Tolva Jofr

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Modrageball
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Tolva Jofr

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Tolva Jofr (Aeromage)
Level 59
Demon, Energy
HP- 32,675
MP- 7,375
STR - 1,200 (17)
AGI - 295 (5)
CON - 1,307 (19)
MIN - 295 (5)
SPI - 1,200 (17)

SAN - 590 (10)
INF - 590 (10)
RES - 590 (10)

XP- 286,404,360
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 60
Gold- 3,433,374,476
Bonus Weeks: 163 (ADDITIONAL WEEKS: 12 Artificer Weeks, 1 Arcane Vizier Week, 1 Binder Week, 12 Controller Weeks, 1 Crafter Week, 1 Deathless One Week, 1 Evermason Week, 1 Flux Baron Week, 4 Geomancer Weeks, 1 Kensei Week, 1 Magewright Week, 1 Master of Monsters Week, 4 Monk Weeks, 1 Pactmaker Week, 2 Reality Coder Weeks, 1 Scholar Week, 1 Shrine Maiden Week, 1 Veilwalker Week, 5 Wanderer Weeks, 1 Warrior Week, 8 Necromancer Weeks, 1 Umbramancer Week)

Will Learn:
Track A:

Track B:

THOU SHALT KILL THEM WITH RUTABEGAS
This counts as a Commandment of the Seething Idol

So long as Tolva kills at least 3 unique entities in quests using rutabegas as weapons per year he gets 20 Demonologist bonus weeks at the end of the year. If all his threads are stuck for the year (or mostly stuck) he can avoid losing this by posting 3 poems about killing people with rutabegas.
Abilities-
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
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.


-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0

-Analyst of the Absolute-
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff

-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Building It My Way- (Technique Ability, Architect) Possessor may use 'Building It My Way' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has created more seperate Zones, Terrains, Phantom Terrains, and Battlespaces that currently exist (in any battlespace in the same battle), than any other individual currently in the same battle. Said action attaches a non-stacking effect to all Zones, Terrains, Phantom Terrains, and Battlespaces that it creates that makes entities below Level 80 that are not its creator that are not 15 or more Levels greater than their creator unable to destroy or remove them (or destroy or remove it).
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
World Artisan's Unbound Self-Reshaping Power- (Passive Ability, Architect) While possessor is in 'Dol-Quorsii World-Artisan Mode', bonuses possessor obtains from having a particular World Art set as possessor's Active World Art are uncapped

-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

-Assassin-
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Boomerang Disarm- (Technique Ability, Assassin) Possessor may use 'Boomerang Disarm' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action may unequip a chosen weapon of each of its targets who are below Level 40, who are not 5 or more Levels greater than said action's user, and possesses a lower AGI than said action's user.
Boomerang Grab- (Passive Ability, Assassin) Possessor obtains any non-unique weapons that possessor unequips through the ability 'Boomerang Disarm'.
Boomerang Toss- (Technique Ability, Assassin) Possessor may use 'Boomerang Toss' in conjunction with a 'Ranged Attack' action so long as no other technique is used, possessor has a Throwing Weapon equipped, and said action targets a single individual in the front row of a row-order formation and no individuals in the back row of said same row order formation. Said action, if it does not miss, gains a 30% of gaining 1 hit against a target in the back row of said row-order formation, and, if it does not miss said target, gains a 5% chance of gaining 1 additional hit against any one target in the front row of said row-order formation.
Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped
TOMB-erang- (Technique Ability, Assassin) Possessor may use 'TOMB-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'TOMB-erang' in the same action that possessor uses the technique 'BOOM-erang'. Said action gains +200 Ranged Attack, and individuals killed by it may not be resurrected by sources below Level 20.

-Auramancer-
Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Aura of No Burning- (Technique Ability, Auramancer) Possessor may use 'Aura of No Burning' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives 'Wearer gains 100% Burning Resistance and cannot have its equipped Spells destroyed by Fire element actions performed by entities below Level 20' to one of its performer's equipped Auras as a non-stacking buff.
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Blinding Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Charitable Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing a copy of a single-stat-increasing portion of a buff present on possessor, with said new buff providing a max of +2,000 to any one stat
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Hungering Aura- (Passive Ability, Auramancer) At the start of each round, possessor may deal up to 2,000 Flat Darkness element HP Drain to up to 15 targets if possessor has an Aura equipped
Impenetrable Mystic Nimbus- (Passive Ability, Auramancer) Possessor gains +300,000 Defense, +30,000 Defense against Stat Damage, and is Immune to sources below Level 40 if possessor is wearing an Aura
Lurid Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Poison on its source at the end of said action
Malicious Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Miasmatic Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Disease on its source at the end of said action
Numbing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Paralyzed on its source at the end of said action
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Positive Aura Resonance: Constitution- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 CON that stacks 5 times
Positive Aura Resonance: Spirit- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 SPI that stacks 5 times
Positive Aura Resonance: Strength- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 STR that stacks 5 times
Radiating Attractive Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Charm on up to 15 targets
Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Radiating Blinding Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired: Blind on up to 15 targets
Radiating Flashing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired on up to 15 targets
Radiating Lurid Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Poison on up to 15 targets
Radiating Miasmatic Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Disease on up to 15 targets
Radiating Numbing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Paralyzed on up to 15 targets
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Radiating Somnolent Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Fatigued on up to 15 targets
Radiating Stinging Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Pain on up to 15 targets
Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
Somnolent Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Fatigued on its source at the end of said action
Stinging Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Pain on its source at the end of said action
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped

-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Alternate Costume: Hair Metal Tolva- (Stance Ability, Bard) Possessor gains the element Electrical, Bardic Music spells cost possessor 20,000 less MP to cast, Possessor gains a +2,000 uncapped bonus to STR, AGI, and CON if possessor is wielding a String Instrument, Possessor gains a +2,000 uncapped bonus to MIN and SPI if possessor is wielding a Bioaugmentation or Trinket whose name includes 'Wig' or 'Hair', If there is a Soundtrack currently playing (with a Genre of 'Metal' or whose name includes 'Tolva'), possessor's Base STR, AGI, and CON are increased by 1 as a non-stacking bonus, and (if its Subgenre is 'Hair Metal', 'Glam Metal', or 'Pop Metal' or if its name includes 'Tolva'), possessor's Base MIN and SPI are increased by 1 as a non-stacking bonus
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual

-Beastmaster-
Advanced Roaring Technique- (Passive Ability, Beastmaster) Possessor's Sonic element actions that possess a chance of inflicting Confusion: Fear have said chance increased by 15%
Alternate Costume: Cerberus Tolva- (Stance Ability, Beastmaster) Possessor gains the subtypes Animal & Monster, Possessor gains two additional actions per round if possessor possesses no allies in any battlespace, Possessor cannot summon, Possessor's Base Spirit is reduced by 5, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Chibi-Lion Tolva- (Stance Ability, Beastmaster) Possessor gains the subtype Animal, Possessor counts as having two additional Physical-element Fist Weapon weapons equipped, Possessor's chances of inflicting Charm and Wounded are increased by 30%, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Tolva Cosplaying As Nega-Tolva- (Stance Ability, Beastmaster) Possessor's element becomes Light, Possessor's gains the subtypes 'Animal' and 'Steed', Possessor's name counts as including 'Horse', Possessor's turn-order-determining stat is Spirit, Possessor may make decisions as though it were not affected with Charm or Confusion, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Little Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Sorta-Sharper Teeth- (Passive Ability, Beastmaster) Possessor gains +2 Melee Attack
Small Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Tiny Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Transdimensional Zebra Flesh- (Passive Ability, Beastmaster) If possessor is an Animal or Outsider and is Level 35 or greater, possessor gains +9,000 STR, +7,000 CON, +9,000 SPI, and 70% Dodge

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats

-Biomancer-
♢Immaculate Self-Forked Clone- (Active Ability, Biomancer) Possessor may, up to once per thread, across all copies of this ability across all individuals, with these trackers being non-resettable, perform an action to summon a non-unique PC that is named 'Forked <Possessor Name> Clone', that has possessor's base stats, that is possessor's PC Type, and that has copies of possessor's abilities, Max 1 summoned
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Phrantoglaabic Muscle- (Passive Ability, Biomancer) Possessor gains +200 Unmodified STR
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
♢Selectively Reintegrate Fork- (Active Ability, Biomancer) Possessor may spend an action to unsummon a PC summoned through possessor's 'Immaculate Self-Forked Clone' ability, gaining replicated copies of all buffs and positive status effects present on said unsummoned PC

-Blazing Sultan-
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff

-Blessing-
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Dol-Quorsii World-Artisan Mode- (Passive Ability, Blessing) Possessor may choose at the beginning of a standard battle thread as an effect that is not a buff to enter 'Dol-Quorsii World-Artisan Mode' as a battlesystem, While possessor has said battlesystem active (and assuming nothing else opposes another battlesystem that is not the standard system on possessor), possessor may not cast spells, cannot use consumables, obtains no effect from abilities that come from pet-based, spell-based, transformation-based, or element-based classes, May maintain 0 World-Artisan's Transmutations, May not equip weapons of subtypes that possessor does not possesses Dol-Quorsii Weapon Proficiency Ratings for, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is F multiplied by .1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is E multiplied by .25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is D multiplied by .5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is C multiplied by 1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is B multiplied by 1.1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is A multiplied by 1.25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is S multiplied by 1.5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is SS multiplied by 2, does not suffer attack bonus caps on one equipped weapon, has equipment slots replaced with 1 Weapon slot, 1 Armor slot, 4 Bioaugmenation slots, and 1 (Trinket or Magic Item) slot, may not equip items that are not in said aforementioned slots, and may not summon
Dol-Quorsii Weapon Proficiency Ratings wrote: Assault Matrix: D
Axe: A
Book: D
Hammer: C
Instrument: C
Knife: B
Soul: S
Staff: F
Sword: D
Throwing Weapon: F
Whip: B
Is Better Than Before- (Passive Ability, Blessing) +5,000 to all stats
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combatable on the enemy list that is neither Elite nor a Boss.

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Understanding of Theoretical Power Assumption- (Passive Ability, Channeler) Possessor gains +300 to all stats and +5,000 MP if any other individual is in the same battle as possessor

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Pro At Making Chutney- (Passive Ability, Chef) Possessor counts as having the abilities 'Chef' and 'Adept Chef Proficiency' when using any Secret Formulas that include the word "Chutney"

-Clearance-
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos

-Combatant-
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Punch- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Dicing Punch- (Technique Ability, Combatant) Possessor may use 'Dicing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Dud Punch- (Technique Ability, Combatant) Possessor may use 'Dud Punch' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Human-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Human-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Impact Punch- (Technique Ability, Combatant) Possessor may use 'Impact Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.

