointed Prophet - Holy Sect (Produces Church Prophets)
Relic Collector - Relic Museum (Produces Museum Collectors)
Realm Noble - Noble House (Produces House Nobles)
Private Detective - Detective Agency (Produces Agency Detectives)
Questing Knight - Knightly Dynasty (Produces Dynastic Knights)
Ronin Samurai - Samurai Clan (Produces Clan Samurai)
Mad Genius - Research Foundation (Produces Foundation Geniuses)
Noble Fae - Fae Court (Produces Courtly Fae)
As a PC in a Legacy Organization completes quests, it earns, in addition to other rewards, AP (Advancement Points). These may be used to purchase future benefits for other members of that Legacy Organization. Some benefits may be specific to given types of Legacy Organization, whereas others are available to all Legacy Organizations.
If a Lesser PC Type for a Legacy Organization must select associated classes, gets associated classes for its subtype/element, or must select a specific a patron deity at creation, these classes cannot be changed, but more can be acquired for AP. Other types of subtype classes that are unlocked via AP permit the associated subtypes to be unlocked also if the subtype is also on the entity subtype list for the Lesser PC type but was not the initial chosen option.
When a Lesser PC from a Legacy Organization dies, instead of waiting for resurrection, it may be put into Legacy-Retirement. If a PC is put into Legacy-Retirement, its abilities, gear, and such are archived as per normal (with uniques potentially being lost to whatever event killed it rather than going to other PCs), but the Legacy Organization then gets to spend AP, which goes to benefit future members of that Legacy Organization (with a new member being able to be created immediately). If a Legacy Organization purchases something with AP while it still has one or more active members, the active members do not, unless specifically noted, benefit from the purchase.
Default AP Options:
* 1 AP - Bank an ability purchased from the ability shop (provided its prerequisites are also all banked), such that future members of the Legacy Organization begin with it.
* 3 AP - Bank an ability acquired in an RP Thread, provided.
* 2 AP - Associate a specific item as organization property. Instead of auto-dropping like most loot in RP Threads for Lesser PC Types, it will follow BA Member loot-dropping rules where it sometimes drops, but isn't guaranteed to (with this affecting current organization members). If it doesn't drop when a Legacy Retirement occurs, it is inherited by the next PC in the legacy.
* 5 AP - Add a Base Stat Point (to a max of +25 Base Stat Points above baseline).
* 5 AP - Add a class to the associated class list for the Lesser PC Type, provided that both the purchasing member completed a quest that notably involved that class or its associated subtype(s), and any other classes whose knowledge would be required to get the basic ability for that class are also already choices.
* 5 AP - Add a subtype that you can both select as your subtype and have as an associated class as an option for Retainers.
* 10 AP - Add an entity subtype to the permitted entity subtypes list for the Lesser PC Type, provided that both the purchasing member completed a quest that notably involved that entity subtype, and any other entity subtypes whose knowledge would be required to get the basic ability for that entity subtype are also already choices.
* 10 AP - Add an element to the permitted element list for the Lesser PC Type, provided that both the purchasing member completed a quest that notably involved that element, and any other elements whose knowledge would be required to get the basic ability for that element are also already choices.
* 25 AP - Add another character to the organization, using the same slot, so that multiple members can run in parallel (purchasable a max of 4 times, plus one per cap broken by the purchasing member).
* 25 AP - Revive a Legacy Retired organization member, applying new AP benefits to it.
* 100 AP - Bank the breaking of a level cap so that future organization members don't have to re-break that same cap (must be done in order).
* 5 AP, Oaths unlocked - Bank one of your Oaths.
* 5 AP, Horsetacular Genesteed unlocked - Bank one of your Horse Genes.
* 50 AP, Dynastic Knight only - You may take Nobility in addition to another element as your element. If you do this, Noble is added as an additional Associated Class and the PC begins with Basic Nobility Synchronization.
* 100 AP, Dynastic Knight only - You may pledge Oaths as though you were a Knight of the Orders.
* 250 AP - You resurrect as a BA Member unless you choose not to. This doesn't allow AP spending.
* 250 AP, Bullfighting-Adjacent only - You gain a Horsetacular Genesteed and may unlock Horse Genes for it as though you were a Horse Geneticist.
* 1,000,000,000 AP - Become Bullfighting-Adjacent.
Living Treasures
A Living Treasure is not a BA member and is different from a BA member as follows:
* A Living Treasure may not perform absorbs.
* A Living Treasure may not perform combos.
* A Living Treasure begins with 30 distributable base stat points.
* Living Treasures do not get bonus-points to assign on level-up.
* A Living Treasure may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, Hope, War, Truth, Moon, Wood, Metal, Void, Treasure, Spatial, Time, Wonder, Wealth, Commerce, Knowledge, Whimsy, or Glory element.
* A Living Treasure, as an intelligent item of singular power and potential, is a weapon, armor, or accessory. Choose one weapon, armor, or accessory subtype for it.
* A Living Treasure is a Golem and its chosen item-subtype. Its subtype may not be changed except by effects that specifically modify the subtype of a Living Treasure.
* A Living Treasure may not participate in Event Matches unless puppeteering a Thrall-Body that may.
* A Living Treasure may not participate in Mini Quests unless puppeteering a Thrall-Body that may.
* A Living Treasure may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush, unless puppeteering a Thrall-Body that may.
* A Living Treasure does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow. Thrall-Bodies do not obtain Warehouse Tickets.
* A Living Treasure possesses and controls host bodies called Thrall-Bodies, whose inherent notable destinies and powers have been subverted by its powers. It may possess up to 2 Thrall-Bodies if below Level 20, 4 Thrall-Bodies if Level 20-39, 6 Thrall-Bodies if Level 40-59, 8 Thrall-Bodies if Level 60-79, and 10 Thrall-Bodies if Level 80-99.
* Thrall-Bodies are created as PCs of types allowed to the Living Treasure. Initially, a Living Treasure may have Anointed Prophets (of Ganseed only), Dimensional Heroes, Dread Villains, Realm Nobles, Relic Collectors, and Wandering Adventurers as Thrall-Bodies. Once a Living Treasure reaches Level 20, it may obtain Battle Arena Members as Thrall-Bodies. Once a Living Treasure reaches Level 40, it may, through questing, special Sublime Refinements, and/or use of Exodus of Self items, acquire other PC types to use as Thrall-Bodies.
* A Living Treasure may enter a thread as itself or puppeteering a Thrall-Body.
* A Living Treasure puppeteering a Thrall-Body occupies one of its equipment slots as fits the Living Treasure's item subtype. The Living Treasure, while an item, cannot be broken, stolen, unequipped, or removed for a thread by item-removal effects. Entities other than its Thrall-Body (or the Living Treasure itself) cannot benefit from having it equipped unless specifically able to do so. The Thrall-Body adds the Living Treasure's base stats to its own, gains all of the Living Treasure's abilities, and benefits from the Living Treasure's Sublime Refinements as though they were its item text.
* A Living Treasure operating on its own is wielding itself. It does not have typical item slots and is instead able to equip 12 other items of its own item subtype. It cannot equip items that are not its item subtype.
* Thrall-Bodies may not normally quest without the Living Treasure - to allow such would be to invite the likely permanent loss of one.
* Thrall-Bodies may not be higher Level than the Living Treasure, but may gain Levels simultaneously with it if the conditions for both are met at the same time.
* Thrall-Bodies have their own ability shop tracks that work as per normal. The Living Treasure also possesses its own normal set of ability shop tracks.
* Thrall-Bodies must have the same Patron Deity as their controlling Living Treasure.
* A Living Treasure may purchase Sublime Refinements from the Ability Shop. Some of them have special requirements in addition to typical costs.
* Living Treasures do not require Seal Pieces to break Level caps (but some Thrall-Bodies may). Instead, they must upgrade themselves through Sublime Refinements while simultaneously nurturing the growth of their personal collections of Thrall-Bodies, as per the following chart:
Level 20- 5 Sublime Refinements, 1 Thrall-Body cap-breaking alongside the Living Treasure
Level 40- 25 Sublime Refinements, 2 Thrall-Bodies cap-breaking alongside the Living Treasure
Level 60- 100 Sublime Refinements, 3 Thrall-Bodies cap-breaking alongside the Living Treasure
Level 80- 250 Sublime Refinements, 4 Thrall-Bodies cap-breaking alongside the Living Treasure
* Living Treasures respawn in Ganseed's collection. Through the power of Ganseed and the Living Treasures, Thrall-Bodies, even those not normally able to respawn via standard means, do the same.
Mandate Magellans
A Mandate Magellan is not a BA member and is different from a BA member as follows:
* A Mandate Magellan may not perform absorbs.
* A Mandate Magellan may not perform combos.
* A Mandate Magellan begins with 60 distributable base stat points.
* Mandate Magellans do not get bonus-points to assign on level-up.
* A Mandate Magellan may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Electrical, Energy, Acid, Ice, War, Moon, Metal, Law, Civilization, Spatial, Time, Astral, or Aether element.
* A Mandate Magellan may be a Human, Fae, Humanoid, Animal, Robot, Edgelander, Mutant, Reptile, Celestial, Illuminated, Daemon, Infernal, Warshard, Golem, Machine, Clockwork, Aquatic, Aerial, Cthonian, Astral Being, Plant, Undead, Dragon, Metahuman, Agarthan, or Gigas.
* A Mandate Magellan may not participate in Event Matches.
* A Mandate Magellan may not participate in Mini Quests.
* A Mandate Magellan may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Mandate Magellan does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Mandate Magellan is considered Of The Mandate.
* A Mandate Magellan possesses a special Unique Transformation called a Magellan's Vessel, that is created alongside its controlling Magellan upon character creation. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Magellan's Vessel: <Controlling Magellan's Name>'. It is a Mech & Robot. It may optionally be given the subtypes Machine and/or Clockwork. It is any one element that a Mandate Magellan could choose upon character creation. It counts as possessing a value of X Gold. Its Level is by default equal to its controlling Magellan's Level. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Mandate Magellan transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Magellan. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Magellan's Vessel begins with 70 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Magellan's base MIN and base SPI to its corresponding base stats (rounding up).
* A Mandate Magellan gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilties for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things until the controlling Magellan gets the abilities that are the prerequisites for one of the above traits.
* A Magellan's Vessel possesses special slots called Supersystem Slots. By default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 3 Ordnance, 3 Modules, 4 Programs, and 4 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purcahse. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Mandate Magellan must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Mandate Magellan who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Mandate Magellan possesses 1 fewer Accessory Slot than an Arena Member, but is always considered to be wielding a non-destroyable, non-stealable Civilization & Knowledge element Unique Trinket Accessory with a value of X Gold called '<Magellan's Name>'s Magellan's Compass that by default allows its wielder to spend an action to scan the stats of all individuals in all battlespaces or to move to any other existing battlespace so long as no greater-Level entity in either battlespace objects.
* A Mandate Magellan possesses an Ablative Forcefield. It has (100 x the Magellan's Level x the Magellan's Base MIN) HP. If the Magellan would be dealt Damage by a source that is not gerater Levels than the Magellan that is not a negative status effect or a debuff and the Magellan's Forcefield possesses at least 1 HP, the Damage is instead dealt to the Magellan's Forcefield. If an individual instance of Damage (from a single hit of an attack or a single other application) reduces the Magellan's Forcefield's HP to 0, remaining Damage does not carry over to possessor. The forcefield may be healed as though it were a separate individual from the Magellan, but cannot be healed by entities that are not Mandate Magellans (with transformed Mandate Magellans being able to heal the Ablative Forcefields).
* Diviner, Geomancer, Scientist, Captain, Rider, Mech Jockey, Engineer, Gunner, Matrix Keeper, and Scholar abilities cost Mandate Magellans 1 fewer week in the Ability Shop to learn, to a minimum of 1 week.
* Mandate Magellans do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Supersystems, Retainer Augments, and successful world-region takeovers, as per the following chart:
Level 20- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 6 Ordnance, 6 Modules, 8 Programs, 8 Special Cargo, and 20 Retainer Augments.
Level 40- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 12 Ordnance, 12 Modules, 16 Programs, 16 Special Cargo, 40 Retainer Augments, and 1 successful world-region takeover.
Level 60- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 24 Ordnance, 24 Modules, 32 Programs, 32 Special Cargo, 100 Retainer Augments, and 5 successful world-region takeover.
Level 80- 24 Frames, 24 Drives, 24 Reactors, 24 Field-Emitters, 24 Platings, 24 Paintjobs, 100 Ordnance, 100 Modules, 250 Programs, 250 Special Cargo, 250 Retainer Augments, and 25 successful world-region takeover.
* Mandate Magellans are based in The Saitoserris Mandate and respawn there on the parallel reality version of the Imperial Homeworld.
Master Entombers
Currently unknown.
Nexus Administrators
A Nexus Administrator is not a BA member and is different from a BA member as follows:
* A Nexus Administrator may not perform absorbs.
* A Nexus Administrator may perform existing combos, but cannot create new ones.
* A Nexus Administrator begins with 60 distributable base stat points.
* Nexus Administrators do not get bonus-points to assign on level-up.
* A Nexus Administrator may be any base element.
* A Nexus Administrator may be an any base entity subtype.
* A Nexus Administrator does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Nexus Administrator, at the time of character creation, selects three Tier 1 or Tier 2 entity subtypes and may take entities of those subtypes as Retainers.
* Nexus Administrators build new Discs of Nexus, adding elements and terrain to the disc, as well as purchasing or questing for special Domain Features, which they can use when they perform a Planar Overlay. Nexus Administrators with at least one disc customization may perform a Planar Overlay action when a Planar Overlay is not already ongoing. When a Planar Overlay action is performed, the Nexus Administrator creates a battlespace that possesses any combination of the terrain and elements that the Nexus Administrator has unlocked for its Disc. If the Planar Overlay contains any terrains with a corresponding square mile in a random dimension in the Shop, it counts as extraplanar; if it contains any terrains with a corresponding square mile on a random world, it counts as terrestrial; if it contains both, it counts as both. The Nexus Administrator then also chooses up to (its Level / 5, rounded up) Domain Features to apply, which are attached to the battlespace, but do not count as buffs, debuffs, zones, terrains, or phantom terrains. The Nexus Administrator may, while the Planar Overlay is in place, choose at the beginning of each round one Zone, Terrain, or Phantom Terrain in the Planar Overlay's battlespace and, as a buff that stacks up to the Nexus Administrator's Level times, choose to either have all entities in the Nexus Administrator's battlespace except an optional chosen group (chosen at the time of buff application) count as being inside that effect while the Nexus Administrator or choose to have a selected group of entities (chosen at the time of buff application) count as being inside that effect so long as they are within the Nexus Administrator's battlespace; the Nexus Administrator may choose to put itself in either of these chosen groups at the time group selection is made. The Nexus Administrator may, while its Planar Overlay is in place, spend an action to move itself and any number of entities that are either willing or 10 or more Levels lower into the Planar Overlay's battlespace so long as no entity of greater Level than the Nexus Administrator objects, or, if the Nexus Administrator performs said action while in the Planar Overlay's Battlespace, to move itself and any number of entities that are either willing or 10 or more Levels lower out of the Planar Overlay's battlespace into another existing battlespace that exists within the battle so long as no entity of greater Level than the Nexus Administrator objects.
* Nexus Administrators do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Overlay Terrains, Overlay Elements, Domain Features, and Retainer Augments, as per the following chart:
Level 20- 5 Overlay Terrains and/or Elements, 5 Domain Features, and 20 Retainer Augments.
Level 40- 10 Overlay Terrains and/or Elements, 20 Domain Features, and 60 Retainer Augments.
Level 60- 15 Overlay Terrains and/or Elements, 50 Domain Features, and 200 Retainer Augments.
Level 80- 25 Overlay Terrains and/or Elements, 125 Domain Features, and 500 Retainer Augments.
* Nexus Administrators, like Arena Members, respawn in Nexus, but they do so in the central elevator instead of in the Battle Arena.
Outer Lords
An Outer Lord is not a BA member and is different from a BA member as follows:
* An Outer Lord may not perform absorbs.
* An Outer Lord may not perform combos.
* An Outer Lord begins with 60 distributable base stat points.
* Outer Lords do not get bonus-points to assign on level-up.
* An Outer Lord may be one of the elements Earth, Air, Fire, Water, Magic, Psychic, Light, Darkness, Spatial, Time, Fortune, Fate, Illusion, Law, Chaos, Good, or Evil.
* An Outer Lord may be one of the subtypes Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, Demon, Darkspawn, Fae, Spirit, Umbral, Abyssal, Aetheric, Aisurii, Asterismic, Brilliant, Dauntless, Demented, Disciple, Edgelander, Eroded, Faceless, Fallen, Fantasmic, Infernal, Innocent, Mechanichim, Memento of Ruin, Oathbound, Paragon, Quezmellym, Spireguide, Thrallspawn, Verdant, Virtue, Voidstalker, Warshard, Wishkin, Solar Being, Mindshadow, Conceptual, Abstract, Emanation, Grace, or Outsider.
* An Outer Lord may not participate in Event Matches.
* An Outer Lord may not participate in Mini Quests.
* An Outer Lord may not participate in Special Matches, excluding the Alternative Boss Rush and Endurance Match.
* An Outer Lord does not get tickets.
* An Outer Lord's subtype may not be changed by things that do not specifically modify the subtype of Outer Lords.
* An Outer Lord begins with its subtype's Basic Knowledge tier ability and its Traits ability.
* The first time it reaches Level 40, an Outer Lord acquires 40 Geomancer bonus weeks and either Basic Subspace Architect Knowledge or 40 Subspace Architect bonus weeks.
* At Level 60, if not already the arch-version of its subtype and the subtype increase would not make it a T3 subtype or higher, the Outer Lord becomes the arch-version of its subtype.
* At Level 60, an Outer Lord that has not already done so may start a slotted Player Thread to attempt to acquire Divine Domains.
* An Outer Lord may acquire special abilities called World Laws from the Ability Shop.
* Only Outer Lords may purchase World Laws from the Ability Shop. Other characters may be able to sometimes obtain them from special rewards or other means.
* An Outer Lord may, if not working to add something to its Manifestation List, select a being of the same subtype that is normally fightable for drops on the Enemy List that is not yet on its Manifestation List that is of equal or lower Level to add to its Manifestation List. To do this, the Outer Lord must acquire all of that entity's Constant Effects and Abilities. It acquires the Constant Effects as Passive Abilities and the Abilities as Active Abilities, with these abilities costing 2 Weeks and (1,000,000) * (The selected Entity's Level) Gold to acquire in the Ability Shop each; these abilities are noted as being Outer Lord Manifestation Abilities and are considered to be abilities from the Outer Lord's subtype's class that matched the entity's subtype.
* An Outer Lord may spend an action to summon (its Level / 5, rounded up) entities from its Manifestation List. It may summon a total max number of entities in this manner equal to its Level.
* If an Outer Lord learns Manifestations from two entities that possess abilities or constant effects with the same name, as soon as it begins learning manifestations from the second of those entities, its versions of those manifestations gain appended text ' (<Entity Name> Manifestation Variant)' to distinguish them from one another.
* Outer Lords do not require Seal Pieces to break Level caps, instead, they must meet the following requirements:
- To reach Level 20, an Outer Lord must possess 5 entities on its Manifestation List, possess the class name tier ability in its subtype's class, and possess the class name tier abilities in a weapon class, an armor class, a spell class, and an element class. It must also defeat a unique planar being of a diametrically opposing alignment and acquire a unique planar being of the same subtype as a pet or sworn follower.
- To reach Level 40, an Outer Lord must possess 20 entities on its Manifestation List, possess 5 World Laws, possess the Adept tier ability in its subtype's class, possess the Adept tier abilities in a weapon class, an armor class, a spell class, and an element class, and possess the class name tier abilities in 10 other classes. It must also defeat two unique planar beings of a diametrically opposing alignment that are Level 20 or greater and acquire five unique planar beings of the same subtype that are Level 20 or greater as a pet or sworn follower.
- To reach Level 60, an Outer Lord must possess 50 entities on its Manifestation List, possess 25 World Laws, possess the Expert tier ability in its subtype's class, possess the Expert tier abilities in a weapon class, an armor class, a spell class, and an element class, and possess the Adept name tier abilities in 10 other classes. It must also defeat five unique planar beings of a diametrically opposing alignment that are Level 40 or greater and acquire ten unique planar beings of the same subtype that are Level 40 or greater as a pet, sworn follower, or devout worshiper.
- To reach Level 80, an Outer Lord must possess 200 entities on its Manifestation List, possess 100 World Laws, possess the Master tier ability in its subtype's class, possess the Master tier abilities in a weapon class, an armor class, a spell class, and an element class, and possess the Expert name tier abilities in 10 other classes. It must also defeat twelve unique planar beings of a diametrically opposing alignment that are Level 60 or greater and acquire twenty-four unique planar beings of the same subtype that are Level 60 or greater as a pet, sworn follower, or devout worshiper.
* Outer Lords are based in the Veil Render's domain instead of Nexus, but are usually deployed to their own Outer Realities instead of remaining within the Render's reality all the time.
* Outer Lords, as an RP effect, passively modify local planar geomancy to become permanently in-line with their world laws and can cause parts of larger realities to break off and enter their Outer Realities.
* Outer Lords, as an RP effect, may attempt to reprocess slain foes into entities of their subtype under their control; the odds of this are more successful the closer those entities were to their subtype to begin with.
Prime Arcanists
Currently unknown.
Bullfighting-Adjacent PC Types
Bullfighters
A Bullfighter is not a BA member and is different from a BA member as follows:
* A Bullfighter is Bullfighting-Adjacent.
* Bullfighters do not get bonus-points to assign on level-up.
* A Bullfighter may be any base element, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* A Bullfighter may be a base entity subtype, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* A Bullfighter may not participate in Mini Quests.
* A Bullfighter may sometimes unlock or accidentally pull from unusual Warehouse categories.
* A Bullfighter, the first time it reaches a given Level, obtains 1 Swordsman, 1 Kensei, and 1 Protector bonus week each.
* A Bullfighter may, up to once per month, post in the Ability Shop to gain 4 Swordsman, Kensei, or Protector bonus weeks.
* Bullfighters have their To Hit, Critical, and Damage Dealt doubled against opposing entities with 'Sand' or 'sand' in their name
* Opposing entities with 'Sand' or 'sand' in their name, the name of one of their abilities, or in the name of one of their wielded items may target Bullfighters from any battlespace, have their To Hit doubled against Bullfighters as an uncapped bonus, and have their negative status effect infliction chances doubled against Bullfighters
* A Bullfighter begins with the ability 'Shout Olé!'
* Bullfighters require Seal Pieces to break Level caps. They still can't do Mini-Quests, even if those are required for Seal Tasks. Bullfighters track unique bulls they killed in dramatic manners without notable assistance from others in quests; those bulls may, if no more than 4 Levels below the cap they are trying to break, count as seal pieces for cap-breaking purposes so long as at least one Arena Member has broken the cap in question.
* Bullfighters think they are going to respawn at the Bullfighting Palace and are continually surprised when they respawn at the Battle Arena instead.
Horce Geneticists
A Horse Geneticist is not a BA member and is different from a BA member as follows:
* A Horse Geneticist is Bullfighting-Adjacent.
* A Horse Geneticist may not perform absorbs.
* A Horse Geneticist may not perform combos.
* A Horse Geneticist begins with 80 distributable base stat points.
* Horse Geneticists do not get bonus-points to assign on level-up.
* A Horse Geneticist may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, Moon, Sun, Metal, Wood, Spatial, Time, Astral, Aether, Knowledge, Biological, Chemical, Evolution, Life, Void, Anime, Cute Pets, Magisparkly, Innovation, or Friendship element.
* A Horse Geneticist is an Animal. It may additionally choose to be up to two out of Humanoid, Bio-Horror, Demon, Celestial, Mutant, Metahuman, Cousin, and Steed.
* If a Horse-Geneticist is a Steed, it gains a Passenger Capacity of 1, working in the same manner as a standard Transformation's ability with that name.
* A Horse Geneticist may not participate in Event Matches.
* A Horse Geneticist may not participate in Mini Quests.
* A Horse Geneticist may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Horse Geneticist does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Horse Geneticist uses all of its stats as HP-determining stats.
* A Horse Geneticist may purchase Gene-Mods. It may have up to 10 active at a time and may choose what Gene-Mods to bring into a thread at the thread's start at no cost rather than applying them to itself in the standard manner, even if it has never applied these Gene-Mods to a target at-cost. This number increases by 10 per cap it breaks. It may not have Gene-Mods attached to itself in the standard manner. It may attach up to 5 Gene-Mods to another willing PC in the Ability Shop for free provided it has already applied these Gene-Mods to at least one target at-cost. It may attach up to 5 Gene-Mods to a Pet it owns in the Ability Shop for free provided it has already applied these Gene-Mods to at least one target at-cost. This limit is increased by 15 for Pet Animals. This limit is increased by 15 for Pet Bio-Horrors. This limit is increased by 15 for Pet Steeds. A Horse Geneticist possesses a Horsetacular Genesteed and may unlock Horse Genes in addition to standard Gene-Mods.