-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale

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

-Countess of Power-
Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff

-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points

-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Officially Declared The Breaker of Men- (Passive Ability, Crusher) Possessor counts as possessing 250 additional Crusher abilities for purposes of the unique weapon '*Manbreaker', This ability cannot be used in combos
Ogre Hammermaster's Battle-Pounding War-Stance- (Stance Ability, Crusher) Possessor may wield Weaponx2 Hammers as though they were Weaponx1 Hammers, Possessor's equipped Weaponx2 Hammers gain +1,200 additional Melee Attack
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Stone Smash- (Technique Ability, Crusher) Possessor may use 'Stone Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense

-Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
The King of Swing- (Passive Ability, Dancer) Possessor obtains +2 Fame, Possessor gains 150% To Hit, Possessor may choose, when casting a Dance spell, to gain the element Nobility, Possessor may choose, when casting a Dance spell, to gain a buff that stacks 5 times that provides +10% To Hit and +10% Dodge

-Deathless One-
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Form of Mist- (Stance Ability, Deathless One) Possessor gains +50% Dodge, Possessor gains the subtype Elemental, Possessor loses all base subtypes other than Elemental and Undead, Possessor deals 1/2 Damage, Possessor obtains -50% Critical
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Law of Rage: ALL FLESH SHALL BOIL IN THE PRESENCE OF VAMPIRES- (World Law, Deathless One) Undead whose name includes 'Vampire' or 'Vampiric' have a 500% chance of inflicting Burning, Wounded: Maimed, and Pain on all non-Undead in the same battlespace at the start of each round, Undead whose name includes 'Vampire' or 'Vampiric' remove all Flesh element buffs and debuffs from all individuals in the same battlespace at the start of each round, Undead whose name includes 'Vampire' or 'Vampiric' gain +100% Critical against Bio-Horrors and automatically hit all elemental weaknesses of Bio-Horrors regardless of the actual elements of their actions or attacks, Undead whose name includes 'Vampire' or 'Vampiric' gain the elements Fury and Life, Undead whose name includes 'Vampire' or 'Vampiric' gain +20,000 to all stats, Instances of the entity 'Vampire' from the Enemy List have their natural stats doubled, are naturally Elite, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)

-Demonologist-
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Law of Rage: EACH NATION SHALL BE RULED BY SIX GREAT DEMONS- (World Law, Demonologist) Demons may choose to have their actions gain (6 * this action's performer's Level)% inflicts Charm and (this action's performer's Level / 4, to a maximum of 30)% inflicts Dominion, Large Structures may not unsummon Demons, Each Demon may summon up to 20 Humans that are 5 or more Levels lower than it that are below Level 80 that are normally fightable for drops on the Enemy List at the start of each round, Whenever a Large Structure is summoned, each Enemy side of battle may choose to summon up to 6 Demons that are normally fightable for drops on the Enemy List, Max 666 summoned per side of battle, Each Demon may choose to count as possessing up to 1,000,000 additional allies who are units, Instances of the entity 'Great Demon' from the Enemy List have their natural stats doubled, are naturally Elite, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Law of Rage: THE BUZZING OF FLY DEMONS SHALL MELT THE MINDS OF THE WISE- (World Law, Demonologist) Demons have their Disease infliction chances increased by 200%, Instances of Diseased inflicted by Demons gain the text 'If this status effect's possessor is not a Demon, this status effect reduces its possessor's MIN by 15% of its non-status-effect-counting value), Whenever a Demon acts, it applies a debuff that provides -500 MIN that an individual can acquire a max of 5 instances of in a single round that stacks 200 times to all non-Demons in the same battlespace, The attacks of Demons remove all Knowledge element buffs from their targets, Demons deal double MIN Damage to Mindshadows (as an effect that does not stack with any other MIN-Damage-multiplying World Laws), Instances of the entity 'Fly Demon' from the Enemy List have their natural stats doubled, are naturally Elite, gain the elements Life and Fury, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.

-Diabolist-
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All Demon Magic spells cost possessor 500 less MP to cast
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Desire-Seeing Eyes- (Passive Ability, Diviner) Possessor's actions that can inflict Charm may scan their target's stats before their Charm infliction chance occurs, Possessor's chance of inflicting Charm on targets is increased by 15% if possessor has scanned their stats
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Rumor-Punching Battle Detective- (Passive Ability, Diviner) Possessor gains +25% To Hit and +50% Critical against entities who possess a Constant Effect named 'Living Rumor', Possessor's offensive actions scan the stats of entities who possess a Constant Effect whose name is 'Living Rumor'
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Dominator-
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Deft Lash- (Technique Ability, Dominator) Possessor may use 'Deft Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +5% To Hit.
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped

-Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)

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

-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips

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

-Enslaver-
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Soul
Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Artifical Array-Core- (Passive Ability, Enslaver) Possessor counts Robot, Machine, and Clockwork as Soul-Array-Approved subtypes
Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Cheeseburger Array- (Passive Ability, Enslaver) Whenever possessor performs a 'Soul Array' action, possessor creates 1 temporary 'Cheeseburger'
Cheery Command- (Technique Ability, Enslaver) Possessor may use 'Cheery Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Hope element.
Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Crisis Overcrash: Thousand Faces of Fury- (Technique Ability, Enslaver) Possessor may use 'Crisis Overcrash: Thousand Faces of Fury' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or Overcrash is being used, possessor has not previously acted during the round, and possessor has a Soul equipped. Said action replicates one action performable by each entity in its possessor's Soul Array as though a copy of said entity performed it; said action's possessor then gains a number of actions within this Overcrash-using-action equal to the number of such applications replicated divided by five, rounded down, to a max number of actions gained equal to the number of Stance abilities its performer possesses whose name includes 'Alternate Costume', with its performer exiting all stances and then immediately entering a stance whose name includes 'Alternate Costume' that has not been previously been entered through this ability's effect during the round, with none of these inner-action actions being able to cancel the original action that generated them or stop it from setting its user's MP to 0, with any effect that would cause such to be avoided, such as the round ending or the battle ending, instead having said setting of MP to 0 occur immediately before it and ending all such sub-action actions as well as the original action after it occurs. After performing said action, said action's performer cannot perform additional actions during the round. No action generated by this action or replicated by this action may summon or give individuals actions. No entity in this action's performer's Soul Array may be used as the base of replicating more than once action within the action involving this ability. Said action and its sub-actions may not be countered, save via Overcrashes. Said action sets its user's MP to 0 for the remainder of the thread.
Dangerous Soul Use- (Passive Ability, Enslaver) Possessor gains +1% Critical when a Soul is equipped
Deadly Soul Array Use- (Passive Ability, Enslaver) Possessor increases the Damage values of entities' abilities that are being replicated by possessor's 'Soul Array' ability by 45,000 points and increases their minor and moderate status effect infliction chances by 5%
Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dual Soul-Wielding- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has two Souls or a Soul that is a Weaponx2 equipped
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Eminent Command- (Technique Ability, Enslaver) Possessor may use 'Eminent Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Expert Soul Training- (Passive Ability, Enslaver) The Magical Attack bonus granted by up to one Soul weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Soul)
Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Glowing Command- (Technique Ability, Enslaver) Possessor may use 'Glowing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Hopeful Command- (Technique Ability, Enslaver) Possessor may use 'Hopeful Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Human-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Improved Hexing Command- (Passive Ability, Enslaver) Possessor's 'Hexing Command' technique has its chance of inflicting Hexed increased to 30%
Magical Command- (Technique Ability, Enslaver) Possessor may use 'Magical Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Materialize Shapes of the Fallen- (Technique Ability, Enslaver) Possessor may use 'Materialize Shapes of the Fallen' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor has a Soul equipped. Said action may count as coming from a source that is solely the subtypes possessed by any one entity killed by possessor during the current thread (provided that said entity possessed only base subtypes), should such an entity exist
Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Open Dimensional Breaches Through Slaughter- (Passive Ability, Enslaver) If possessor kills at least 10 entities within a round, possessor may, up to once per round, choose to move itself or a willing ally to another battlespace so long as no entity that is either 20 Levels greater than possessor or that is Level 80 or greater that is in either the battlespace being exited or the battlespace being entered objects
Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Shield of Wailing Souls- (Stance Ability, Enslaver) Possessor's equipped Souls provide a Defense bonus equal to the Magical Attack bonus they provide and gain the subtype Aura
Shining Command- (Technique Ability, Enslaver) Possessor may use 'Shining Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shove Soul Into Body- (Active Ability, Enslaver) Possessor may perform an action to resurrect an entity that was killed by a source that is not 20 or more Levels greater than possessor and is not Level 80 or greater, provided said entity was killed on the current round or one of the three rounds preceding it
Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Sorcerous Command- (Technique Ability, Enslaver) Possessor may use 'Sorcerous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Soul Array- (Passive/Active Ability, Enslaver) Possessor possesses a Soul Array, which possesses a Soul Capacity of 5, Possessor may, at the end of a battle in which possessor killed at least one non-summon of a type of enemy that is Level 19 or lower that possesses only subtypes that are considered Soul-Array-Approved subtypes by possessor that is normally fightable for drops on the Enemy List for drops that successfully drops XP for possessor, select one such enemy to place in one of possessor's Soul Array slots, with newly selected entries being able to override previous entries should possessor desire such, Possessor may spend an action to replicate an action performable by one of the enemies in possessor's Soul Array as though a copy of said entity performed said action, Possessor's counts Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon as Soul-Array-Approved subtypes
Soul Array Combat Expansion- (Passive Ability, Enslaver) Possessor counts as having an additional Soul equipped for each of possessor's Soul Array slots that is filled; Possessor obtains +500 to all stats for each of possessor's Soul Array slots that is filled
Soul Array Expansion 1- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Soul Array Expansion (Bascaradine-1)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Soul Array Expansion (Bascaradine-2)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Soul Array Expansion (Special)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Soul Array Upgrade A- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 39 or lower
Soul Array Upgrade B- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 59 or lower
Soul Array Upgrade C- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 79 or lower
Soul-Based Emotion Transfer- (Passive Ability, Enslaver) If possessor is afflicted with Confusion: Enraged, Confusion: Berserk, Confusion: Depression, Charm: Lovestruck, Charm: Lust, Confusion: Fear, or Confusion: Overwhelmed by Laughter, possessor's offensive actions that involve an attack bonus provided by at least one of possessor's equipped Soul weapons may gain a 30% chance of inflicting one of the above conditons that possessor is afflicted with, and, should such an action inflict such an effect on at least one of its targets that is not possessor, possessor may choose to be cured of said affliction instance
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Spirit-Damaging Soul Wielding- (Passive Ability, Enslaver) Possessor's attacks that incorporate the attack bonus of at least one equipped Soul may deal 250 Spirit Damage
Spirit-Grabbing Pull- (Passive Ability, Enslaver) Possessor's attacks that Deal SPI Damage or have a chance of inflicting Stat Drain: SPI Drain gains +5% To Hit if possessor is wielding a Soul
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Superior Soul Array Use- (Passive Ability, Enslaver) Possessor increases the stat values of entities that are being replicated by possessor's 'Soul Array' ability by 5,000 points and increases their minor and moderate status effect infliction chances by 5%
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Torrent of Souls- (Technique Ability, Enslaver) Possessor may use 'Torrent of Souls' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as possessor possesses a Soul Array with at least one non-unique entity in it, possessor has a Soul equipped, and no other technique is used. Said action, at the end of the action, removes up to 5 non-unique entities from its performer's Soul Array and then replicates one action performable by each such entity as though a copy of said entity performed it.
Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
World Art: A Thousand Unborn Paper Cranes- (Technique Ability, Enslaver) Possessor may use 'World Art: A Thousand Unborn Paper Cranes' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'A Thousand Unborn Paper Cranes', gains +39,000 Magical Attack, gains '1 hit against 1,000', and gains '100% may inflict Wounded: Bleeding and/or Pain'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'A Thousand Unborn Paper Cranes', its possessor gains +30,000 AGI, 60% Dodge, 70% Critical, the subtype Aerial, +30,000 Ranged Attack, +30,000 Magical Attack, and +30% Critical, said individual may add the element Air and/or the element Physical to any of its attacks or actions, said individual, if in an Encounter Area, may choose, whenever an entity below Level 60 would be summoned from that area's encounter table, up to 5 times per round, to instead prevent said summoning and deal 600,000 Flat Air & Physical element Damage to up to 1,000 targets, and summons opposing said individual that are below Level 60 have a 50% chance of not being successfully summoned.
World Art: Crystal Cosmos Command- (Technique Ability, Enslaver) Possessor may use 'World Art: Crystal Cosmos Command' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Crystal Cosmos Command', gains +200,000 Magical Attack, gains the elements Crystal (2) and Astral, gains '1 hit against 10,000,000', and gains '30% inflicts Dominion on targets that are not 20 or more Levels greater than performer'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Crystal Cosmos Command', its possessor gains +200,000 SPI, +180,000 MIN, 30% Crystal (2) Resistance, 30% Astral Resistance, the subtypes Golem and Magic Being, +200,000 Magical Attack, and '5% inflicts Dominion', said individual may add the element Crystal (2) and/or Astral to any of its attacks or actions, and becomes Immune to Dominion from lower-Level sources below Level 90.
World Art: Demon Master's Foul Dominion- (Technique Ability, Enslaver) Possessor may use 'World Art: Demon Master's Foul Dominion' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Snipe' action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Demon Master's Foul Dominion', gains +100,000 Magical Attack, +100,000 Melee Attack, and +100,000 Ranged Attack, gains the element Darkness, gains '2 hit against 2,000,000', and gains '30% inflicts Smitten: Great Atrocity'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Demon Master's Foul Dominion', its possessor gains +100,000 to all stats, +100,000 Magical Attack, Melee Attack, and Ranged Attack, 40% Darkness Resistance, the subtypes Demon and Outsider, and '15% inflicts Smitten: Great Atrocity'
World Art: Malice of the Grave-Scaled City- (Technique Ability, Enslaver) Possessor may use 'World Art: Malice of the Grave-Scaled City' in conjunction with a 'Melee Overdrive' action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'Malice of the Grave-Scaled City', gains +45,000 Melee Attack, gains '100% inflicts Fear', gains '100% inflicts Fatigued: Stun', and may not be countered by non-Undead below Level 60; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Malice of the Grave-Scaled City', its possessor gains +40,000 CON, +36,000 STR, +36,000 Defense, the subtype Undead, and may, when targeted with a counter, but before said counter generates any attacks, choose to gain the subtype Large Structure as a non-stacking buff until the end of the round, and, if hit by any hit generated by an attack that is part of such a counter in response to which said buff was gained, may choose to summon up to 2 Undead of lower Level that are below Level 60, with a max of 40 such Undead summoned.
Zealous Command- (Technique Ability, Enslaver) Possessor may use 'Zealous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.