* A Horse Geneticist with the listed prerequisite abilities for an Advanced Degree may post in the Ability Shop to acquire that Advanced Degree.
* A Horse Geneticist, at the time of creation, must choose to either be Crime-Prone or Upstanding. A Crime-Prone Horse-Geneticist obtains 2 additional bonus weeks per month that may be spent on Thief, Hacker, Mad Scientist, Mobster, Criminal, and Hitman abilities. An Upstanding Horse Geneticist obtains 1 Fame per month, to a max of (the highest PC's Fame, divided by 2).
* Horse Geneticists do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Gene-Mods and must complete quests related to mad-science or super-science, as per the following chart:
Level 20- 40 Gene-Mods and 1 Mad/Super-Science quest.
Level 40- 200 Gene-Mods and 5 Mad/Super-Science quests (of at least Level 31 in terms of opposition).
Level 60- 500 Gene-Mods and 20 Mad/Super-Science quests (of at least Level 61 in terms of opposition).
Level 80- 2,500 Gene-Mods and 50 Mad/Super-Science quests (of at least Level 71 in terms of opposition).
* As an RP effect, there is a 50% chance in any given quest that humans you haven't met before won't be able to understand anything you're saying and just hear you neighing. Somehow the powers of advanced genetics can't fix that.
* Horse Geneticists initially think they are going to respawn at the Bullfighting Palace but respawn at the Battle Arena (whether Criminal or Upstanding), a Fortress-Monastery of the Knightly Orders (if Upstanding), or Nexus Concord (if Crime-Prone) instead (chosen at the time of respawn); they, unlike Bullfighters, get used to this.
Infamous Sandmen
An Infamous Sandman is not a BA member and is different from a BA member as follows:
* An Infamous Sandman is Bullfighting-Adjacent.
* An Infamous Sandman may not perform absorbs.
* An Infamous Sandman may not perform new combos; it may, however, perform preexisting combos.
* An Infamous Sandman begins with 80 distributable base stat points.
* Infamous Sandmen do not get bonus-points to assign on level-up.
* An Infamous Sandman may be one of the elements Earth, Fire, Psychic, Darkness, Energy, Acid, Terror, Madness, Ruin, or Devastation. It may additionally be one or both of Dream and/or Evil in addition to or instead of a pick from the aforementioned list.
* An Infamous Sandman may be one of the subtypes Human, Humanoid, Elemental, Golem, Magic Being, Horror, Machine, Mutant, Metahuman, Shapeshifter, Demon, Devil, Daemon, Darkspawn, Outer Terror, Mindshadow, or Conceptual. Alternatively, it may be a DarkSpin, Hell's Face, Mindshade, No-Teeth, Stomach Terror, Throatball, Wildsteller, or Dread Richard.
* An Infamous Sandman may participate in Event Matches and Special Matches, but may not enter them alongside non-Infamous-Sandman PCs.
* An Infamous Sandman may not participate in Mini Quests.
* An Infamous Sandman cannot select a Patron Deity normally. It may, however, be able to select Valcont with more positive effects than other PC types.
* An Infamous Sandman does not start with Warehouse tickets, but may spend Warehouse Tickets if it ever acquires them.
* An Infamous Sandman may, at the start of a round, move to any battlespace in the same battle so long as no entity of equal or greater Level in any battlespace in the same battle objects.
* An Infamous Sandman increases its Dodge, as an uncapped effect, by (Its Base CON * (Its Level / 25, rounded up)).
* An Infamous Sandman begins with Basic Dream Synchronization and Basic Evil Synchronization.
* An Infamous Sandman may claim 2 bonus weeks per month that may be spent on abilities in classes associated with one of the elements or entity subtypes listed as being selectable by Infamous Sandmen.
* An Infamous Sandman may spend an action to gain control of any Zone of Dream, Zone of Earth, Terrain or Phantom Terrain whose name includes 'Dream', 'Nightmare', 'Sand', or 'Desert', Dream-element buff or debuff, Dream-element summon, or summon, buff, or debuff that was created through a Dream element spell or action or by a Dreamshaper ability or by a Dream-element item, provided that said thing that the Infamous Sandman is gaining control of is controlled by something of equal or lower Level
* An Infamous Sandman may, in RP threads, inflict a condition called Lifejacking on other PC types (including NPC instances of those), provided it encounters them while asleep and is able to manipulate their dreams. A PC may also voluntarily agree to be Lifejacked for a duration. While a PC is Lifejacked, it ceases learning abilities in the Ability Shop; instead, the Lifejacking Infamous Sandman accumulates a bank of Lifejacked Bonus Weeks at the rate that the PC would have been able to learn abilities (gaining multiple for PCs with multiple ability tracks), which may be used as normal bonus weeks by the Infamous Sandman. RP-thread-based Lifejacking can result in additional penalties/bonuses.
* An Infamous Sanman may purchase special effects called Terrormorphs in the Ability Shop. Many of these will have special purchase conditions. When an Infamous Sandman first enters a Battlespace, it may apply an External Terrormorph to it. If an Infamous Sandman has no unique non-Infamous-Sandman allies at the start of a battle, it may apply a number of Internal Terrormorphs to itself equal to the number of unique opponents it faces.
* Infamous Sandmen gain Infamy in addition to Fame. It does nothing on its own, but may be referenced in other effects.
* Infamous Sandmen do not require Seal Pieces to break Level caps, instead, they must successfully kill mid-quest (5*Number of the Seal Task)) different unwilling PCs that are all of at least Level equal to where the PC is currently capped (So a PC trying to bypass the Level 39 cap would need to kill 10 different PCs - the defeat of the PC should occur in a way that thwarts the PC's quest goals. No more than one kill may be tallied in a single battle, excluding some notable Megaquest battles. Bullfighters count for double points.
* Infamous Sandmen are based in Battle Arena, rising up from the sand of its floor.
* Infamous Sandmen, as an RP effect, may invade and control dreams.
Mary Sues
A Mary Sue is not a BA member and is different from a BA member as follows:
* A Mary Sue is Bullfighting-Adjacent.
* A Mary Sue may not initially perform absorbs.
* A Mary Sue may not initially perform combos.
* A Mary Sue begins with 120 distributable base stat points.
* A Mary Sue is any two base or nonbase T1 or T2 elements, including the Imaginary ones.
* A Mary Sue is any two base or nonbase T1 or T2 entity subtypes, including the Imaginary ones.
* Mary Sues must quest with PCs of other types to advance; if a Mary Sue helps another PC in a quest (but does so in a way that hogs the spotlight or steals the show - there is a chance that this may result in the Mary Sue counting as completing an advancement quest, but the other PC not doing so, depending on details), the Mary Sue tracks it towards Cap Breaking and also (usually) gains a PC-type-relevant ability (like a Scheme, a Cosmohack, a World Law, the ability to Combo, the ability to be summoned in by quest companions like a Dream-Eidolon, etc.) related to the other PC who was doing the quest, with specifics varying by Gadigan's/the mod running the thread's input:
Level 20- 5 Quests
Level 40- 25 Quests
Level 60- 100 Quests
Level 80- 250 Quests
* Mary Sues respawn themselves in Nexus, because they're special enough to do that.
Radio Motorcyclists
A Radio Motorcyclist is not a BA member and is different from a BA member as follows:
* A Radio Motorcyclist is Bullfighting-Adjacent.
* A Radio Motorcyclist may not perform absorbs.
* A Radio Motorcyclist may not perform combos.
* A Radio Motorcyclist begins with 60 distributable base stat points.
* Radio Motorcyclists do not get bonus-points to assign on level-up.
* A Radio Motorcyclist may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, War, Hope, Moon, Sun, Metal, Wood, Sonic, Tacky, Spatial, Time, Astral, Aether, Anime, Business, Magisparkly, Strange, Taxi, Terrorism, or Thermo element.
* A Radio Motorcyclist may be a Human, Fae, Humanoid, Robot, Edgelander, Mutant, Cousin, or Foreigner.
* A Radio Motorcyclist may not participate in Event Matches.
* A Radio Motorcyclist may not participate in Mini Quests.
* A Radio Motorcyclist may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Radio Motorcyclist does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Radio Motorcyclist possesses a special Transformation called a Magellan's Vessel - it is also referred to as a Radio Motorcycle; it generally responds to effects as a Mandate Magellan's Magellan's Vessel would, but has some mechanical differences as outlined here. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Radio Motorcycle: <Controlling Radio Motorcyclist's Name>'. It is a Vehicle & Machine. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Radio Motorcyclist transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Radio Motorcyclist. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Radio Motorcyclist's Magellan's Vessel, being weaker by base than a Mandate Magellan's, begins with 50 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Radio Motorcyclist's base MIN and base SPI to its corresponding base stats (rounding up).
* A Radio Motorcyclist's PC-type-based effects relating to Soundtracks and turn-order-determining stat sums apply while it is in its Magellan's Vessel.
* A Radio Motorcyclist gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilities for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things for the above until the controlling Radio Motorcyclist gets the abilities that are the prerequisites for one of the above traits. A Radio Motorcyclist's Magellan's Vessel, unlike a Mandate Magellan's, may also purchase Musician and Bard abilities. The Radio Motorcyclist's vessel is slow to gain abilities, though, and requires twice as many Weeks in the Ability Shop to obtain them as a normal PC would.
* A Megellan's Vessel possesses special slots called Supersystem Slots. A standard Radio Motorcyclist's is weaker than a standard Mandate Magellan's, and by default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 1 Ordnance, 1 Module, 1 Program, and 1 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purchase. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Radio Motorcyclist must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Radio Motorcyclist who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Radio Motorcyclist may, by default, have one Soundtrack set at a time. At Levels 20, 40, 60, and 80, it may choose to have an additional Soundtrack set as part of a Mixtape Mashup.
* A Radio Motorcyclist may change any of its Soundtracks at the start of battle, at the start of a round, when it changes Stances, or when it performs a 'Change Stance' action (even if no Stance is changed as part of that action).
* A Radio Motorcyclist's Soundtracks take precedence in terms of Soundtrack-tie-determination over non-Radio-Motorcyclists once Level-band and ability-Tier are accounted for.
* A Radio Motorcyclist gains 2 bonus weeks per month that may be spent on Bard, Musician, Noise Master, Driver, Mechanist, Gunner, Gunslinger, and/or Mech Jockey abilities.
* A Radio Motorcyclist obtains an (its Level x5)% multiplier to its turn-order-determining stat sum for turn-order-determining purposes.
* A Radio Motorcyclist may initially only equip Instrument and Gun weapons. If a Radio Motorcyclist reaches Adept-Tier in another weapon-based class, it may equip the corresponding weapons, but halves all stat bonuses and attack bonuses provided by them.
* Radio Motorcyclists do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Soundtracks and Supersystems, as per the following chart:
Level 20- 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 1 Ordnance, 1 Module, 1 Program, 1 Special Cargo, and 40 Soundtracks.
Level 40- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 2 Ordnance, 2 Modules, 2 Programs, 2 Special Cargo, and 200 Soundtracks.
Level 60- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 4 Ordnance, 4 Modules, 4 Programs, 4 Special Cargo, and 500 Soundtracks.
Level 80- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 8 Ordnance, 8 Modules, 8 Programs, 8 Special Cargo, and 2,500 Soundtracks.
* Radio Motorcyclists initially think they are going to respawn at the Bullfighting Palace but respawn at the Battle Arena or One City instead (chosen at the time of respawn); they, unlike Bullfighters, get used to this.
Soundtrack rules:
* Only one individual's Soundtracks may take effect at once in a battlespace unless otherwise noted. If multiple individuals have Soundtracks active at a time, the highest-Level-band individual's soundtrack takes precedence (i.e. 1-19, 20-39, etc.). If that does not resolve the tie, the individual with the highest Tier ability across all of Bard, Dancer, Musician, and Noise Master takes precedence. If this does not resolve the tie, precedence order between individuals is determined randomly on a per-round basis, with a new precedence order being determined at the start of the next round and Soundtracks themselves not being able to influence this determination unless they specifically state that they do. This determination is made separately on a per-battlespace basis.
Samurai Detectives
A Samurai Detective is not a BA member and is different from a BA member as follows:
* A Samurai Detective is Bullfighting-Adjacent.
* A Samurai Detective may not perform absorbs.
* A Samurai Detective may not perform combos.
* A Samurai Detective begins with 60 distributable base stat points.
* Samurai Detectives do not get bonus-points to assign on level-up.
* A Samurai Detective may be any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* A Samurai Detective may be a base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* A Samurai Detective may not participate in Mini Quests.
* A Samurai Detective does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Samurai Detective may sometimes unlock or accidentally pull from unusual Warehouse categories.