-Eternal Champion-
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff

-Evermason-
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Sculptor of Bone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Bone' gain +200 to all stats
Sculptor of Clay- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Clay' or 'Mud' gain +300 to all stats
Sculptor of Crystal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Crystal', 'Jewel', or 'Gem' gain +400 to all stats
Sculptor of Metal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Metal', 'Iron', 'Steel', 'Brass', 'Gold', or 'Silver' gain +400 to all stats
Sculptor of Stone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Stone' or 'Rock' gain +300 to all stats

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

-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

-Force Mage-
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack

-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
छA Hint of Fame in the Spice Pits- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles

-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present

-Gigas Knight-
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Guardian Frame- (Passive Ability, Gigas Knight) Possessor gains +30,000 Defense against Stat Damage if possessor is wearing a Grand Armor
♢The Juggernaut- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor ignores Resistances of a percentage equal to or lower than possessor's Level that are possessed by entities of lower Level than possessor

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

-Heir to the Future-
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance

-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

-Kinetic Emperor-
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Partially Unfettered by the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains 5% Wounded Resistance

-Legend Drover-
Basic Legend Drover Knowledge- (Passive Ability, Other: Legend Drover) Possessor's Great Beast pets and summons gain (+1,000 HP, +1,000 MP, +100 to Damage dealt, and +100 to all stats) if possessor does not have more than three Great Beast pets or summons

-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped

-Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 20% Charm Resistance
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Offensive Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 50 points
Offensive Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 500 points

-Matrix Keeper-
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Classical Training in Standard Combat Utilizing the Assault Matrix- (Passive Ability, Matrix Keeper) Possessor may treat Assault Matrix as a Base Weapon subtype
Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Human-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Human-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Humans and gains +5% To Hit against Humans.
♢Matix-Based Autoscan- (Passive Ability, Matrix Keeper) Whenever possessor performs an attack that involves the attack bonus of an Assault Matrix possessor has equipped, possessor scans the stats of said attack's targets
Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Shadow Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Shadow Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Darkness element.
Umbral Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Umbral Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally

-Merchant-
Alternate Costume: Bascaradine-Advertising Sandwich-Signboard Tolva- (Stance Ability, Merchant) Possessor's element becomes Technology, Possessor gains 5% additional Gold (to a max of 1,000,000 additional Gold per thread) from standard battles and random quests, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.
Alternate Costume: Ritzy Duds Tolva- (Stance Ability, Merchant) Possessor counts as possessing 50,000,000 additional Gold for purposes of effects that check how much Gold possessor has, Possessor gains the element Wealth, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

-Mind Lord-
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 10% Psychic Resistance
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Monk-
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Alternate Costume: Fig Leaf Tolva- (Stance Ability, Monk) Possessor counts having no armor equipped for purposes of Unarmed Technique spells and Monk abilities, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Luchador Tolva- (Stance Ability, Monk) Possessor's element becomes Physical, Possessor deals (Possessor Level * 2,500) additional Damage with Damage-dealing attacks that involve the casting of Unarmed Technique spells, Possessor counts as wearing an additional Physical element Clothes and an additional Physical element Mask, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 7, Possessor's Base Constitution is increased by 3, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Attack-Deflection Training- (Passive Ability, Monk) Possessor gains a 1% chance of Reflecting Physical element attacks from sources below Level 4
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Defensive Stance- (Stance Ability, Monk) Possessor gains +300 Defense while in this Stance
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Fly-Snatching Art- (Passive Ability, Monk) Possessor treats targets who are below Level 20 and have more than 30% Dodge as though they possessed 30% Dodge
Follow-Up Submission Hold- (Technique Ability, Monk) Possessor may use 'Follow-Up Submission Hold' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains a 5% chance of inflicting Paralysis.
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Improved Defensive Fighting- (Passive Ability, Monk) Possessor gains +1,000 Defense if possessor has been attacked during this thread
Inconsiderate Bodyslam Maneuver- (Technique Ability, Monk) Possessor may use 'Inconsiderate Bodyslam Maneuver' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +75 Melee Attack, gains a 25% chance of inflicting Confusion: Stun, may move targets below Level 40 to a different row of its caster's choice in the same row-order formation, and gains a 50% chance of inflicting Confusion: Enraged.
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Martial Defense Mastery- (Passive Ability, Monk) Possessor is Immune to individuals below Level 20
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Pro Wrestler- (Passive Ability, Monk) +500 STR, +500 CON, 50% Fatigued Resistance, +35% Paralyzed Resistance, +35% Fatigued: Knocked Out Resistance, +35% Fatigued: Prone Resistance, Possessor's Physical element actions and attacks have their chances of inflicting Paralyzed, Fatigued: Knocked Unconscious, and Fatigued: Prone increased by 30% as a non-stacking effect
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Relay Racer- (Passive Ability, Monk) When possessor enters a battlespace, possessor may obtain and optionally equip an item carried or equipped by a willing ally in that battlespace; when a PC ally of possessor enters the battlespace possessor is in, possessor may, if that ally is willing, trade that ally an item that possessor is carrying or has equipped and let them optionally equip it
Stance Familiarity- (Passive Ability, Monk) Possessor gains +20 to all stats while in a Stance
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Without Physical Needs- (Passive Ability, Monk) Possessor gains Fatigued: Drowsy, Fatigued: Starvation, and Fatigued: Dehydration Immunity
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Absolute Inferno-Soul Style wrote:Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Arcane Talon Style wrote:Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Awakened Battle-Aura Style wrote:Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Bat Style wrote:Bat Fights Within the Night- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor gains Impaired: Blind Immunity.
Bat Style- (Stance Ability, Monk) Possessor gains +500 SPI and +5% To Hit.
Bat Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Soul while in 'Bat Style' stance. Possessor may use Techniques that require possessor be in 'Bat Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Soul. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Soul and in 'Bat Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Soul and is in 'Bat Style' stance. Possessor counts as possessing 8 additional Enslaver abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bat Style'.
Ears of Bat- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor obtains +15% To Hit and +15% Dodge.
Enemy-Locating Shout- (Technique Ability, Monk) Possessor may use 'Enemy-Locating Shout' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +15% To Hit and provides its possessor with +15% To Hit against opponents of its performer as a non-stacking buff, with said buff ceasing to apply against particular individuals as soon as they act.
Master of Bat Style- (Passive Ability, Monk) Possessor gains +500 SPI and +5% To Hit while in 'Bat Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Nocturnal Predator's Claw- (Technique Ability, Monk) Possessor may use 'Nocturnal Predator's Claw' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +500 Melee Attack and ignores To Hit penalties on its performer that come from debuffs from sources below Level 40.
Vampire Kisses Oh-So Softly- (Technique Ability, Monk) Possessor may use 'Vampire Kisses Oh-So Softly' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +300 Melee Attack, gains a 50% chance of inflicting Wounded: Bleeding, gains a 50% chance of inflicting Impaired: Numb, and cannot be countered by sources below Level 40.
Raging Flame Style wrote:Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Snake Style wrote:Fangs Draw Blood From Unwary Prey- (Technique Ability, Monk) Possessor may use 'Fangs Draw Blood From Unwary Prey' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Wounded: Bleeding.
Master of Snake Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack while in 'Snake Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Poison-Amplifying Combat Techniques- (Passive Ability, Monk) While possessor is in 'Snake Style' stance, possessor's Poison infliction chances are increased by 30%.
Serpent's Fang- (Technique Ability, Monk) Possessor may use 'Serpent's Fang' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack and a 30% chance of inflicting Poison.
Snake Crawls Low Upon the Ground- (Technique Ability, Monk) Possessor may use 'Snake Crawls Low Upon the Ground' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Snake Style' stance. Said action gives its possessor a non-stacking buff that lasts 5 rounds and provides +30% Dodge.
Snake Strikes Lethally Without Remorse- (Technique Ability, Monk) Possessor may use 'Snake Strikes Lethally Without Remorse' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Snake Style' stance. Said action gains +500 Melee Attack, +15% To Hit, and +15% Critical.
Snake Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +500 Melee Attack.
Snake Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Knife while in 'Snake Style' stance. Possessor may use Techniques that require possessor be in 'Snake Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Knife. Possessor counts as possessing 8 additional Shadow Blade abilities for prerequisite purposes if possessor possesses this ability and 'Master of Snake Style'.
-Mountain King-
Apprentice Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
One Wild Beat- (Passive Ability, Musician) Once per round, when possessor performs an attack that incorporates an attack bonus of an Instrument with 'Bongo' in its name, one of possessor's Animal allies or Beast element allies may immediately be given an action

-Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Deathfeasting- (Passive Ability, Necromancer) Possessor may choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger (2)- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromantic Drain Augmentation- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 5,000 points
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers

-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally

-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Bound Rumor-Skull Demon in Tongue- (Passive Ability, Pactmaker) Possessor's 'Attack with Finesse' actions may gain 'Deals HP Drain', Whenever possessor deals HP Drain to an entity, possessor may choose to have a 300% chance of inflicting Hexed on it.
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

-Parasite-
Basic Syringe Training- (Passive Ability, Other: Parasite) Possesor gains +6 Melee Attack if possessor has a Syringe equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 60 points if possessor has a Syringe equipped.
Apprentice Syringe Training- (Passive Ability, Other: Parasite) Possessor gains +50 Melee Attack if possessor has a Syringe equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 500 points if possessor has a Syringe equipped.
Parasite- (Passive Ability, Other: Parasite) Possessor gains +(700 +10 * Possessor's Level) Melee Attack and +(50 + 5 * Possessor's Level) to all stats if possessor has a Syringe equipped. Quantities of HP Drain and MP Drain possessor deals are increased by (10,000 +100 * Possessor's Level) points if possessor has a Syringe equipped.

-Power Trooper-
♢Flawless Motion of the Iron Mastermind- (Passive Ability, Power Trooper) Possessor ignores the Agility penalties of any Power Armor possessor has equipped
♢Unmatched Auto-Integrable Augmetric Systems- (Passive Ability, Power Trooper) Each Power Armor possessor has equipped provides a +1 bonus to each Base Stat that it increases as a non-Base stat, with this bonus not stacking across multiple items for the same stat

-Prophet of the Darkest Abysses-
Base Fiend Synchronicity- (Passive Ability, Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats

-Protector-
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor

-Radiant Hierophant-
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Internalized Weapon-Crystal: Axe- (Passive Ability, Ravager) Possessor's Dol-Quorsii Weapon Proficiency Rating for Axe increases to A
Raging Swordsmaster- (Passive Ability, Ravager) Each Sword equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats

-Scholar-
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.

-Scientist-
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
♢Sublime Weakness Analysis- (Passive Ability, Scientist) Possessor treats the Weaknesses of possessor's opponents as being 25% higher, Possessor may ignore up to 25% Resilience from each source that is an Armor or a buff with at least one base subtype that is granting one of possessor's opponent's an increased Resilience value
♢Master Analyst- (Passive Ability, Scientist) Possessor's scan attempts are rolled twice, with possessor choosing which of the two results to take
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-Seakeeper-
Alternate Costume: Pirate Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor's Vessel transformations have their stats raised by (250 * Possessor Level), Possessor counts as wearing an additional Water element Clothes and an additional Water element Hat, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 3, Possessor's Base Agility is increased by 2, Possessor's Base Constitution is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Swim Trunks Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor gains 40% Water Resistance, Possessor's Charm infliction chances are increased by 30%, Possessor counts as wearing an additional Water element Clothes, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Known as the Janitor of the Shellfish- (Passive Ability, Seakeeper) Possessor gains +1 Fame, Possessor may, once per round, after any entity's action, remove a debuff from a source below Level 50 from an Aquatic whose name includes 'Shrimp', 'Lobster', 'Crab', 'Crustacean', 'Clam', 'Mussel', 'Oyster', or 'Shell'.

-Shadow Blade-
Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Deva-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Knife-Fighter- (Passive Ability, Shadow Blade) Possessor gains +1% To Hit, +1% Dodge, and deals 200 additional Damage while possessor has a Knife equipped
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped

-Shadow Duke-
Adept Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Umbral summon, Possessor's unmodified stats increase by 200 points if possessor is an Umbral
Advanced Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 60% Charm Resistance
Apprentice Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 20% Charm Resistance
Shadow Duke- (Passive Ability, Other: Shadow Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Umbral pet only, This ability provides +50 HP and +10 to all stats of possessor's Umbral pets and summons per Level of possessor
Umbral Communing I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +20 to all stats
Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 to all stats
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source

-Slasher-
Adept Murder Arts Attunement- (Passive Ability, Slasher) Murder Arts spells cost possessor 10,000 less HP or MP to cast, Murder Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Murder Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Basic Murder Arts Attunement- (Passive Ability, Other: Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +10 Melee Attack, Murder Arts spells cost possessor 10 less MP to cast
Murderous Somnabulist- (Passive Ability, Slasher) Possessor has a 5% chance of inflicting Instant Death on a random opponent at the start of each round that possessor begins afflicted with Fatigued: Asleep
Slasher- (Passive Ability, Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Murder Arts spells cost possessor (250 * Possessor Level) less HP or MP to cast
Tried to Become a Superhero But Accidentally Became a Mass Murderer Instead (Whoops)- (Passive Ability, Other: Slasher) Possessor's Superhero abilities lose their text, Possessor's Critical Damage multiplier is increased by 1


-Smith-
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
♢Impregnable Iron Shell- (Passive Ability, Smith) The first time per thread that possessor equips each armor that possessor created during this thread, possessor obtains a buff that stacks 12 times that prevents the application of a debuff from a source equal to or below possessor's Level to its possessor, with said buff vanishing if the armor that was equipped to provide it becomes unequipped
♢Master Ironworker- (Passive Ability, Smith) If possessor is wearing an Armor that possessor created during the current thread, possessor is Immune to Damage from sources of lower Level than possessor and is Immune to sources 10 or more Levels below possessor
♢Smith of Perfection- (Passive Ability, Smith) Items created by possessor cannot be destroyed by sources equal to or below possessor's Level
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

-Snow Queen-
Apprentice Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff

-Spatial Mage-
♢Transspatially Override Forked Copy- (Active Ability, Other: Spatial Mage) Possessor may spend an action to unsummon a PC summoned through possessor's 'Immaculate Self-Forked Clone' ability, entering the battespace it was present in so long as no individual 20 or more Levels greater than possessor in either possessor's battlespace or said summoned PC's battlespace objects

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Phone In The Bros- (Technique Ability, Summoner) Possessor may use 'Phone In The Bros' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has more summons present than any other individual currently in the same battle. Said action has summon caps involved in it increased from 200 to 250 (provided they are already 200 and not being able to increase them above 250) as a buff that stacks 3 times that sits on the summoner that said caps are the caps for, and gives all summons summoned through it +16,000 STR as a non-stacking buff.
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats

-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.


-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
I'm Not Touching You Battle-Chant- (Technique Ability, Thief) Possessor may use 'I'm Not Touching You Battle-Chant' in conjunction with a 'Cast a Spell', 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has dealt more total Damage outside of actions to opposing entities throughout the course of the the same thread than any other individual currently in the same battle. Said action, provided that it does not target any opponents, gives its caster a buff that, when removed, has a 200% chance of inflicting Confusion: Berserk on all opposing entities that its possessor dealt Damage to outside of actions during the round before it is lost in said manner.
Invisible While Asleep- (Passive Ability, Thief) Possessor gains +50% Dodge while afflicted with Fatigued: Asleep
Pirate (2)- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast

-Thunder Czar-
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff

-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Coughdrop-Essence-Infused Throat- (Passive Ability, Transmuter) Possessor gains 50% Impaired: Mute Resistance
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

-Umbramancer-
Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack

-Unbowed Berserker-
Absorb Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Absorbs Fury against sources below Level 20 if Level 20 or greater
Adept Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Amounts of Fury element Damage possessor deals are increased by 10,000 points, Fury element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fury element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense against Fury
Apprentice Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Fury Resistance
Apprentice Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats for each Fury element item equipped, Possessor's Fury element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +100 to all stats
Apprentice Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury
Basic Acceleration Within Fury's Dominion- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fury
Basic Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +50 to all stats
Basic Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 Defense against Fury
Basic Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 1% Fury Resistance
Basic Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to all stats if Fury element
Basic Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +10 to all stats
Basic Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats while in a Zone of Fury
Call Forth the Living Fury- (Active Ability, Other: Unbowed Berserker) Possessor may spend an action to summon 5 Elementals that are Fury element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor has a 20% chance of being able to cancel the actions of Fury element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Deployable RAGE ROCKETS!- (Passive Ability, Other: Unbowed Berserker) If possessor if Fury element, possessor's turn-order-determining stat sum is increased by 500 points for turn-order-determining purposes while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Emanate Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element Damage to up to 10 targets
Empowered By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fury
Fury Immunity- (Passive Ability, Other: Unbowed Berserker) Possessor gains Fury Immunity against sources below Level 20 if Level 20 or greater
Fury Manipulation- (Passive Ability, Other: Unbowed Berserker) Possessor may choose one of the following at the beginning of each round if Fury element: Create a Zone of Fury, Remove a Zone of Fury created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fury by either possessor or a source below Level 20, Add Fury to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fury element on a Fury element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fury, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fury, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fury element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fury to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fury, 5% Fury Resistance, or +50 Defense against Fury and 1% Fury Resistance until the end of the round as a non-stacking buff
GET OUT OF MY HEAD!- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, if an individual of lower Level would inflict Charm on possessor, possessor is instead not afflicted with Charm and deals 300,000 Flat Fury element Damage to said source
Greater Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5,000 Defense against Fury
Improved Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +2,000 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Improved Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 10% Fury Resistance
Improved Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +250 to all stats
Improved Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +1,000 to all stats while in a Zone of Fury
Improved Zonal Fury Empowerment- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fury
Meditative Assumption of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may choose, at the beginning of a thread, to become solely Fury element
Nourish Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor deals HP or MP healing to an Fury element individual, possessor deals 300 additional points
Nourished By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fury
Partial Channeling of the Wrath of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Burning: Consumed by Rage Resistance
Predict the Flow of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5% Dodge against Fury element individuals
Reflect Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Reflects Fury against sources below Level 20 if Level 20 or greater
Soothing Fury Emanation- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element HP Healing to up to 10 targets that are Fury element
SOUND-OVERWHELMING ENDLESS FURY YELL- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor and possessor's allies obtain +50,000 Defense against Sonic as a non-stacking effect and possessor's opponents have a 30% chance of being afflicted with Impaired: Deaf at the start of each round
Unbowed Berserker- (Passive Ability, Other: Unbowed Berserker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fury Resistance, Possessor ignores Fury Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unfaltering Furious Offense Stance- (Stance Ability, Other: Unbowed Berserker) If possessor is Fury element and in this stance, whenever a Constant Effect, Passive Ability, or buff present on an opponent of possessor would deal Damage to possessor because possessor conducted an attack or offensive action that targeted them, said quantity of Damage is reduced by 300,000 points
Uplifted By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fury
Zonal Fury Control- (Passive Ability, Other: Unbowed Berserker) Possessor may, at the start of each round, choose one Zone of Fury that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

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

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warp- (Active Ability, Wanderer) Possessor may spend an action to enter another existing battlespace so long as no entity that is either (Level 80 or greater or that is 20 or more Levels greater than possessor) that is in either the battlespace possessor is leaving or the battlespace possessor is entering objects

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Eerie Spell- (Technique Ability, Warlock) Possessor may use 'Eerie Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Necromancy or Dark Magic spell is cast. Said action gains a 50% chance of inflicting Confusion: Fear and a 75% chance of inflicting Confusion: Fear: Disconcerted.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.