* As an effect that does not bypass 'Immune to below Level X' effects, Samurai Detectives count as Level (2 x their Level x the number of Caps they have broken) for purposes of scanning stats.
* Samurai Detectives have the HP and MP costs of Sword Arts spells divided by 2 when paying them; this specifically stacks with the discount granted by 'Studied the Blade'. They double the Attack Bonuses of Sword Arts spells they cast.
* A Samurai Detective automatically succeeds at scanning the stats of any target it deals 25% of the target's Max HP worth of post-Defense Damage to using a Sword Arts spell.
* Samurai Detectives possess an Inherent Spell List and may add non-unique Sword Arts spells to it in a manner similar to Absorbs in the Shop (but with this ability counting as distinct from actual Absorbs).
* A Samurai Detective begins with the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* A Samurai Detective may, up to once per month, post in the Ability Shop to gain 4 Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, or Mind Lord Bonus Weeks.
* A Samurai Detective is associated with the classes Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, and Mind Lord. It additionally selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class (if not already possessed), and its own element's class (if not already possessed). It may then select any 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes. Each time it cap-breaks, it may select 5 more classes of its choice.
* Samurai Detectives do not require Seal Pieces to break Level caps. Instead, they must duel swordmasters and solve mysteries (both only counting notable, quest-equivalent, Level-appropriate duels and mysteries) as per the following chart:
Level 20- 2 Duels, 2 Cases Closed
Level 40- 10 Duels, 10 Cases Closed
Level 60- 20 Duels, 20 Cases Closed
Level 80- 50 Duels, 50 Cases Closed
* Samurai Detectives sometimes respawn in Nexus and sometimes in The One City, with a new samurai detective agency (containing all their stuff from the last one) each time they do.
Smorgasborgs
* Smorgasborgs are a mix of two subtypes. They count as both. Exact rules differ by combination.
* Smorgasborgs always have Bio-Horror and Robot added to their list of possible subtypes, even if neither of the subtypes they blend had them.
* Smorgasborgs are always Bullfighting-Adjacent, even if neither component PC type is.
Smorgasborg (BA Member & Samurai Detective):
* This Smorgasborg is Bullfighting-Adjacent.
* This Smorgasborg may perform absorbs.
* This Smorgasborg may perform combos.
* This Smorgasborg begins with the greater number of distributable base stat points out of 60 and whatever BA members have as standard at the time of its creation.
* This Smorgasborg does get bonus-points to assign on Level-up.
* This Smorgasborg may be any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo.
* This Smorgasborg may be a base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller.
* This Smorgasborg may participate in Mini Quests.
* This Smorgasborg obtains starting Warehouse Tickets any may use them.
* This Smorgasborg may sometimes unlock or accidentally pull from unusual Warehouse categories.
* As an effect that does not bypass 'Immune to below Level X' effects, these Smorgasborgs count as Level (2 x their Level x the number of Caps they have broken) for purposes of scanning stats.
* This Smorgasborgs have the HP and MP costs of Sword Arts spells divided by 2 when paying them; this specifically stacks with the discount granted by 'Studied the Blade'. They double the Attack Bonuses of Sword Arts spells they cast.
* This Smorgasborg automatically succeeds at scanning the stats of any target it deals 25% of the target's Max HP worth of post-Defense Damage to using a Sword Arts spell.
* This Smorgasborg possess an Inherent Spell List and may add non-unique Sword Arts spells to it in a manner similar to Absorbs in the Shop (but with this ability counting as distinct from actual Absorbs).
* This Smorgasborg begins with the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* This Smorgasborg may, up to once per month, post in the Ability Shop to gain 4 Archer, Combatant, Gunner, Dragoon, Scholar, Swordsman, Diplomat, Guardian, Protector, Jeweler, Blacksmith, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Hunter, Kensei, Ninja, Shrine Maiden, Thief, Warrior, Captain, Driver, Rider, Binder, Counselor of Faerie, Deathless One, Demonologist, General, Roboticist, Warlord, Elemental Researcher, or Mind Lord Bonus Weeks.
* This Smorgasborg does not have associated classes or equipment restrictions.
* This Smorgasborg requires both standard Seal Pieces to break Level caps and must duel swordmasters and solve mysteries (both only counting notable, quest-equivalent, Level-appropriate duels and mysteries) as per the following chart:
Level 20- 2 Duels, 2 Cases Closed, Standard Seal Complete
Level 40- 10 Duels, 10 Cases Closed, Standard Seal Complete
Level 60- 20 Duels, 20 Cases Closed, Standard Seal Complete
Level 80- 50 Duels, 50 Cases Closed, Standard Seal Complete
* This Smorgasborg may choose between respawning at the Battle Arena, or respawning in either Nexus or The One City, with a new samurai detective agency (optionally containing all its stuff from the last one - otherwise the stuff is in its room at the Nexus Inn). It may choose which way it respawns each time it respawns.
Adding the Smorgasborg (BA Member & Samurai Detective) template to an existing BA member:
* Base stat points do not change.
* This Smorgasborg may gain one additional element out of any base element, one of the elements Aether, Chaos, Knowledge, Law, Metal, Spatial, or Wood, or one of the elements Anime, Barley, Business, Dependency, Destruck, Mahjong Calcium Acid, Magisparkly, Strange, Swimmerce, Taxi, Terrorism, or Thermo, with the new element being in addition to its current elements.
* This Smorgasborg may gain one additional entity subtype out of any base entity subtype, one of the subtypes Ancient, Arch-Demon, Arch-Fae, Conceptual, Custodian, Dragon, Entombed, Gigas, Heritor, Mindshadow, Mutant, Metahuman, Planetary, Reptile, or one of the subtypes A Competitor of Hans, Ball of Superiority, Cousin, Crazy Arcade, DarkSpin, Foreigner, Hell's Face, High Bright, Mindshade, Minor (2), Mr. Wardman's Insect, No-Teeth, Stomach Terror, Throatball, or Wildsteller, with the new subtype being in addition to its current subtypes.
* This Smorgasborg does not get additional Warehouse tickets.
* This Smorgasborg gains the actions 'Investigatiate', 'Investigapperate', 'Phase Shift', and 'Studied the Blade'
* This Smorgasborg does not unbreak any Level caps previously broken - they remain broken for it.
Abstandard Lesser PC Types
Generic Rules
These are considered Lesser PC Types for anything that checks such (though I don't have any mechanical impact of that yet). Any slot can be used to make one of these instead of a BA member if you wanted to for some reason, but they're mostly being built in preparation for other (better) PC types that potentially build off their rules.
Anointed Prophet
An Anointed Prophet is not a BA member and is different from a BA member as follows:
* An Anointed Prophet may not perform absorbs.
* An Anointed Prophet may not perform combos.
* An Anointed Prophet begins with 60 distributable base stat points.
* Anointed Prophets do not get bonus-points to assign on level-up.
* An Anointed Prophet may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Hope, War, Moon, or Truth element.
* An Anointed Prophet may be a Human, Fae, Humanoid, Celestial, Angel, Deva, Illuminated, Elemental, Prime, Daemon, Devil, or Demon.
* An Anointed Prophet may not participate in Event Matches.
* An Anointed Prophet may not participate in Mini Quests.
* An Anointed Prophet may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* An Anointed Prophet does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* An Anointed Prophet selects 1 base weapon class, 1 base armor class, Priest, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* An Anointed Prophet must select a Patron Deity at character creation. It cannot change Patron Deities or have its Patron Deity changed. It may not select a Pantheon.
* Anointed Prophets do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests on behalf of their deities (or in accordance with their deities' primary areas of interest and general portfolios), as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve converting a population to their deity's service and at least one of which must involve finding a divine relic of the patron deity or a unique item that could be made into a divine relic
Level 60- 20 Quests, at least one of which must involve defeating a major organization devoted to an opposing deity or anathemaic force
Level 80- 50 Quests, at least one of which must involve defeating the incarnate avatar of a rival divine power
* Anointed Prophets respawn automatically once per completed patron-relevant quest they complete (even if below current Level-band). If out of these automatic respawns, they must be manually resurrected in some manner if killed in an RP thread. Respawn location is the Anointed Prophet's patron deity's divine realm.
Dimensional Hero
A Dimensional Hero is not a BA member and is different from a BA member as follows:
* A Dimensional Hero may not perform absorbs.
* A Dimensional Hero may not perform combos.
* A Dimensional Hero begins with 60 distributable base stat points.
* Dimensional Heroes do not get bonus-points to assign on level-up.
* A Dimensional Hero may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dimensional Hero may be a Human, Fae, Humanoid, Celestial, Angel, Deva, or Edgelander.
* A Dimensional Hero may not participate in Event Matches.
* A Dimensional Hero may not participate in Mini Quests.
* A Dimensional Hero may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dimensional Hero does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dimensional Hero selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dimensional Heroes do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests with a heroic tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests
Level 60- 20 Quests, at least one of which must involve saving a world
Level 80- 50 Quests, at least one of which must involve defeating a multi-form unique boss of significant power
* Dimensional Heroes do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Dread Villain
A Dread Villain is not a BA member and is different from a BA member as follows:
* A Dread Villain may not perform absorbs.
* A Dread Villain may not perform combos.
* A Dread Villain begins with 60 distributable base stat points.
* Dread Villains do not get bonus-points to assign on level-up.
* A Dread Villain may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Dread Villain may be a Human, Fae, Humanoid, Daemon, Devil, Demon, or Undead.
* A Dread Villain may not participate in Event Matches.
* A Dread Villain may not participate in Mini Quests.
* A Dread Villain may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Dread Villain does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Dread Villain selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, its own subtype's class, and its own element's class. It may then select 10 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dread Villains do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests (or self-defined nefarious missions with concrete, pre-defined goals working towards and overall master plan) with a villainous tilt, as per the following chart:
Level 20- 2 Quests
Level 40- 10 Quests, at least one of which must involve setting up some sort of base of operations
Level 60- 20 Quests, at least one of which must involve taking over or destroying a world
Level 80- 50 Quests, at least one of which must involve defeating major party of unique level-band-appropriate heroes
* Dread Villains do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Mad Genius
A Mad Genius is not a BA member and is different from a BA member as follows:
* A Mad Genius may not perform absorbs.
* A Mad Genius may not perform combos.
* A Mad Genius begins with 50 distributable base stat points.
* Mad Geniuses do not get bonus-points to assign on level-up.
* A Mad Genius may be Psychic, Technology, Electrical, Acid, Energy, Ice, Chemical, Biological, or Toxin element.
* A Mad Genius may be a Human, Humanoid, Bio-Horror, or Mutant.
* A Mad Genius may not participate in Event Matches.
* A Mad Genius may not participate in Mini Quests.
* A Mad Genius may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Mad Genius does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Mad Genius is associated with the classes Gunner, Gazer, Mad Trapper, Facility Director, Exterminator, Manipulator, Matrix Keeper, Shadow Blade, Disabler, Parasite, Auramancer, Technocrat, Modificationist, Evolutionist, Protector, Researcher, Alchemist, Biomancer, Scientist, Transmuter, Scavenger, Roboticist, Mechanist, Mad Scientist, Grafter, and Engineer. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Dimensional Heroes do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests with a focus on mad-science or super-science, as well as acquiring and applying Gene-Mods, as per the following chart:
Level 20- 2 Quests, At least 5 Gene-Mods acquired and applied to targets
Level 40- 10 Quests, At least 25 Gene-Mods acquired and applied to targets
Level 60- 20 Quests, At least 50 Gene-Mods acquired and applied to targets
Level 80- 50 Quests, At least 250 Gene-Mods acquired and applied to targets
* Mad Geniuses do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Noble Fae
A Noble Fae is not a BA member and is different from a BA member as follows:
* A Noble Fae may perform absorbs, but only on uniques that are part of its collection.
* A Noble Fae may not perform combos.
* A Noble Fae begins with 50 distributable base stat points.
* Noble Fae do not get bonus-points to assign on level-up.
* A Noble Fae may be Earth, Air, Fire, Water, Light, Darkness, Magic, Electrical, Acid, Energy, Ice, Moon, or Wood element.
* A Noble Fae must be a Fae.
* A Noble Fae may not participate in Event Matches.
* A Noble Fae may not participate in Mini Quests.