-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
War Manipulation- (Passive Ability, Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff

-Warrior-
Alternate Costume: Nexus Games Champion Tolva- (Stance Ability, Warrior) Possessor's Base stats are increased by 1 if possessor's Fame is higher than that of any other individual in the same battlespace, Possessor's Fame is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Improved Fortitude- (Passive Ability, Warrior) +80 CON, 20% Poison Resistance, 15% Stat Drain: CON Drain Resistance, 5% Disease Resistance
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

-Misc-
Ate Empowered Sugar Stars- (Passive Ability, Permanent Item Effect) Possessor obtains +4,500 MP, This ability may not be used in combos.
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Dissection Hand- (Passive Ability, Doombringer) Possessor gains +5,000 Melee Attack, Up to once per round, when possessor kills a target with an attack that incorporates possessor's Melee Attack bonus, possessor may scan its stats, and, if possessor either had already scanned its stats or said scan is successful, possessor may replicate a buff from said target (before it is removed due to the target's death if it would be removed upon the target's death) onto possessor
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Inventory System- (Passive Ability, Reality Coder) Possessor may bring up to 99 of up to 99 different items into threads unequipped
Law of Rage: THE WORLD MUST EXPLODE SHOULD A PHOENIX COMMAND IT TO- (World Law, Skykeeper) Aerials have their '1 hit against X' actions that are Fire or Energy element where 'X' is already 5 or greater have X increased by 30,000, Aerials deal 150,000 additional Damage (with this bonus being applied once per Aerial per round), Fire element Aerials may spend an action to destroy a Zone, Terrain, or Phantom Terrain with an equal or lower Level creator that is below Level 88, dealing ((the Zone, Terrain, or Phantom Terrain's creator's Level)x10,000) Flat Fire or Energy element Damage to up to (the Zone, Terrain, or Phantom Terrain's creator's Level)x1,000) targets, Instances of the entity 'Phoenix' from the Enemy List have their natural stats doubled, are naturally Elite, gain the element Energy, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Potion-Storing Sac-Organ- (Passive Ability, Mad Scientist) When possessor would obtain a buff or debuff from a Potion that is non-unique that is worth under 30,000,000 Gold, possessor may choose, if this ability does not have a buff or debuff attached to it, to instead attach the buff or debuff to this ability; possessor may, at the start of any round, detach a buff or debuff from this ability and acquire it
Resistant Costumes- (Passive Ability, Spy) If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements
Thunderbird's Prophet- (Passive Ability, Shaman) Possessor deals 10,000,000 additional Damage with 'Thunderbird's Plume' consumables to bosses
Wreath of Purity- (Technique Ability, Healer) Possessor may use 'Wreath of Purity' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater sum total of different Resistances (not counting Immunities and only counting Resistances that do not only exist during certain conditionals) than any other individual currently in the same battle. Said action attaches a non-stacking buff to its performer that increases its performer's already-existing Resistances to Tier 1 and 2 elements, minor status effects (including sub-status effects), moderate status effects (including sub-status effects), and major status effects (including sub-status effects) by 5%, to a max of 75%.



Weapons-
*Bizzarko Claw- (Weapon, Fist Weapon, Electrical & Technology & Formus, 120,000,000 Gold) +120,000 Melee Attack, 100% inflicts Electrocuted, 200% inflicts Paralzyed, Wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions (halve the Dodge of Mindshadows they target that are below Level 80 for their duration, ignore Psychic-element Dodge buffs from sources below Level 80, and ignore Dodge buffs from Constant Effects and buffs whose name includes 'Incorporeal'), Wielder must be Level 20 or greater
*Breath of Djoru- (Weapon, Sword, Fire & Physical & Spatial, 80,000,000 Gold) +80,000 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions deal 120,000 additional Damage per Zone of Fire present in any battlespace within the same battle (to a max of 800,000 additional points per hit and additional 2,800,000 points per round), If an source below Level 60 would deal wielder Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder gains +60,000 Defense against entities on the Enemy List who are the entity 'Baalrath' on the enemy list, Wielder may deal 600,000 Flat Fire element Damage to all entities in the same battlespace at the start of each round (with said choice being made once per round and applying across all possible targets instead of being made on a per-entity basis), Fire-element Damage dealt by wielder may not be healed or regenerated by entities below Level 60 that are not 5 or more Levels greater than wielder, Wielder must be Level 20 or greater
w/Transmutative State-Choice: Whip- This item, if a Weapon that only possesses base subtypes, may be changed at the start of any round to become solely a Whip as a non-stacking buff on this item, Trasmutative Alteration
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

*Dark World's Heart- (Weapon, Soul, Darkness & Spatial & Life & Destruction, 125,000,000 Gold) +125,000 Magical Attack, +125,000 STR, +125,000 SPI, 90% Critical, 190% To Hit, 90% Resilience, 90% Dodge, Wielder's summons gain +12,500 to all stats, Zones created by wielder cannot be destroyed by sources below Level 70, Wielder is Immune to sources below Level 40, and its wielder may spend an action to summon 5 Demons, Devils, or Daemons below Level 80 that are normally fightable for drops (max 200 summoned), If wielder is Level 60 or greater and possesses the ability 'Expert Soul Training', this item's value increases to 500,000,000 Gold, its Magical Attack bonus increases to +500,000, its STR bonus increases to +500,000, its SPI bonus increases to +500,000, its bonus-to-summon-stats increases to +50,000, its Critical value increases to 120%, its To Hit value increases to 220%, its Reslience value increases to 200%, its Dodge value increases to 120%, zones created by its wielder cannot be destroyed by sources below Level 90, this item's wielder wielder becomes Immune to sources below Level 60, and this item's wielder may spend an action to obtain +100,000 to all stats as a non-stacking buff, If wielder is the creator of a Zone of Darkness in the same battlespace that wielder is in, entities below Level 80 who are no more than 19 Levels greater than wielder who are not wielder may not destroy Zones of Darkness created by wielder, create Zones, alter Zones without wielder's permission, attach effects to Zones without wielder's permission, remove effects from Zones of Darkness created by wielder, or alter effects on Zones without wielder's permission, If wielder possesses an Inherent Spell List, said Inherent Spell List gains a version of the spell 'A Season of No Birth' that is naturally the subtype Dark Magic and not the subtype Druid Magic, Wielder ignores the the Darkness Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder may create or destroy a Zone of Darkness at the start of each round, wielder, when killed by a source below Level 80 that is not 19 or more Levels greater than wielder, may, at the start of the round after its wielder's death, resurrect itself and then transforming itself into an entity from the Enemy List that is below Level 80, that is an Demon, Devil, Daemon, Darkspawn, or Horror, and that is 20 or more Levels below caster that is normally fightable for drops with said effect counting as a Polymorph effect, not stacking with other Polymorph effects, and overriding Polymorph effects from lower-Level sources, and with said effect not preventing its possessor to count as being dead for purposes of victory conditions, Wielder may spend an action to create a Zone of Darkness or to add Darkness to the elements of a Zone that wielder is in that wielder created, Wielder must be Level 40 or greater and must possess the ability 'Adept Soul Training'
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

*Manbreaker (Weaponx2, Hammer, Darkness & Fire & Earth, Lv.39, 40,500,000 Gold) +89,390 Melee Attack, +156% Critical against Humans, +86% Critical against Humanoids, +60% Critical against others, +60% Dodge against Humans, +86% to Hit against Humans, 60% Critical, 15% Darkness Resistance, 10% Fire Resistance, +89,125 STR, +89,120 CON, +29,800 AGI, +29,400 MIN, +29,650 SPI if wielder is non-Human, +99,250 additional Melee Attack in a Zone of Darkness or a Zone of Fire, 100% may inflict Hexed, +500 additional Melee Attack for each Crusher ability possessed by wielder to a max of 250 abilities, +400 to all stats for each Crusher ability possessed by wielder to a max of 250 abilities, 40% Resilience if wielder is at least level 35 and has at least 10 Crusher abilities, Pierces 20,000 Defense if wielder possesses at least 70 Crusher abilities, 100% inflicts Voidstruck against Humans or Humanoids if wielder has at least 70 Crusher abilities, 100% inflicts Stun if possessor is at least level 38 and has at least 90 Crusher abilities, 30% Dodge while in a Zone of Darkness, 80% Critical while in a Zone of Water if wielder is wearing Darkness element armor, +5% Damage against Humans for Darkness element characters with a base Strength of at least 25, Wielder's per-item Melee Attack caps are doubled for this item
Grants Effects:
Wielder of the Manbreaker- Possessor gains an 80% chance of inflicting Confusion: Fear on all Humans present at the start of battle, Posessor's 'Melee Attack actions gain an 80% chance of inflicting Confusion: Fear on Humans that they successfully hit and gain a 40% chance of dealing 1,000 points of Stat Damage to each of the stats of Humans that they hit, Constant Effect
Grants Abilities:
Manbreaker's Smash- 48,000 Damage, target loses 1,600 Defense, stacks 5 times, Earth, 3 MP
Hammer Master- Caster performs a 'Melee Attack' against a single target that generates a single attack targeting that target, this attack deals solely Physical element Damage, and if the attack kills the target, another target may be attacked as part of the same action, with a total of 12 attacks able to be performed in this manner, Physical, 20 MP
Immolate- 75% Inflicts Burning, 1 hit against 3, Fire, 180 MP
Rift- Deals 45,000 Flat Earth element Damage to up to 500 targets, Earth, 200 MP
Black Wave- Deals 45,000 Flat Darkness element Damage to up to 500 targets, 50% may inflict Voidstruck, Darkness, 200 MP
Grants Indexed Abilities:
Imbue Darkness- Caster's next attack that involves attack bonuses from the item 'Manbreaker' to deal only Darkness element Damage, Caster may obtain a buff that causes all of its possessor's attacks that involve attack bonuses from the item 'Manbreaker' to deal only Darkness element Damage, Darkness, 0 MP
Imbue Earth- Caster's next attack that involves attack bonuses from the item 'Manbreaker' to deal only Earth element Damage, Caster may obtain a buff that causes all of its possessor's attacks that involve attack bonuses from the item 'Manbreaker' to deal only Earth element Damage, Earth, 0 MP
Combatant's Strike- Imbue Earth- Caster's next attack that involves attack bonuses from the item 'Manbreaker' to deal only Physical element Damage, Caster may obtain a buff that causes all of its possessor's attacks that involve attack bonuses from the item 'Manbreaker' to deal only Physical element Damage, Physical, 0 MP
XP: 334,046,160
XP Needed: # (Standard Multiplier x2, Raised to x40 to bypass Level 40 cap) (1,137,920,000 XP to 79)
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

छ*Soul of Adri Many-Arrows- (Weapon, Soul, Hope & Air, 70,000,000 Gold) +70,000 Ranged Attack, +70,000 Melee Attack, 170% To Hit, at the start of every other round, beginning with the second round of battle that possessor is present, wielder may gain a Echo Clone token, to a max of 3, wielder may expend a Echo Clone token to gain a 25% chance of automatically Dodging an offensive action that comes from an entity below level 60, to a max of once per offensive action, with this Dodge chance being able to Dodge non-attacks and Flat Damage attacks; wielder may spend an action to gain an Echo Clone token, wielder's 'Ranged Attack', 'Ranged Overdrive', 'Melee Attack', and 'Melee Overdrive' actions count as involving the casting of 5 additional Danmaku spells.