* A Noble Fae may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Noble Fae does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Noble Fae is associated with the classes Assassin, Swordsman, Shadow Blade, Scholar, Magus, Sorceress, Diplomat, Seer, Jeweler, Clothier, Commander, Enchanter, Wizard, Illusionist, Bard, Dancer, Druid, Summoner, Wildshaper, Metamorph, Counselor of Faerie, Vermin Master, Beastmaster, Botanist, and Arcane Vizier. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Noble Fae do not require Seal Pieces to break Level caps. Instead, they must complete quests given by or in support of Fae groups, magic-over-technology, or defense of nature against encroaching mortal or technological civilization, as well as collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 2 Quests, 5 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 10 Quests, 50 Retainer Augments, 5 Unique Non-Pet Items, 5 Unique Pets
Level 60- 25 Quests, 125 Retainer Augments, 25 Unique Non-Pet Items, 25 Unique Pets, Own a world or pocket dimension
Level 80- 50 Quests, 500 Retainer Augments, 125 Unique Non-Pet Items, 125 Unique Pets
* Noble Fae do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Private Detective
A Private Detective is not a BA member and is different from a BA member as follows:
* A Private Detective is a Lesser PC Type
* A Private Detective may not perform absorbs.
* A Private Detective may not perform combos.
* A Private Detective begins with 50 distributable base stat points.
* Private Detectives do not get bonus-points to assign on level-up.
* A Private Detective may be Earth, Air, Fire, Water, Light, Darkness, Magic, Technology, Physical, or Psychic element.
* A Private Detective may be a Human, Fae, Humanoid, or Robot.
* A Private Detective may not participate in Event Matches.
* A Private Detective may not participate in Mini Quests.
* A Private Detective may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Private Detective does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Private Detective is associated with the classes Gunner, Combatant, Scholar, Diplomat, Protector, Jeweler, Clothier, Chef, Engineer, Commander, Diviner, Gunslinger, Thief, Driver, Captain, General, Warlord, Counselor of Faerie, Roboticist, and Mind Lord. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Private Detectives do not require Seal Pieces to break Level caps. Instead, they must solve level-band-appropriate mysteries/cases as quests, as per the following chart:
Level 20- 2 Cases Closed
Level 40- 10 Cases Closed
Level 60- 20 Cases Closed
Level 80- 50 Cases Closed
* Private Detectives do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Questing Knight
A Questing Knight is not a BA member and is different from a BA member as follows:
* A Questing Knight is a Lesser PC Type
* A Questing Knight may not perform absorbs.
* A Questing Knight may not perform combos.
* A Questing Knight begins with 50 distributable base stat points.
* Questing Knights do not get bonus-points to assign on level-up.
* A Questing Knight may be Earth, Air, Fire, Water, Light, Darkness, Magic, Physical, or Ice element.
* A Questing Knight may be a Human, Fae, or Humanoid.
* A Questing Knight may not participate in Event Matches.
* A Questing Knight may not participate in Mini Quests.
* A Questing Knight may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Questing Knight does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Questing Knight is associated with the classes Swordsman, Lancer, Dragoon, Archer, Defender, Lawbringer, Crusher, Guardian, Protector, Jeweler, Blacksmith, Commander, Kensei, Paladin, Warrior, Rider, General, Warlord, and Counselor of Faerie. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Questing Knights do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests that are provided either in defense of innocents, as tasks from a divine being, as tasks from a ruling monarch or noteworthy noble, to duel other individuals who are formally knights, or in search of treasures lost by other individuals who were formally knights; they must also hunt level-band-appropriate unique Dragons as per the following chart:
Level 20- 1 Dragon, 1 Quest
Level 40- 5 Dragons, 5 Quests
Level 60- 10 Dragons, 10 Quests
Level 80- 25 Dragons, 25 Quests
* Questing Knights do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Realm Noble
A Realm Noble is not a BA member and is different from a BA member as follows:
* A Realm Noble may perform absorbs, but only on uniques that are part of its collection.
* A Realm Noble may not perform combos.
* A Realm Noble begins with 50 distributable base stat points.
* Realm Nobles do not get bonus-points to assign on level-up.
* A Realm Noble may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Realm Noble may be a Human, Fae, or Humanoid.
* A Realm Noble may not participate in Event Matches.
* A Realm Noble may not participate in Mini Quests.
* A Realm Noble may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Realm Noble does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Realm Noble selects 1 base weapon class, Diplomat, 1 other base armor class, Commander, 1 other base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Realm Nobles do not require Seal Pieces to break Level caps. Instead, they must collect retainer augments, unique items, and unique pets, at least a quarter of each of which must be relevant to their current Level-band, as per the following chart:
Level 20- 10 Retainer Augments, 1 Unique Non-Pet Items, 1 Unique Pet
Level 40- 50 Retainer Augments, 10 Unique Non-Pet Items, 10 Unique Pets
Level 60- 250 Retainer Augments, 50 Unique Non-Pet Items, 50 Unique Pets, Own a world
Level 80- 1,000 Retainer Augments, 250 Unique Non-Pet Items, 250 Unique Pets
* Realm Nobles do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Relic Collector
A Relic Collector is not a BA member and is different from a BA member as follows:
* A Relic Collector may perform absorbs, but only on uniques that are part of its collection.
* A Relic Collector may not perform combos.
* A Relic Collector begins with 50 distributable base stat points.
* Relic Collectors do not get bonus-points to assign on level-up.
* A Relic Collector may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Acid, Energy, Ice, Hope, War, Moon, Truth, Metal, or Wood element.
* A Relic Collector may be a Human, Fae, Humanoid, Undead, Golem, Robot, Celestial, Angel, Deva, Illuminated, Elemental, Abstract, Daemon, Devil, or Demon.
* A Relic Collector may not participate in Event Matches.
* A Relic Collector may not participate in Mini Quests.
* A Relic Collector may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Relic Collector does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Relic Collector selects a single item subtype to be the focus of its collection. This selection may not be changed.
* A Relic Collector selects obtains its collection type's corresponding class. It may then select 11 other classes. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Relic Collectors do not require Seal Pieces to break Level caps. Instead, they must collect unique items to fit into their collections that are appropriate in power level to their current Level-band, as per the following chart:
Level 20- 5 Unique Items
Level 40- 25 Unique Items
Level 60- 50 Unique Items, at least one of which must be an Artifact
Level 80- 100 Unique Items, at least five of which must be Artifacts
* Relic Collectors do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Ronin Samurai
A Ronin Samurai is not a BA member and is different from a BA member as follows:
* A Ronin Samurai is a Lesser PC Type
* A Ronin Samurai may not perform absorbs.
* A Ronin Samurai may not perform combos.
* A Ronin Samurai begins with 50 distributable base stat points.
* Ronin Samurai do not get bonus-points to assign on level-up.
* A Ronin Samurai may be Earth, Air, Fire, Water, Light, Darkness, Physical, Electrical, or Ice element.
* A Ronin Samurai may be a Human, Humanoid, Spirit, Undead, or Demon.
* A Ronin Samurai may not participate in Event Matches.
* A Ronin Samurai may not participate in Mini Quests.
* A Ronin Samurai may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Ronin Samurai does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Ronin Samurai is associated with the classes Swordsman, Dragoon, Archer, Guardian, Jeweler, Blacksmith, Commander, Hunter, Kensei, Ninja, Shrine Maiden, Warrior, Rider, Binder, Deathless One, Demonologist, General, and Warlord. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Ronin Samurai do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate quests that are provided either in defense of innocents, as tasks from a divine being, as tasks from a ruling monarch or noteworthy noble, to duel other individuals who are formally samurai, or in search of treasures lost by other individuals who were formally samurai; they must also duel swordmasters as per the following chart:
Level 20- 1 Duel, 1 Quest
Level 40- 5 Duels, 5 Quests
Level 60- 10 Duels, 10 Quests
Level 80- 25 Duels, 25 Quests
* Ronin Samurai do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
Wandering Adventurer
A Wandering Adventurer is not a BA member and is different from a BA member as follows:
* A Wandering Adventurer may not perform absorbs.
* A Wandering Adventurer may not perform combos.
* A Wandering Adventurer begins with 50 distributable base stat points.
* Wandering Adventurers do not get bonus-points to assign on level-up.
* A Wandering Adventurer may be Earth, Air, Fire, Water, Light, Darkness, Physical, or Psychic element.
* A Wandering Adventurer may be a Human, Fae, or Humanoid.
* A Wandering Adventurer may not participate in Event Matches.
* A Wandering Adventurer may not participate in Mini Quests.
* A Wandering Adventurer may not participate in Special Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Wandering Adventurer does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Wandering Adventurer selects 1 base weapon class, 1 base armor class, 1 base spell class, 1 accessory-connected-or-crafting-based base class, and its own subtype's class. It may then select 7 other classes, at least four of which must be base. It can only learn abilities from these classes and equip items whose subtypes match with those subtypes associated classes.
* Wandering Adventurers do not require Seal Pieces to break Level caps. Instead, they must complete level-band-appropriate dungeons (clearing the dungeon, defeating at least one dungeon boss in the process and obtaining at least one unique piece of loot) and quests, as per the following chart:
Level 20- 1 Dungeon, 1 Quest
Level 40- 5 Dungeons, 5 Quests
Level 60- 10 Dungeons, 10 Quests
Level 80- 25 Dungeons, 25 Quests
* Wandering Adventurers do not respawn automatically. They must be manually resurrected in some manner if killed in an RP thread.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Rules Thread
Moderation, Autoing, and Formalized Site Procedures
Adding New Characters
Mods can approve characters provided that they have the 60 required stat points, a valid subtype listed, and a valid element listed. They each start with 1 Fame, 0 XP, 200 Gold, and 1 bonus week.
A new PC begins with the items:
Arena Member's Bow
Arena Member's Blade
Arena Member's Shield
Arena Member's Staff
Arena Member's Armor
Arena Member's Charm
A new PC begins with the abilities:
Counter
Defend
Elemental Attack
Guard Back Rank
Cast a Spell
Magical Attack
Melee Attack
Mental Overdrive
Overdrive
Physical Overdrive
Ranged Attack
Re-equip
Switch Rows
Trade
Transform
Unequip
Use an Item
Autoing
In the case of an arena fight, encounter area battle, or non-Boss-Rush, non-PVP specialty fight, a mod may fully auto a battle that they are participating should should a week pass from the last battle-related post in it (random commentary from people doesn't count here). Should the mod began another identical arena fight, encounter area battle, or non-Boss-Rush, non-PVP specialty fight, then said mod may auto-complete said fight again should a single day pass from the re-posting of said fight.
In the case of a random quest or mini-quest that they are participating in, a mod may fully auto a single room (or encounter, in the instance of a mini-quest) should a week pass from the last battle-related post in it. Following said initial instance of autoing, the mod may auto one room per day for the next week provided that no other mod posts in the thread. Following this second week, said mod may auto 5 rooms per day until either another mod posts or the random quest concludes.
In arena fights, encounter areas, specialty fights, random quests, and mini quests in which no permanent loss can befall characters, a mod may take control of a character whose lack of actions are causing a thread to be delayed for one week or more without the consent of said character's controlling player, controlling said character until its respective player responds to the thread or permanent loss becomes a visible possibility for said character (via, for example, a random quest becoming an RP thread because a boss room was found or because a level-stealing monster appeared).
In cases where treasure division is stalled for a week or more due to non-posting players, please free all players from the thread and then consult Gad regarding the division of treasure.
In the case of a Boss Rush, PVP thread, or RP thread, consult Gad before doing any sort of autoing.
In the case of a stalled player in a thread where permanent loss of some sort could occur, consult Gad before doing any sort of autoing.
If a mod posting battle updates has both (a) Made sure that every auto-win thread with other individuals running the PC side has been updated up to the point where it can currently be updated (excluding loot rolls and final updating of the thread) and (b) there are 5 or fewer threads present in Battle Threads that (A) do not require Gad-specific attention, (B) Have other individuals running the PC side (excluding threads where loot is rolled and only final updating needs to be done), and (C) Are not fully updated (including loot rolls if required, final updating if required, and non-auto-win battle posts), that mod may auto their own auto-win battle posts for the day (any number of times in a day up to their daily limit, to a max of 5 times in Random Quests and not counting Endurance Matches or Boss Rushes) provided that they have already been verified as winnable at least once by another mod or by Gad.
If a Random Quest, Event Match, or Special Match thread with a mod participating in it as a player attempts to be re-launched every day with the mod-player's characters repeatedly hopping out of it to conduct daily battle counts, the duration the thread sits around with the mod-player hopping in and out counts as the duration the thread is waiting for auto'ing.
Enemy Tactics
Enemies in arena fights and fight-slot-taking threads should be played to win. Creating an unwinnable stalemate that indefinately stalls PCs counts as 'winning' for purposes of this (since such stalemates are ruled in favor of the enemy sides). Reaching Failing that, they go down with as much of a fight or hindrance as they can muster. Victory takes priority over hindrance if possible, though.
In RP threads that mods are running (like the mod-run worlds), enemies and NPCs should be played the way they would act, assuming that they aren't being directed by some force that would suddenly make them tactical geniuses.