Angler Demon's Lure- (Weapon, Soul, Hope & Darkness, 30,000,000 Gold) +30,000 Magical Attack, Wielder's 'Magical Attack' and 'Melee Attack' actions may deal MP Damage, MP Drain, HP Damage, or HP Drain to targets that are Humans, Humanoids, or Fae, Wielder's attacks deal 3,000 SPI Damage, 180% To Hit, 30% inflicts Charm, 30% inflicts Charm: Wanderlust, Wielder must be Level 20 or greater
Anti-Boat Goat- (Weapon, Deadly Item, Earth & Destruction, 45,000,000 Gold) +45,000 Melee Attack, Wielder's attacks gain +80% Critical as a non-stacking bonus against Vessels, Wielder counts as possessing an additional Animal ally whose name includes 'Goat'
Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
Bag of Unusually Ornery Giraffes- (Weapon, Throwing Weapon, Physical & Earth & Fury, 7,500,000 Gold) +7,500 Ranged Attack, Wielder's actions that involve wielder's Ranged Attack bonus count as involving 20 additional Animals that are Fury element even if they do not already do so
Bakazooka- (Weapon, Instrument, Air & Technology, 3,500,000 Gold) +3,500 Ranged Attack, 250 MIN Damage, 100% inflicts Stat Drain: MIN Drain, 100% inflicts Stun, 50% inflicts Confusion: Surprised, wielder counts as having an additional Gun equipped
839 Bane Sovereign's Sword- (Weapon, Sword, Darkness & Physical, 12,500,000 Gold) +12,900 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,500 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item
Bitter Shadowpiercer- (Weapon, Spear, Darknes & Toxin, 159,000,000 Gold) +159,000 Melee Attack, To a max of once per round, wielder may choose to cause a target of one of its 'Melee Attack' or 'Melee Overdrive' actions to obtain -1,500 to all stats for each buff placed on it (to a max of 200 such buffs, stacking as a debuff to a max total value of -300,000) by allies of itself or by itself at the time of said debuff's application
Blade of the Lamenting Deathking- (Weapon, Sword, Darkness & Ice & Hope, 90,000,000 Gold) +90,000 Melee Attack, +90,000 STR, Wielder may choose to be afflicted with Confusion: Depression instead of Voidstruck (not including status effects), Wielder may choose to be inflicted with Voidstruck instead of Confusion: Depression, 120% inflicts Frozen, 120% inflicts Voidstruck, 100% inflicts Drowning
Blood Giant Chieftan's Moaning Hammer- (Weaponx2, Hammer, Blood & Air & Darkness, 45,000,000 Gold) +90,000 Melee Attack, +90,000 STR, +90,000 CON, +900,000 HP as a non-stacking bonus, 120% inflicts Wounded, 120% inflicts Wounded: Bleeding, 180% inflicts Hexed, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may gain 'Deals HP Drain', Wielder's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wielder's per-item Melee Attack caps are doubled for this item as a non-stacking effect, Wielder must be Level 30 or greater
Blood Giant Chieftan's Wailing Scythe- (Weaponx2, Scythe, Blood & Air & Darkness, 45,000,000 Gold) +90,000 Melee Attack, +90,000 STR, +90,000 CON, +900,000 HP as a non-stacking bonus, 120% inflicts Wounded, 120% inflicts Wounded: Bleeding, 180% inflicts Hexed, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may gain 'Deals HP Drain', Wielder's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wielder's per-item Melee Attack caps are doubled for this item as a non-stacking effect, Wielder must be Level 30 or greater
Bloodlord's Sacrificial Mallet of Tzak'Tlarchann- (Weapon, Hammer, Blood, 112,000,000 Gold) +112,000 Melee Attack, +112,000 STR, +112,000 SPI, +1,120,000 HP as a non-stacking bonus, +1,120,000 MP as a non-stacking bonus, 100% Critical, Wielder's 'Melee Attack' and 'Melee Overdrive' actions deal HP Drain, Wielder may ressurrect a Demon ally that was killed by a source that is below Level 90 and is not a Fiend or Holy One whenever wielder kills a non-summoned opponent if wielder is an Arch-Demon, Wielder's per-item Melee Attack bonus cap becomes 2x the relevant stat, If wielder is an Arch-Demon and is killed by a Fiend ally, once per battle, wielder's death causes said ally to regenerate 11,200,000 HP and MP as well as to obtain a non-stacking buff that provides +112,000 to all stats that lasts 2 rounds, Wielder must be Level 30 or greater
Bone Assemblage of the Cambaluugh's Ram- (Weaponx2, Other: Siege Weapon, Light & Darkness, 7,900,000 Gold) +15,800 Melee Attack, Wielder pierces 15,000 Defense, Wielder's offensive actions may scan the stats of their targets, Wielder's offensive actions may each remove a buff from a source below Level 60, Wielder counts as having an additional Bioaugmentation equipped, Wielder must be Level 20 or greater
984 Bow of Pestilience- (Weaponx2, Bow, Darkness & Acid, 270,000,000 Gold) +540,000 Ranged Attack, +500,000 AGI, +500,000 CON, +500,000 SPI, 60% inflicts Plague, 30% Plague Resistance, Wielder must be Level 40 or greater
Capybara's Left Foot Attached to a Whip- (Weapon, Whip, Beast, 300 Gold) +3 Melee Attack, 5% inflicts Confusion
133 Celestial Judge's Gavel- (Weapon, Hammer, Light & Law, 7,000,000 Gold) +7,000 Melee Attack, +7,120 Magical Attack, +7,000 MIN, 60% inflicts Entombed: Incarcerated, Wielder's actions may cure Entombed: Incarcerated, Wielder deals 70,000 additional Damage to Chaos element targets
Claws of the Demonic Fleshripper- (Weaponx2, Fist Weapon, Physical & Darkness, 15,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +15,000 CON, 100% inflicts Wounded, 15% inflicts Wounded: Maimed
Coffeepot of WRATHTASTIC MEGATUDE- (Weapon, Other: Teapot, Fire & Fury & Energy, 63,100,000 Gold) +62,000 Ranged Attack, Pierces 62,000 Defense, Wielder may choose to be afflicted with Invigorated, Stat Boost: STR Boost, Stat Boost: SPI Boost, and/or Confusion: Enraged at the start of each round, Wielder's 'Ranged Attack' actions gain '1 hit against 70,000', Wielder's 'Ranged Attack' actions gain '200% inflicts Invigorated', If wielder kills a target with an attack that involves an Attack Bonus provided by this item, said killed target obtains a non-stacking buff that persists beyond death that makes it so that instead of not performing actions for the remainder of the round, whenever it would have had an action assigned in turn order but would lose said action due to being dead, if it possesses a corpse, for said corpse to perform an action named 'WHOA YEAH ENERGETIC BOOGIE' that has a 15% chance of inflicting Invigorated on each individual in the same battlespace and a 15% chance of inflicting Confusion: Fear: Disconcerted on each individual in the same battlespace, Wielder must be Level 20 or greater
20 Colossus Aegis- (Weaponx3, Shield, Earth & Physical, 61,000,000 Gold) +120,000 Melee Attack, +180,000 Defense, +120,000 STR, +180,000 CON, Wielder's per-item Melee Attack and Defense bonus caps are tripled for this item, Wielder must be Level 40 or greater
31 Colossus Bardiche- (Weaponx3, Polearm, Light & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
36 Colossus Bill- (Weaponx3, Polearm, Wealth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
15 Colossus Glaive- (Weaponx3, Polearm, Earth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
41 Colossus Naginata- (Weaponx3, Polearm, Wood & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
42 Colossus Partizan- (Weaponx3, Polearm, Fire & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
39 Colossus Trident- (Weaponx3, Polearm, Water & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
541 Contained Thermonuclear Sundroplet- (Weapon, Force, Fire & Light & Atomic, 80,000,000 Gold) +80,000 Melee Attack, +80,000 Ranged Attack, +80,000 Magical Attack, 80% inflicts Poison: Irradiated, 60% inflicts Burning, 60% inflicts Awestruck, Wielder must be Level 40 or greater
Crane's Head Labyrinth-Cutter- (Weapon, Axe, Air & Light & Physical, 20,000,000 Gold) +20,000 Melee Attack, +20,000 STR, Wielder's 'Melee Attack' actions treat the value of Dodge buffs from sources below Level 65 as being half their actual value
Cube Cannon- (Weapon, Gun, Physical, 70,000 Gold) +70 Ranged Attack
2 Daemon Taskmaster’s Whip- (Weapon, Whip, Darkness & Law, 1,975,000 Gold) +1,850 Melee Attack, +400 Magical Attack, +8,000 HP for all summons and pets, +500 to each prime attribute of summons and pets, 20% inflicts Charm
Deathlord's Blade- (Weapon, Sword, Darkness, 60,000,000 Gold) +60,000 Melee Attack, +60,000 to all stats, 120% inflicts Hexed, 120% inflicts Voidstruck, 5% inflicts Instant Death, Wielder must be Level 40 or greater
Deathrift-Ripper- (Weapon, Scythe, Darkness & Spatial, 210,000,000 Gold) +210,000 Melee Attack, +210,000 STR, +210,000 CON, +210,000 SPI, Wielder's 'Melee Attack' actions may summon up to 50 Devils, Undead, or Darkspawn that are below Level 80 and normally fightable for drops, max 200 summoned, Wielder's 'Melee Overdrive' actions may summon up to 1 Undead that is below Level 85 and normally fightable for drops, max 1 summoned, Wielder may, up to twice per thread, spend an action to resurrect an entity that was killed by a source below Level 90 that is not 10 or more Levels greater than wielder, giving said entity a buff that makes its possessor gain the subtype Undead upon said resurrection, Wielder's Undead summons gain +21,000 to all stats as a non-stacking effect, Wielder may spend an action to create a Zone of Darkness & Spatial, Wielder is Immune to sources below Level 20, Wielder must be Level 56 or greater
15 Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
3 Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0 w/ Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment
Demonic Runeblade- (Weapon, Sword, Darkness & Magic, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' bonus capping is based on Spirit instead of Strength, Wielder may deal HP Drain if wielder is a Demon, Wielder may deal MP Damage to individuals below Level 60
5 Demon's Scythe of Fire and Ice- (Weaponx2, Scythe, Fire & Ice & Darkness, 1,900,000 Gold) +3,600 Melee Attack, +3,600 STR, +3,600 AGI, +3,600 SPI, Wielder's per-item Melee Attack bonus is doubled for this item if wielder is a Demon, 30% inflicts Burning, 30% inflicts Frozen, 30% inflicts Voidstruck, 30% inflicts Wounded, 45% Critical