Item Rewards for Reaching Specific Numbers of Posts
Upon obtaining 100 posts, a user obtains-
Universal Protection Stone
Upon obtaining 275 posts, a user obtains-
Perfect Vaccine
Upon obtaining 1,900 posts, a user obtains-
Lethality Diamond
Upon obtaining 9,999 posts, a user obtains-
Pattern of Glory
Mods can give all of these out when users meet the requirements. These are handed out on a per-user basis, not a per-character basis.
Updating, Moving, and Locking
When you update something, post that you have updated it. If you have partially updated something, post that you have partially updated it and say which parts of it you have updated.
Here are individual instructions per thread type:
Character Creation Thread:
* Mods should approve and create new characters, as per the 'Adding New Characters' section above.
The Shop:
* Mods should update purchases, sales, trades, and previously-performed combos, updating PC sheets as needed.
* Mods should add new items to the Shop sections if they are posted in the shop (either as new items or as combo results). New items posted should default to being marked out-of-stock unless it is stated otherwise. If a new item is an unstated pet or transformation, add it to the 'Pets that Need Statting' in Key Threads. If a problem is present in an item (No MP cost, No element, etc.), post an explanation of why you believe something to be wrong in the Shop. If the problem in question appears to be a typo or minor correction, you can go ahead and fix it, but please still note that you have made the change (in case the unusual thing was intended).
* When a new combo gets made, add it the To Do List in the post for combos. If the combo's formatting is wrong, please fix it before adding it there.
* If a player is buying items 'just for a combo' and requesting they not be added to said player's sheet because of that, add them to the sheet anyway. It creates too much confusion when items are never added to a sheet and I do the combo a month or two later.
* When a combo result comes in, remove the components from the sheets of the characters involved, add the result to the combo creator's sheet, and add the new result to the shop (as out of stock unless otherwise stated). If the result is an unstated pet or transformation, add it to to the 'Pets that Need Statting' thread in Key Threads.
* Don't post that something is updated if you don't add it to the shop (and the 'Pets that Need Statting' list if applicable) unless you say that you didn't put it there. Try not to update things without putting them there if possible. If a problem is present in an item (No MP cost, No element, etc.), post an explanation of why you believe something to be wrong in the Shop. If the problem in question appears to be a typo or minor correction, you can go ahead and fix it, but please still note that you have made the change (in case the unusual thing was intended). If a problem is present with a combo (missing materials, etc.) post such.
The Ability Shop:
* Mods should update ability training to PC sheets as needed.
* Mods should add newly-posted abilities to their respective categories; Abilities with not cost or prerequisites listed should be marked as 'Not For Sale'. If a problem is present in an ability, post an explanation of why you believe something to be wrong in the Ability Shop. If the problem in question appears to be a typo or minor correction, you can go ahead and fix it, but please still note that you have made the change (in case the unusual thing was intended).
Standard Arena Fights:
* Mods should run fights, should update them, and should move and lock them.
Special Fights:
* Mods should run these, should update them, and should move and lock them (unless otherwise noted in this section). Make sure that any new items obtained in Boss Rushes and Endurance Matches that encounter not-previously-encountered content are also updated to the Shop, Pets that Need Statting thread, Enemy List, and Boss List as is appropriate.
* Boss Rushes (discounting those done just for Seal-Piece-obtaining purposes), Endurance Matches (discounting those done just for Seal-Piece-obtaining purposes or those that end before Level 60), and PVP Matches should be updated and locked only. I want to review them for game-balance purposes and PC-tracking.
* New bosses from Boss Rushes should be added to the Boss List as part of updating these threads. They should also be given entries in People if they are unique and do not already possess them.
Event Matches:
* Mods should run these, should update them, and should move and lock them (unless otherwise noted in this section).
* Event Matches that have not previously been beaten should be updated and locked only. I want to review them for game-balance purposes and PC-tracking.
Random Quests:
* Mods should run these, and (once loot distribution is agreed upon) should update them, move, and lock them (unless otherwise noted in this section).
* If a boss or phantom challenge that has not been previously encountered is defeated or an RP segment was included in the thread, only update and lock them. I want to review those threads before they get moved to the Trash.
* If loot division is not agreed upon within a week of it being generated, notify Gadigan.
Mini Quests:
* Mods should run these, should update them, and should move and lock them (unless otherwise noted in this section).
* Mini Quests that have not previously been beaten should be updated and locked only. I want to review them for game-balance purposes and PC-tracking.
Player Quests, Official Quests, and RP-Based Events:
* Mods should (once PCs are freed from these thrads) summarize these and update loot from them (and anything lost in them). Make sure that new items, abilities, and the like are added to either the Shop, Ability Shop, or the List of Pets to be Statted, as appropriate.
* These threads require People, Places, and Things entries to be created and approved before they are moved and locked.
* I like to review these and will move and lock them myself.
* If you feel like updating one of these and a PC is not yet freed, you may update things to the Shop, Ability Shop, or the List of Pets to be Statted and then create a running tally of all loot gathered or lost to that point without actually updating it to PC sheets (since they don't actually get the loot / lose things until the thread is over).
Statted Events:
* Treat these as Boss Rushes.
Accepting And Completing Tasks:
* Mods should verify these, should update them, and should move and lock them.
Mana Sparks (And Other Spark Types):
* Mods should verify these, should update them, and should move and lock them.
New Patron Deity:
* Mods should update these. Don't move or lock them. I want to review all of them.
New Guild:
* Mods should update these. Don't move or lock them. I want to review all of them.
Warehouse:
* Mods should verify these, should update them, and should move and lock them.
Enemy Outlines that Need Statting:
* Mods who have been granted the ability to stat these monsters should stat these.
* New items from entries in this thread can be added to the Shop by any mod.
Statted Monsters, Pets, Summons, and Transformations:
* Once approved, these need to be added to the Zoo Record (if pets, summons, or transformations), the Enemy List (if enemies), and to any relevant PC stat pages.
Guild Threads:
* Treat these like the Shop update-wise if items are used or traded in them. Treat them as Player Threads for other purposes.
Mod Run Worlds:
* Treat these like Player Quests, except all content made by the mods running and all loot handed out in them needs to be approved before it it is updated. Summarizing them is still requested.
* These do not require People, Places, and Things entries.
Babble, On-Topic, BA Discussion:
* Mods should update any items / abilities / whatever that appear in these.
* Don't move or lock these normally. They don't have a visible trash bin and are currently acting as their own trash bin.
Spam (from actual spambots, I don't mean pointless Babble threads here):
* Delete it. I don't want spam on the forums. This is, as a note, probably the only thing that you should actually be deleting. I like to keep archived records of everything else.
* If a particular spambot is making an aggressively high number of posts, notify me so that I can ban it (and take other measures as is appropriate).
Thread Requirements and Expedited Thread-Running
The following requirements apply to their respective types of thread. If a thread is made that does not comply with these requirements, indicate to the individual who made it why the thread is non-compliant and allow them to fix it to be compliant.
Standard Arena Fights:
* The players posting the fight must include what PCs are present in the fight and how many of each enemy are being fought. Stats of each enemy being fought must be posted. If a battle is being fought round-by-round, full equipment for each PC in it, as well as modded stats for each PC in it, must be present.
* A player may attempt, instead of running a battle round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. In such cases, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets. What PCs are present in the fight and how many of each enemy are being fought must still be posted. These victories are referred to as 'auto-wins'.
* In the case of auto-wins, players may, once it is confirmed that they are automatically winning a battle or as part of the opening post where they make their argument for the auto-win, request 'counts' instead of individual battles, declaring how many daily repeats of the battle they are performing. In such cases, the mod running the thread, once they have verified that the proposed auto-win works as an auto-win, instead of updating treasure and gold after each battle, may maintain a running total numerical count of the number of times that the PCs have won the battle which is to be updated when the thread is finished.
* A number of 'counts' that would take an individual over then number of daily battles that it could perform may not be requested except as follows. An individual may make an advance post requesting a number of counts for the following day (or may start a new battle, requesting that it be run the following day). These requests for the following day may not be run by mods until the following day is actually reached in the BA's timezone.
* If the PCs that would be present in a battle would change between battles or the number or type of enemies being fought would change between battles, a new thread must be started.
* If a PC possesses a modified drop rate for XP, Gold, or Treasure that is not the standard PC drop rate or the standard mod drop rate, their drop rate must be declared.
* An individual may not link to another thread instead of providing information that is required to be in a thread.
Special Fights (Excluding Those With Their Own Categories On This List):
* The players posting the fight must include what PCs are present in the fight and how many of each enemy are being fought. Stats of each enemy being fought must be posted. If a battle is being fought round-by-round, full equipment for each PC in it, as well as modded stats for each PC in it, must be present.
* A player may attempt, instead of running a battle round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. In such cases, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets. What PCs are present in the fight and how many of each enemy are being fought must still be posted. These victories are referred to as 'auto-wins'.
* In the case of auto-wins in Harvesting Matches, Ascetic Matches, and Treasure Hunts (and not other Special Matches), players may, once it is confirmed that they are automatically winning a battle or as part of the opening post where they make their argument for the auto-win, request 'counts' instead of individual battles, declaring how many daily repeats of the battle they are performing. In such cases, the mod running the thread, once they have verified that the proposed auto-win works as an auto-win, instead of updating treasure and gold after each battle, may maintain a running total numerical count of the number of times that the PCs have won the battle which is to be updated when the thread is finished.
* A number of 'counts' that would take an individual over then number of daily battles that it could perform may not be requested except as follows. An individual may make an advance post requesting a number of counts for the following day (or may start a new battle, requesting that it be run the following day). These requests for the following day may not be run by mods until the following day is actually reached in the BA's timezone.
* If the PCs that would be present in a battle would change between battles, the number or type of enemies being fought would change between battles, or a Special Fight that is not a Harvesting Match, Ascetic Match, or Treasure Hunt is taking place, a new thread must be started.
* If a PC possesses a modified drop rate for XP, Gold, or Treasure that is not the standard PC drop rate or the standard mod drop rate, their drop rate must be declared. Modifications in drop rate due to a match being a Harvesting Match, Ascetic Matches, and Treasure Hunts do not have to be declared, but what drop each PC is choosing for their Harvesting Match must be declared.
* An individual may not link to another thread instead of providing information that is required to be in a thread.
Encounter Areas:
* The players posting the fight must include what PCs are present in the fight as well as full modified stats for each PC present.
* Encounter Areas fights may be autoed once the opposition is known, but they may not obtain counts, and drops must be determined after each fight.
Boss Rushes:
* The players posting the fight must include what PCs are present in the fight. If a boss-rush is being fought round-by-round or partially-autoed, full equipment for each PC in it, as well as modified stats for each PC in it, must be present.
* Boss Rushes may be fully-autoed only in the case that they are being used solely to complete Seal Tasks. In such a case, the players posting the match may describe how they can auto-defeat any series of opponents that could appear in the match up until the point where the Task would be complete. If said auto-win is confirmed by a mod running the thread, the PCs present complete the Seal Task but do not get any other rewards.
* Fights against individual bosses in boss rushes may be partially-autoed. In these cases, a player may describe how they can defeat the boss with no chance of being defeated. The mod running the thread may, should they agree with such, avoid running the battle round-by-round, but must, while doing so, check for any ways the boss could inconvenience the players without winning (for example, applying debuffs, unsummoning PC summons, or the like) and must present responses to the auto-ing that apply the maximum amount of hindrance to the PC side as the mod feels is possible. The PC side may either respond to these proposals with additional planning for the partially-autoed fight or may assent to them and proceed to the next battle. In these cases each boss must still obtain one post from the mod running the thread and one post from the PC side unless one of the following exceptions applies.
* In cases where it is known in advance what bosses will be next in a Boss Rush (not including an Alternate Boss Rush), a string of known bosses may, following confirmation by Gadigan that no new bosses will be inserted into the middle of said string, be partially-autoed in a group, otherwise following the regulations above.
* In cases where all members of a PC side are Immune to individuals below a certain Level, the PCs participating in a Boss Rush or Alternate Boss Rush may request a list of bosses below said Level in the order that they would be encountered and may, provided that no new bosses would be encountered during said string of bosses, then partially-auto that string of bosses in a group, otherwise following the regulations above. If new bosses would be enountered in said string, the bosses up until said point may be partially-autoed as a group and then the new boss would be encountered in a non-autoed manner (but could then itself be partially-autoed as per the rules for fighting single bosses in boss rushes above were its stats to become known).
Endurance Matches:
* The players posting the fight must include what PCs are present in the fight. If a endurance match is being fought round-by-round or partially-autoed, full equipment for each PC in it, as well as modified stats for each PC in it, must be present.
* Endurance Matches may be fully-autoed only in the case that they are being used solely to complete Seal Tasks. In such a case, the players posting the match may describe how they can auto-defeat any series of opponents that could appear in the match up until the point where the Task would be complete. If said auto-win is confirmed by a mod running the thread, the PCs present complete the Seal Task but do not get any other rewards.
* Fights against individual opponents in endurance matches rushes may be partially-autoed. In these cases, a player may describe how they can defeat the presented opponents with no chance of being defeated. The mod running the thread may, should they agree with such, avoid running the battle round-by-round, but must, while doing so, check for any ways the opponents could inconvenience the players without winning (for example, applying debuffs, unsummoning PC summons, or the like) and must present responses to the auto-ing that apply the maximum amount of hindrance to the PC side as the mod feels is possible. The PC side may either respond to these proposals with additional planning for the partially-autoed fight or may assent to them and proceed to the next battle. In these cases each set of opponents encountered must still obtain one post from the mod running the thread and one post from the PC side unless one of the following exceptions applies.
* In cases where all members of a PC side are Immune to individuals below a certain Level, the PCs participating in an Endurance Match or Pet Endurance Match may request a list of enemies encountered below said Level in the order that they would be encountered and may, provided that no Level with too few enemies for the rush would be reached during said string of encounters, then partially-auto that string of opponents in a group, otherwise following the regulations above. If new enemies would be enountered in said string, the bosses up until said point may be partially-autoed as a group and then the new enemies would be encountered in a non-autoed manner (but could then itself be partially-autoed as per the rules for fighting single bosses in boss rushes above were its stats to become known).
Event Matches:
* The players posting the fight must include what PCs are present in the fight and must post a copy of the Event Match being fought.
* A player may attempt, instead of running an event match round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. In such cases, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets. What PCs are present in the fight and how many of each enemy are being fought must still be posted. These victories are referred to as 'auto-wins'.
* Counts may not be performed on Event Matches.
* Multiple Event Matches may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
Random Quests:
* The players posting the quest must include what PCs are present in the random quest. Full sets of modded stats for each PC in the quest must be present unless the quest is being run as an auto-win for a Seal Task.
* A player may attempt, instead of running a single battle of a random quest round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. Auto-wins may only be applied to single battles in random quests and not to series of battles except in the case that an entire Random Quest is being completed as an auto-win for a Seal Task (in which case no loot or awards are obtained save those that are directly part of the Seal Task itself). In such cases where a Seal Task auto-win is being performed, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets.
* Counts may not be performed on Random Quests.
* Individuals may request that per-room treasure not be rolled in Random Quests until the end of the quest, but they must, should such a choice be made, take treasure rolls based on their worst treasure-obtaining status in the thread (for example, said treasure rolls could not factor in the status effect Favored unless it was possessed at every single point during the thread at which the PCs obtained any treasure).
* Multiple runs of the same random quest may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
* Multiple different random quests may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
Mini Quests:
* The players posting the quest must include what PCs are present in the random quest. Full sets of modded stats for each PC in the quest must be present unless the quest is being run as an auto-win for a Seal Task.
* A player may attempt, instead of running a single battle of a mini quest round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. Auto-wins may only be applied to single battles in random quests and not to series of battles except in the case that an entire Random Quest is being completed as an auto-win for a Seal Task (in which case no loot or awards are obtained save those that are directly part of the Seal Task itself). In such cases where a Seal Task auto-win is being performed, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets.
* Counts may not be performed on Mini Quests.
* Multiple runs of the same mini quest may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
* Multiple different mini quests may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
Statted Events:
* Full equipment for each PC entering a statted event, as well as modded stats for each PC in it, must be present.
* Statted event auto-ing is handled on a case-by-case basis.
RP Threads:
* If you are participating in an RP thread, make sure you check to make sure to obey rules regarding items being in multiple places and restrictions on using items that are in open RP threads.
* RP threads do not require stats to be posted until they are requested.
* For RP threads, when stats are requested, the items equipped by each PC participating, the items carried by each PC participating, the XP on each PC participating, the Gold carried by each PC participating, and the abilities possessed by each PC participating must be posted. Links to other threads that include abilities or gear sets may not be used in lieu of posting them in the thread, as said links (particularly if linked to an ability list on a PC's stat page) make checking what gear or abilities a PC possessed during a particular thread at a later date more difficult.
* Modified stats are not required in RP threads unless they are specifically requested by the individual running the thread.
Adding New Characters
Mods can approve characters provided that they have the 60 required stat points, a valid subtype listed, and a valid element listed. They each start with 1 Fame, 0 XP, 200 Gold, and 1 bonus week.
A new PC begins with the items:
Arena Member's Bow
Arena Member's Blade
Arena Member's Shield
Arena Member's Staff
Arena Member's Armor
Arena Member's Charm
A new PC begins with the abilities:
Counter
Defend
Elemental Attack
Guard Back Rank
Cast a Spell
Magical Attack
Melee Attack
Mental Overdrive
Overdrive
Physical Overdrive
Ranged Attack
Re-equip
Switch Rows
Trade
Transform
Unequip
Use an Item
Autoing
In the case of an arena fight, encounter area battle, or non-Boss-Rush, non-PVP specialty fight, a mod may fully auto a battle that they are participating should should a week pass from the last battle-related post in it (random commentary from people doesn't count here). Should the mod began another identical arena fight, encounter area battle, or non-Boss-Rush, non-PVP specialty fight, then said mod may auto-complete said fight again should a single day pass from the re-posting of said fight.
In the case of a random quest or mini-quest that they are participating in, a mod may fully auto a single room (or encounter, in the instance of a mini-quest) should a week pass from the last battle-related post in it. Following said initial instance of autoing, the mod may auto one room per day for the next week provided that no other mod posts in the thread. Following this second week, said mod may auto 5 rooms per day until either another mod posts or the random quest concludes.
In arena fights, encounter areas, specialty fights, random quests, and mini quests in which no permanent loss can befall characters, a mod may take control of a character whose lack of actions are causing a thread to be delayed for one week or more without the consent of said character's controlling player, controlling said character until its respective player responds to the thread or permanent loss becomes a visible possibility for said character (via, for example, a random quest becoming an RP thread because a boss room was found or because a level-stealing monster appeared).
In cases where treasure division is stalled for a week or more due to non-posting players, please free all players from the thread and then consult Gad regarding the division of treasure.
In the case of a Boss Rush, PVP thread, or RP thread, consult Gad before doing any sort of autoing.
In the case of a stalled player in a thread where permanent loss of some sort could occur, consult Gad before doing any sort of autoing.
If a mod posting battle updates has both (a) Made sure that every auto-win thread with other individuals running the PC side has been updated up to the point where it can currently be updated (excluding loot rolls and final updating of the thread) and (b) there are 5 or fewer threads present in Battle Threads that (A) do not require Gad-specific attention, (B) Have other individuals running the PC side (excluding threads where loot is rolled and only final updating needs to be done), and (C) Are not fully updated (including loot rolls if required, final updating if required, and non-auto-win battle posts), that mod may auto their own auto-win battle posts for the day (any number of times in a day up to their daily limit, to a max of 5 times in Random Quests and not counting Endurance Matches or Boss Rushes) provided that they have already been verified as winnable at least once by another mod or by Gad.
If a Random Quest, Event Match, or Special Match thread with a mod participating in it as a player attempts to be re-launched every day with the mod-player's characters repeatedly hopping out of it to conduct daily battle counts, the duration the thread sits around with the mod-player hopping in and out counts as the duration the thread is waiting for auto'ing.
Enemy Tactics
Enemies in arena fights and fight-slot-taking threads should be played to win. Creating an unwinnable stalemate that indefinately stalls PCs counts as 'winning' for purposes of this (since such stalemates are ruled in favor of the enemy sides). Reaching Failing that, they go down with as much of a fight or hindrance as they can muster. Victory takes priority over hindrance if possible, though.
In RP threads that mods are running (like the mod-run worlds), enemies and NPCs should be played the way they would act, assuming that they aren't being directed by some force that would suddenly make them tactical geniuses.
Item Rewards for Reaching Specific Numbers of Posts
Upon obtaining 100 posts, a user obtains-
Universal Protection Stone
Upon obtaining 275 posts, a user obtains-
Perfect Vaccine
Upon obtaining 1,900 posts, a user obtains-
Lethality Diamond
Upon obtaining 9,999 posts, a user obtains-
Pattern of Glory
Mods can give all of these out when users meet the requirements. These are handed out on a per-user basis, not a per-character basis.
Updating, Moving, and Locking
When you update something, post that you have updated it. If you have partially updated something, post that you have partially updated it and say which parts of it you have updated.
Here are individual instructions per thread type:
Character Creation Thread:
* Mods should approve and create new characters, as per the 'Adding New Characters' section above.
The Shop:
* Mods should update purchases, sales, trades, and previously-performed combos, updating PC sheets as needed.
* Mods should add new items to the Shop sections if they are posted in the shop (either as new items or as combo results). New items posted should default to being marked out-of-stock unless it is stated otherwise. If a new item is an unstated pet or transformation, add it to the 'Pets that Need Statting' in Key Threads. If a problem is present in an item (No MP cost, No element, etc.), post an explanation of why you believe something to be wrong in the Shop. If the problem in question appears to be a typo or minor correction, you can go ahead and fix it, but please still note that you have made the change (in case the unusual thing was intended).
* When a new combo gets made, add it the To Do List in the post for combos. If the combo's formatting is wrong, please fix it before adding it there.
* If a player is buying items 'just for a combo' and requesting they not be added to said player's sheet because of that, add them to the sheet anyway. It creates too much confusion when items are never added to a sheet and I do the combo a month or two later.
* When a combo result comes in, remove the components from the sheets of the characters involved, add the result to the combo creator's sheet, and add the new result to the shop (as out of stock unless otherwise stated). If the result is an unstated pet or transformation, add it to to the 'Pets that Need Statting' thread in Key Threads.
* Don't post that something is updated if you don't add it to the shop (and the 'Pets that Need Statting' list if applicable) unless you say that you didn't put it there. Try not to update things without putting them there if possible. If a problem is present in an item (No MP cost, No element, etc.), post an explanation of why you believe something to be wrong in the Shop. If the problem in question appears to be a typo or minor correction, you can go ahead and fix it, but please still note that you have made the change (in case the unusual thing was intended). If a problem is present with a combo (missing materials, etc.) post such.
The Ability Shop:
* Mods should update ability training to PC sheets as needed.
* Mods should add newly-posted abilities to their respective categories; Abilities with not cost or prerequisites listed should be marked as 'Not For Sale'. If a problem is present in an ability, post an explanation of why you believe something to be wrong in the Ability Shop. If the problem in question appears to be a typo or minor correction, you can go ahead and fix it, but please still note that you have made the change (in case the unusual thing was intended).
Standard Arena Fights:
* Mods should run fights, should update them, and should move and lock them.
Special Fights:
* Mods should run these, should update them, and should move and lock them (unless otherwise noted in this section). Make sure that any new items obtained in Boss Rushes and Endurance Matches that encounter not-previously-encountered content are also updated to the Shop, Pets that Need Statting thread, Enemy List, and Boss List as is appropriate.
* Boss Rushes (discounting those done just for Seal-Piece-obtaining purposes), Endurance Matches (discounting those done just for Seal-Piece-obtaining purposes or those that end before Level 60), and PVP Matches should be updated and locked only. I want to review them for game-balance purposes and PC-tracking.
* New bosses from Boss Rushes should be added to the Boss List as part of updating these threads. They should also be given entries in People if they are unique and do not already possess them.
Event Matches:
* Mods should run these, should update them, and should move and lock them (unless otherwise noted in this section).
* Event Matches that have not previously been beaten should be updated and locked only. I want to review them for game-balance purposes and PC-tracking.
Random Quests:
* Mods should run these, and (once loot distribution is agreed upon) should update them, move, and lock them (unless otherwise noted in this section).
* If a boss or phantom challenge that has not been previously encountered is defeated or an RP segment was included in the thread, only update and lock them. I want to review those threads before they get moved to the Trash.
* If loot division is not agreed upon within a week of it being generated, notify Gadigan.
Mini Quests:
* Mods should run these, should update them, and should move and lock them (unless otherwise noted in this section).
* Mini Quests that have not previously been beaten should be updated and locked only. I want to review them for game-balance purposes and PC-tracking.
Player Quests, Official Quests, and RP-Based Events:
* Mods should (once PCs are freed from these thrads) summarize these and update loot from them (and anything lost in them). Make sure that new items, abilities, and the like are added to either the Shop, Ability Shop, or the List of Pets to be Statted, as appropriate.