60 Draco-Executioner- (Weapon, Sword, Glory, 175,000,000 Gold) +175,000 Melee Attack, +100,000 to all stats, 160% Critical against Dragons, Wielder ignores the Resistances and Immunities of Dragons below Level 80, Wielder deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 80 OR who (are over Level 40 AND have the ability Dragonslayer)
13 Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
Dozer Hands- (Weaponx2, Fist Weapon, Physical, 25,000,000 Gold) +50,000 Melee Attack, targets of wielder's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions obtain -5,000 Defense as a debuff that stacks 10 times, Wielder's per-item Melee Attack caps are doubled for this item as a prize
20 Dragon-Bane Flameblade- (Weapon, Sword, Fire & Glory, 12,000,000 Gold) +12,795 Melee Attack, +8,960 to all stats, +4,000 additional STR, +3,480 additional CON, +2,569 additional AGI, inflicts Burning on Dragons, ignores the Moderate Status Effect Resistances and Immunities of Dragons below Level 100, Deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 60 or who have the ability Dragonslayer
Dunklqunzer- (Weapon, Hammer, Darkness & Ice & Astral & Candy & Whimsy, 165,000,000 Gold) +165,000 Melee Attack, +160,000 CON, Wielder's 'Melee Attack' and 'Melee Overdrive' actions gain 'May Heal', 100% may inflict Zealblasted: Sugar Rush, 100% may inflict Voidstruck: Astral Echoes, 100% may inflict Confusion, 100% may inflict Frozen: Frostbite, 100% inflicts Augmented: Haste: Excessively Energetic, This item may count as possessing the subtype Staff and/or the subtype Sword, Wielder must be Level 35 or greater and must either be Candy element, be Astral element, be Whimsy element, or possess the ability 'Adept Hammer Training'
456 Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
Eternal Malice- (Weapon, Soul, Darkness & Toxin, 180,000,000 Gold) +180,000 Magical Attack, +180,000 MIN, +180,000 SPI, 130% Resilience, Wielder may create or destroy a Zone of Darkness at the start of each round, Possessor may have a 100% chance of inflicting any one minor or moderate negative status effect on all opponents at the start of each round, with said infliction instances not stacking across multiple copies of this item, 1% inflicts Cursed, Wielder must be Level 40 or greater and must possess the ability 'Adept Soul Training'
8 Fenristooth Dagger- (Weapon, Knife, Physical & Destriction, 60,000,000 Gold) +60,000 Melee Attack, +57,000 STR, +57,000 CON, 80% Critical, Wielder ignores the Physical Resistance and Immunity of individuals below Level 40, Wielder must be Level 40 or greater
Fish-Stunning Surfboard- (Weapon, Bow, Atomic & Psychic, 83,000,000 Gold) +83,000 Ranged Attack, 200% inflicts Electrocuted on targets that are Dragons, Dragons below Level 80 may not inflict Insanity on wielder
Flashydoodastic Flamatronic Battlecryomatic Smackenthrottler- (Weapon, Hammer, Fury & Hope & Fire & Light & Tacky, 100,000,000 Gold) +100,000 Melee Attack, Wielder countas as casting a Bardic Music spell at the beginning of each round and as part of each of wielder's 'Melee Attack' and 'Melee Overdrive' actions, Wielder creates a Zone of Fire & Tacky & Fury & Light at the start of each attack that wielder performs that lasts until the end of said attack, 50% inflicts Burning, Awestruck, Confusion, Impaired: Blind, or Fatigued: Stun, Wielder must be Level 30 or greater and must possess at least 5 Base STR
Fly Demon Rod- (Weapon, Mace, Acid & Air & Darkness, 1,590,000 Gold) +1,900 Magical Attack, +1,300 SPI, +1,243 AGI, 15% inflicts Poison, 15% inflicts Diseased, 15% inflicts Diseased: Lingering Illness, Wielder’s Insect and Demon pets and summons gain +400 to all stats
Force of the Labyrinth's Guardian (Least)- (Bound Weapon, Soul, Earth & Metal, 3,700,000 Gold) +3,700 Melee Attack, +3,700 Ranged Attack, possessor may choose to ignore the zonal effects of labyrinths below level 21 as an RP effect (Bound to Noix)
Force of Wickedness- (Weapon, Force, Darkness, 27,000,000 Gold) +26,000 Melee Attack, +26,000 Ranged Attack, +26,000 Magical Attack, Wielder's Poison and Diseased infliction chances are increased by 15% as a non-stacking effect, Wielder must be Level 20 or greater
Giraffe-Attaching Stapler- (Weapon, Tool, Earth, 330,000 Gold) +330 Melee Attack, Wielder's 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', and 'Melee Overdrive' actions give their targets the subtype Animal as a non-stacking debuff if said targets are below Level 60
Gold Flamingo Golf Club- (Weapon, Polearm, Wealth & Tacky & Glory, 35,000,000 Gold) +35,000 Melee Attack, Wielder gains +70% To Hit against Wealth-element targets
130 Grandmaul of Heaven- (Weapon, Hammer, Light & Physical, 6,000,000 Gold) +6,000 Melee Attack, 60% inflicts Awestruck or Fatigued: Stun, 100% may inflict Wounded on Demons, Devils, Daemons, and Abstracts
Graphamakk Axe- (Weapon, Axe, Darkness & Magic, 8,000,000 Gold) +8,000 Melee Attack, +80,000 MP as a non-stacking bonus, +8,000 STR, +8,000 SPI, 100% inflicts Hexed, 50% inflicts Wounded
Great Soulcrystal Staff Which Bears the Soul of the World's Hero- (Weapon, Staff, Light & Glory & Magic, 65,000,000 Gold) +65,680 Magical Attack, +65,000 to all stats, +100,000 MP, 15% Base Element Resistance, 15% Glory Resistance, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder counts as wielding an additional Soul
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Guitar- (Weaponx2, Instrument, Air, 1,800 Gold) +14 Magical Attack
1,084 Heart of the First Fire- (Weapon, Soul, Fire, 60,000,000 Gold) +60,000 Magical Attack, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
29 Hitodama Flame- (Weapon, Soul, Fire & Electrical, 5,500,000 Gold) +5,500 Magical Attack, Deals 550 SPI Damage, 20% inflicts Burning, 20% inflicts Burning: Vaporized Spirit, 20% inflicts Electrocuted, 10% inflicts Confusion
Hope-Crusher's Hand- (Weapon, Fist Weapon, Darkness, 36,000,000 Gold) +36,000 Melee Attack, +35,000 STR, 170% To Hit, Wielder's 'Melee Attack' actions may remove a Hope element buff from a source that is below Level 80 from each of their targets, Wielder must be Level 20 or greater
Index of Serial Killers- (Weapon, Book, Darkness, 4,000,000 Gold) +4,000 Melee Attack, 40% Critical, Wielder's 'Magical Attack' actions may use wielder's 'Melee Attack' bonus instead of wielder's 'Magical Attack' bonus, and, if they do, they count as involving three additional Humans, and this Magical Attack can only involve the casting of Murder Arts Spells that provide a Melee Attack Bonus.
Katana of the Void-Edge's Lord- (Weapon, Sword, Darkness & Void, 195,000,000 Gold) +195,000 Melee Attack, +195,000 AGI, +195,000 SPI, +1,950,000 HP as a non-stacking bonus, +1,950,000 MP as a non-stacking bonus, Wielder may choose for the target's of wielder's 'Melee Overdrive' actions who are below Level 90 and not greater Level that wielder to, as a debuff that stacks 200 times, stop counting as being in any single Zone of this debuff's inflictor's choice at the time is inflication that comes from a source below Level 90 that is not greater Level than wearer, Wielder must be Level 55 or greater and must possess the ability 'Kensei'
Khartuu'Dorgerr's Claw- (Weapon, Polearm, Physical & Darkness, 6,300,000 Gold) +6,300 Melee Attack, Wielder's 'Melee Attack' actions may move a single one of their targets that is below Level 60 that has a lower Strength than wielder from the back row to the front row
Landhawk-Shooting Gun- (Weapon, Gun: Rifle, Air & Destruction, 7,000,000 Gold) +7,000 Ranged Attack, Wielder gains +100% Critical as a non-stacking bonus against targets whose name includes 'Landhawk', Wielder gains +100% To Hit as a non-stacking bonus against targets whose name includes 'Landhawk', Wielder obtains -100% Critical as a non-stacking penalty against targets whose name does not include 'Landhawk', Wielder obtains -100% To Hit as a non-stacking penalty against targets whose name does not include 'Landhawk'
Lesser Staff of Energy (2)- (Weaponx2, Staff, Energy, 5,000,000 Gold) Wielder gains +150,000 MP, wielder's spells may be cast at one third cost (to a maximum of 750,000 MP reduced from the natural cost from all sources)
7 Lord of the Dead's Greatblade- (Weaponx2, Sword, Darkness, 30,000,000 Gold) +30,000 Melee Attack, +30,000 STR, +30,000 SPI, Wielder gains control of the actions of Undead below Level 60 who are dealt Damage values greater than 0 by wielder's 'Melee Attack' actions
Minor Devil's Tormenting, Barbed Flame-Lash- (Weapon, Whip, Earth, 280,000 Gold) +275 Melee Attack, +270 STR, +270 AGI, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Agility as their Prime Attribute, 15% inflicts Pain, 2% inflicts Burning, 5% Fire Resistance
Ominously-Spiky Cannon-Shield- (Weapon, Shield, Physical & Darkness, 5,097,000 Gold) +5,120 Defense, +3,040 Melee Attack, +5,099 Ranged Attack, 5% inflicts Fatigued: Stun, 5% inflicts Confusion: Fear
Orochi's Fang- (Weapon, Sword, Darkness & Electrical & Toxin, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Darkness at the start of each round, Possessor may deal 1,800,000 Flat Electrical element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater
Papers of the Magic Cranes- (Weapon, Book, Air & Light, 20,000,000 Gold) +20,000 Magical Attack, +200,000 MP as a non-stacking bonus, 30% Magic Resistance, 15% Aerial Resistance
5 Paste of Lost Words- (Weapon, Stone, Light & Darkness, 3,500,000 Gold) +3,500 Magical Attack, 100% inflicts Impaired: Mute, 100% inflicts Hexed: Leech: Mana Leech, 100% inflicts Impaired: Forgetful
86 Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
161 RAGE Brewer- (Weapon, Other: Teapot, Fury, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions use Strength as their Prime Attribute, 60% inflicts Confusion: Enraged, Burning, Drowning, Mindblasted, and Impaired: No Sense of Taste