* These threads require People, Places, and Things entries to be created and approved before they are moved and locked.
* I like to review these and will move and lock them myself.
* If you feel like updating one of these and a PC is not yet freed, you may update things to the Shop, Ability Shop, or the List of Pets to be Statted and then create a running tally of all loot gathered or lost to that point without actually updating it to PC sheets (since they don't actually get the loot / lose things until the thread is over).
Statted Events:
* Treat these as Boss Rushes.
Accepting And Completing Tasks:
* Mods should verify these, should update them, and should move and lock them.
Mana Sparks (And Other Spark Types):
* Mods should verify these, should update them, and should move and lock them.
New Patron Deity:
* Mods should update these. Don't move or lock them. I want to review all of them.
New Guild:
* Mods should update these. Don't move or lock them. I want to review all of them.
Warehouse:
* Mods should verify these, should update them, and should move and lock them.
Enemy Outlines that Need Statting:
* Mods who have been granted the ability to stat these monsters should stat these.
* New items from entries in this thread can be added to the Shop by any mod.
Statted Monsters, Pets, Summons, and Transformations:
* Once approved, these need to be added to the Zoo Record (if pets, summons, or transformations), the Enemy List (if enemies), and to any relevant PC stat pages.
Guild Threads:
* Treat these like the Shop update-wise if items are used or traded in them. Treat them as Player Threads for other purposes.
Mod Run Worlds:
* Treat these like Player Quests, except all content made by the mods running and all loot handed out in them needs to be approved before it it is updated. Summarizing them is still requested.
* These do not require People, Places, and Things entries.
Babble, On-Topic, BA Discussion:
* Mods should update any items / abilities / whatever that appear in these.
* Don't move or lock these normally. They don't have a visible trash bin and are currently acting as their own trash bin.
Spam (from actual spambots, I don't mean pointless Babble threads here):
* Delete it. I don't want spam on the forums. This is, as a note, probably the only thing that you should actually be deleting. I like to keep archived records of everything else.
* If a particular spambot is making an aggressively high number of posts, notify me so that I can ban it (and take other measures as is appropriate).
Thread Requirements and Expedited Thread-Running
The following requirements apply to their respective types of thread. If a thread is made that does not comply with these requirements, indicate to the individual who made it why the thread is non-compliant and allow them to fix it to be compliant.
Standard Arena Fights:
* The players posting the fight must include what PCs are present in the fight and how many of each enemy are being fought. Stats of each enemy being fought must be posted. If a battle is being fought round-by-round, full equipment for each PC in it, as well as modded stats for each PC in it, must be present.
* A player may attempt, instead of running a battle round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. In such cases, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets. What PCs are present in the fight and how many of each enemy are being fought must still be posted. These victories are referred to as 'auto-wins'.
* In the case of auto-wins, players may, once it is confirmed that they are automatically winning a battle or as part of the opening post where they make their argument for the auto-win, request 'counts' instead of individual battles, declaring how many daily repeats of the battle they are performing. In such cases, the mod running the thread, once they have verified that the proposed auto-win works as an auto-win, instead of updating treasure and gold after each battle, may maintain a running total numerical count of the number of times that the PCs have won the battle which is to be updated when the thread is finished.
* A number of 'counts' that would take an individual over then number of daily battles that it could perform may not be requested except as follows. An individual may make an advance post requesting a number of counts for the following day (or may start a new battle, requesting that it be run the following day). These requests for the following day may not be run by mods until the following day is actually reached in the BA's timezone.
* If the PCs that would be present in a battle would change between battles or the number or type of enemies being fought would change between battles, a new thread must be started.
* If a PC possesses a modified drop rate for XP, Gold, or Treasure that is not the standard PC drop rate or the standard mod drop rate, their drop rate must be declared.
* An individual may not link to another thread instead of providing information that is required to be in a thread.
Special Fights (Excluding Those With Their Own Categories On This List):
* The players posting the fight must include what PCs are present in the fight and how many of each enemy are being fought. Stats of each enemy being fought must be posted. If a battle is being fought round-by-round, full equipment for each PC in it, as well as modded stats for each PC in it, must be present.
* A player may attempt, instead of running a battle round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. In such cases, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets. What PCs are present in the fight and how many of each enemy are being fought must still be posted. These victories are referred to as 'auto-wins'.
* In the case of auto-wins in Harvesting Matches, Ascetic Matches, and Treasure Hunts (and not other Special Matches), players may, once it is confirmed that they are automatically winning a battle or as part of the opening post where they make their argument for the auto-win, request 'counts' instead of individual battles, declaring how many daily repeats of the battle they are performing. In such cases, the mod running the thread, once they have verified that the proposed auto-win works as an auto-win, instead of updating treasure and gold after each battle, may maintain a running total numerical count of the number of times that the PCs have won the battle which is to be updated when the thread is finished.
* A number of 'counts' that would take an individual over then number of daily battles that it could perform may not be requested except as follows. An individual may make an advance post requesting a number of counts for the following day (or may start a new battle, requesting that it be run the following day). These requests for the following day may not be run by mods until the following day is actually reached in the BA's timezone.
* If the PCs that would be present in a battle would change between battles, the number or type of enemies being fought would change between battles, or a Special Fight that is not a Harvesting Match, Ascetic Match, or Treasure Hunt is taking place, a new thread must be started.
* If a PC possesses a modified drop rate for XP, Gold, or Treasure that is not the standard PC drop rate or the standard mod drop rate, their drop rate must be declared. Modifications in drop rate due to a match being a Harvesting Match, Ascetic Matches, and Treasure Hunts do not have to be declared, but what drop each PC is choosing for their Harvesting Match must be declared.
* An individual may not link to another thread instead of providing information that is required to be in a thread.
Encounter Areas:
* The players posting the fight must include what PCs are present in the fight as well as full modified stats for each PC present.
* Encounter Areas fights may be autoed once the opposition is known, but they may not obtain counts, and drops must be determined after each fight.
Boss Rushes:
* The players posting the fight must include what PCs are present in the fight. If a boss-rush is being fought round-by-round or partially-autoed, full equipment for each PC in it, as well as modified stats for each PC in it, must be present.
* Boss Rushes may be fully-autoed only in the case that they are being used solely to complete Seal Tasks. In such a case, the players posting the match may describe how they can auto-defeat any series of opponents that could appear in the match up until the point where the Task would be complete. If said auto-win is confirmed by a mod running the thread, the PCs present complete the Seal Task but do not get any other rewards.
* Fights against individual bosses in boss rushes may be partially-autoed. In these cases, a player may describe how they can defeat the boss with no chance of being defeated. The mod running the thread may, should they agree with such, avoid running the battle round-by-round, but must, while doing so, check for any ways the boss could inconvenience the players without winning (for example, applying debuffs, unsummoning PC summons, or the like) and must present responses to the auto-ing that apply the maximum amount of hindrance to the PC side as the mod feels is possible. The PC side may either respond to these proposals with additional planning for the partially-autoed fight or may assent to them and proceed to the next battle. In these cases each boss must still obtain one post from the mod running the thread and one post from the PC side unless one of the following exceptions applies.
* In cases where it is known in advance what bosses will be next in a Boss Rush (not including an Alternate Boss Rush), a string of known bosses may, following confirmation by Gadigan that no new bosses will be inserted into the middle of said string, be partially-autoed in a group, otherwise following the regulations above.
* In cases where all members of a PC side are Immune to individuals below a certain Level, the PCs participating in a Boss Rush or Alternate Boss Rush may request a list of bosses below said Level in the order that they would be encountered and may, provided that no new bosses would be encountered during said string of bosses, then partially-auto that string of bosses in a group, otherwise following the regulations above. If new bosses would be enountered in said string, the bosses up until said point may be partially-autoed as a group and then the new boss would be encountered in a non-autoed manner (but could then itself be partially-autoed as per the rules for fighting single bosses in boss rushes above were its stats to become known).
Endurance Matches:
* The players posting the fight must include what PCs are present in the fight. If a endurance match is being fought round-by-round or partially-autoed, full equipment for each PC in it, as well as modified stats for each PC in it, must be present.
* Endurance Matches may be fully-autoed only in the case that they are being used solely to complete Seal Tasks. In such a case, the players posting the match may describe how they can auto-defeat any series of opponents that could appear in the match up until the point where the Task would be complete. If said auto-win is confirmed by a mod running the thread, the PCs present complete the Seal Task but do not get any other rewards.
* Fights against individual opponents in endurance matches rushes may be partially-autoed. In these cases, a player may describe how they can defeat the presented opponents with no chance of being defeated. The mod running the thread may, should they agree with such, avoid running the battle round-by-round, but must, while doing so, check for any ways the opponents could inconvenience the players without winning (for example, applying debuffs, unsummoning PC summons, or the like) and must present responses to the auto-ing that apply the maximum amount of hindrance to the PC side as the mod feels is possible. The PC side may either respond to these proposals with additional planning for the partially-autoed fight or may assent to them and proceed to the next battle. In these cases each set of opponents encountered must still obtain one post from the mod running the thread and one post from the PC side unless one of the following exceptions applies.
* In cases where all members of a PC side are Immune to individuals below a certain Level, the PCs participating in an Endurance Match or Pet Endurance Match may request a list of enemies encountered below said Level in the order that they would be encountered and may, provided that no Level with too few enemies for the rush would be reached during said string of encounters, then partially-auto that string of opponents in a group, otherwise following the regulations above. If new enemies would be enountered in said string, the bosses up until said point may be partially-autoed as a group and then the new enemies would be encountered in a non-autoed manner (but could then itself be partially-autoed as per the rules for fighting single bosses in boss rushes above were its stats to become known).
Event Matches:
* The players posting the fight must include what PCs are present in the fight and must post a copy of the Event Match being fought.
* A player may attempt, instead of running an event match round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. In such cases, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets. What PCs are present in the fight and how many of each enemy are being fought must still be posted. These victories are referred to as 'auto-wins'.
* Counts may not be performed on Event Matches.
* Multiple Event Matches may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
Random Quests:
* The players posting the quest must include what PCs are present in the random quest. Full sets of modded stats for each PC in the quest must be present unless the quest is being run as an auto-win for a Seal Task.
* A player may attempt, instead of running a single battle of a random quest round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. Auto-wins may only be applied to single battles in random quests and not to series of battles except in the case that an entire Random Quest is being completed as an auto-win for a Seal Task (in which case no loot or awards are obtained save those that are directly part of the Seal Task itself). In such cases where a Seal Task auto-win is being performed, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets.
* Counts may not be performed on Random Quests.
* Individuals may request that per-room treasure not be rolled in Random Quests until the end of the quest, but they must, should such a choice be made, take treasure rolls based on their worst treasure-obtaining status in the thread (for example, said treasure rolls could not factor in the status effect Favored unless it was possessed at every single point during the thread at which the PCs obtained any treasure).
* Multiple runs of the same random quest may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
* Multiple different random quests may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
Mini Quests:
* The players posting the quest must include what PCs are present in the random quest. Full sets of modded stats for each PC in the quest must be present unless the quest is being run as an auto-win for a Seal Task.
* A player may attempt, instead of running a single battle of a mini quest round-by-round, to present an argument as to why their build automatically beats their opposition in all cases. If such can be proven, the battle can be declared in the players' favor without being run round-by-round. Auto-wins may only be applied to single battles in random quests and not to series of battles except in the case that an entire Random Quest is being completed as an auto-win for a Seal Task (in which case no loot or awards are obtained save those that are directly part of the Seal Task itself). In such cases where a Seal Task auto-win is being performed, only the elements of the PCs builds that are necessary for this automatic win must be posted instead of full modified stat sets.
* Counts may not be performed on Mini Quests.
* Multiple runs of the same mini quest may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
* Multiple different mini quests may not occur in the same thread unless they are all auto-wins being performed for a Seal Task by the same group of PCs.
Statted Events:
* Full equipment for each PC entering a statted event, as well as modded stats for each PC in it, must be present.
* Statted event auto-ing is handled on a case-by-case basis.
RP Threads:
* If you are participating in an RP thread, make sure you check to make sure to obey rules regarding items being in multiple places and restrictions on using items that are in open RP threads.
* RP threads do not require stats to be posted until they are requested.
* For RP threads, when stats are requested, the items equipped by each PC participating, the items carried by each PC participating, the XP on each PC participating, the Gold carried by each PC participating, and the abilities possessed by each PC participating must be posted. Links to other threads that include abilities or gear sets may not be used in lieu of posting them in the thread, as said links (particularly if linked to an ability list on a PC's stat page) make checking what gear or abilities a PC possessed during a particular thread at a later date more difficult.
* Modified stats are not required in RP threads unless they are specifically requested by the individual running the thread.