499,999,556 Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite
500,000 Rimedead Doomlance- (Weapon, Spear, Darkness & Ice, 11,500,000 Gold) +11,500 Melee Attack, +11,500 STR, +11,500 CON, 75% inflicts Frozen, 75% inflicts Voidstruck, 75% inflicts Frozen: Frostbite, 75% inflics Wounded, 2% inflicts Instant Death
2 Rimedead Lord's Blade- (Weapon, Sword, Darkness & Ice, 60,000,000 Gold) +60,000 Melee Attack, +60,000 STR, +60,000 CON, 120% inflicts Frozen, 120% inflicts Voidstruck, 100% inflicts Frozen: Frostbite
Scourge's Lash- (Weapon, Whip, Destruction, 7,000,000 Gold) +7,500 Melee Attack, +7,000 STR, +6,500 AGI, 30% inflicts Pain, Damage dealt by wielder cannot be healed or regenerated by individuals below Level 30, 45% Critical
4 Self-Sculpting Force- (Weapon, Force, Earth & Life, 60,000,000 Gold) Wielder may spend an action to Transform into one lower-Level Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
4 Shadow’s Radiance- (Weapon, Soul, Darkness, 89,000 Gold) +90 Melee Attack, +90 Magical Attack, Deals 90 STR, AGI, CON, MIN, and SPI Drain on hit, 15% Darkness Resistance
Slavedriver Demon's Whip- (Weapon, Whip, Darkness & Physical, 1,975,000 Gold) +1,850 Melee Attack, Wielder's pets and summons gain +800 STR and +600 CON as a non-stacking bonus, 30% inflicts Pain, 20% inflicts Charm
2 Slumbering Gamberjukk- (Weapon, Hammer, Light & Darkness, 4,700,000 Gold) +4,700 Melee Attack, 104% inflicts Fatigued: Stun, 104% inflicts Fatigued: Asleep
Slumbering Tratterjukk- (Weapon, Spear, Light & Darkness, 4,700,000 Gold) +4,700 Melee Attack, 104% inflicts Hexed, 104% inflicts Fatigued: Asleep
Slumbering Trunnerjukk- (Weapon, Axe, Light & Darkness, 4,700,000 Gold) +4,700 Melee Attack, 104% inflicts Impaired: Blind, 104% inflicts Fatigued: Asleep
Soul of a Skilled Man- (Weapon, Soul, Physical & Magic & Psychic & Technology, 15,000,000 Gold) +15,000 Melee Attack, +15,000 Ranged Attack, +15,000 Magical Attack, +15,000 to all stats, Wielder counts as possessing an additional ability in each base class that wielder possesses at least 1 ability in as a non-stacking effect that does not work for prerequisite purposes
Soul of the Eternally-Wrathful King- (Weapon, Soul, Darkness & Ice & Fire, 120,000,000 Gold) +120,000 Melee Attack, +120,000 Magical Attack, +120,000 to all stats, Wielder may spend an action to remove all Nobility-element buffs from a target that possesses at least one Fury, Fire, Ice, or Darkness element Debuff, 100% may inflict any one minor or moderate negative status effect, Wielder must be Level 39 or greater and must possess the ability 'Enslaver'
Soul of the Frozen King- (Weapon, Soul, Darkness & Ice, 30,000,000 Gold) +30,000 Magical Attack, +30,000 STR, +30,000 CON, +30,000 SPI, 60% inflicts Frozen, 60% inflicts Voidstruck, Wielder's allies gain +6,000 to all stats as a non-stacking bonus if wielder is an Ice element Undead or possesses the ability 'Commander', wielder must be Level 20 or greater
Soul Which Defied the Grasp of Perdition- (Weapon, Soul, Darkness & Hope, 130,000,000 Gold) +130,000 Magical Attack, +130,000 MIN, +130,000 SPI, +1,300,000 HP as a non-stacking bonus, +1,300,000 MP as a non-stacking bonus, Voidstruck: Endless Torment Immunity, The spell 'Damnation' may not inflict negative status effects or debuffs on wielder, Wielder must be Level 40 or greater
Spirit-Slaving Lash- (Weapon, Whip, Darkness & Magic, 6,666,666 Gold) +6,666 Melee Attack, Wielder's pets and summons gain +6,666 STR and +6,666 CON as a non-stacking bonus, 50% inflicts Pain, 50% inflicts Charm, Wielder's 'Melee Attack' actions apply a debuff to their targets that causes any Spirit that is transformed into by its possessor (not counting transformations that its possessor is already in or its possessor's transformations that are not naturally Spirits having their subtype changed to Spirit) that is below Level 60 and below this item's wielder's Level to have its actions controlled by this item's wielder, Wielder must be Level 20 or greater
8 Staff of Dark Equations- (Weapon, Staff, Darkness & Psychic, 1,875,000 Gold) +1,915 Magical Attack, +1,850 MIN, Wielder’s spells and abilities cost 2,000 less MP to cast, Wielder counts as 1 Level higher, to a max of Level 60, for purposes of applying and being the source of buffs and debuffs (but cannot bypass immunity to individuals below a certain level through this)
Strips of Inked Cranepaper- (Weapon, Book, Light & Darkness, 4,500,000 Gold) +4,500 Magical Attack, +4,500 MIN, +4,500 SPI, +45,000 MP as a bonus that stacks twice, Wielder's 'Magical Attack' actions may gain either '45% inflicts Hexed' or 'Cures Hexed'
24 Sword of Destruction- (Weapon, Sword, Destruction, 4,000,000 Gold) +4,500 Melee Attack, +4,000 STR, +3,500 AGI, Pierces 5,000 Defense, 30% Critical
Sword of Ornately Folded Paper- (Weapon, Sword, Light & Earth, 1,100,000 Gold) +1,100 Melee Attack, Wielder may choose for this item to be treated as though it were worth 1,090,000 Gold less.
2 Symbol of Jogori- (Weapon, Soul, Darkness & Energy, 7,000,000 Gold) +7,000 Magical Attack, 50% inflicts Voidstruck, May deal HP Drain, 40% Darkness Resistance, Wielder Absorbs Darkness from sources below Level 20
Symbologist's Warscrolls- (Weapon, Book, Light & Darkness & Magic, 8,000,000 Gold) +8,000 Magical Attack, +80,000 MP as a non-stacking bonus, +8,000 MIN, +8,000 SPI, Wielder's minor status effect infliction chances (not counting sub-status effects) are increased by 30% as a non-stacking effect
8 Symbolomagical Crimsonmaul- (Weapon, Hammer, Darkness & Magic, 7,500,000 Gold) +7,500 Melee Attack, 100% inflicts Hexed, 75% inflicts Fatigued: Stun
20 Taskmaster’s Lash- (Weapon, Whip, Physical, 79,000 Gold) +78 Melee Attack, +5% Gold found at end of battle, to a max of 20,000 additional Gold as a non-stacking increase, +400 HP for all summons and pets, +200 to each prime attribute of summons and pets
Tattered Magescript- (Weapon, Book, Earth & Magic, 5,400,000 Gold) +5,000 Magical Attack, +5,000 MIN, +5,000 SPI, +50,000 MP as a non-stacking bonus, This item may not be destroyed by sources below Level 60, This item's wielder may choose to count it as though it were destroyed
Totally Awesome Dead Walrus!- (Weapon, Other: Chaos Talon, Water, 70,000 Gold) +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, +70 to all stats
Tree Kees- (Weapon, Other: Keyring, Wood & Spatial & Whimsy, 15,100,000 Gold) +15,100 Magical Attack, Wielder's 'Magical Attack' actions may summon a Plant, Spirit, Elemental, Monster, Human, or Fae below Level 60 from the Enemy List, Max 20 summoned.
Trickster's Essence- (Weapon, Soul, Darkness, 11,500,000 Gold) +11,300 Magical Attack, 40% inflicts any one minor or moderate negative status effect, Wielder's minor negative status effect infliction chances are increased by 20% as a non-stacking effect, Wielder's moderate negative status effect infliction chances are increased by 10% as a non-stacking effect
Umbrella of Bodaciously-Disguised Demons- (Weapon, Shield: Umbrella, Illusion & Glitz & Color, 180,000,000 Gold) +80,000 Melee Attack, +90,000 Magical Attack, +180,000 Defense, +180,000 SPI, +90,000 CON, Wielder's Demon allies gain 15% Divination Resistance, Wielder's Demon allies gain +5 Fame, Wielder may choose for allied Demons (including wielder) to count as instead possessing any base entity subtype or entity subtype that wielder possesses classname in instead of Demon and/or Arch-Demon whenever their subtypes are checked and may choose different subtypes for different checks/purposes within the same action/chain-of-effects (but cannot choose separately for multiple effects that work as a single group stemming from the same effect), Wielder may choose for sources of lower Level than wielder, when checking the name of a Demon that is lower Level than wielder, to determine its name to be 'Trendy Celebrity', Wielder must be Level 40 or greater
2 Unfolding Lotus of the Watching Eye- (Weapon, Stone, Light & Darkness, 4,500,000 Gold) +4,500 Magical Attack, +4,500 SPI, +45,000 MIN as a non-stacking bonus, Wielder's 'Magical Attack' and 'Mental Overdrive' actions may scan the stats of their targets
19 Variable Ray- (Weapon, Gun, Technology, 8,000,000 Gold) +8,000 Ranged Attack, +5,000 AGI, +5,000 MIN, 30% inflicts any one minor or moderate negative status effect
Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Voidlord Blade- (Weapon, Sword, Darkness & Ice & Void & Sonic, 190,000,000 Gold) +190,000 Melee Attack, +190,000 STR, +190,000 AGI, +150,000 CON, +150,000 MIN, +190,000 SPI, 200% inflicts Hexed, 120% inflicts Voidstruck, 100% inflicts Voidstruck: Turned To Shadow, Wielder must be Level 40 or greater
Vortex of Wrrrrrrrrrrrrrrastlin!- (Weapon, Force, Physical & Darkness & Spatial & Earth & Fury, 13,500,000 Gold) +13,500 Melee Attack, Wielder's Ranged Attack and Magical Attack bonuses are set to values equal to wielder's Melee Attack bonus at the start of each round as a non-stacking buff, Wielder's infliction chances of Paralyzed with Physical element actions are increased by 50% as a non-stacking bonus, Wielder's 'Melee Overdrive' actions may use Constitution as their Prime Attribute when targeting entities afflicted with Paralyzed, Wielder's name cannot include 'Karen', Wielder must be Level 20 or greater but cannot be Level 27, Wielder's Base MIN cannot be 40 or more times wielder's Base STR
War Demon's Hammer- (Weapon, Sword, Darkness & Fire & Physical, 12,500,000 Gold) +12,900 Melee Attack, +12,000 STR, +11,500 CON, 50% Critical
Whiplord's Lash- (Weapon, Whip, Physical, 500,000 Gold) +500 Melee Attack, Wielder may use Strength or Agility as wielder's Prime Attribute for 'Melee Attack', 'Melee Overdrive', 'Powerful Attack', and 'Attack with Finesse' actions
9 Wisp's Essence- (Weapon, Soul, Darkness, 5,500,000 Gold) +5,300 Magical Attack, 20% inflicts Voidstruck, 20% inflicts Hexed, 20% inflicts Burning, 10% inflicts Charm: Wanderlust, 45% Dodge
World-Nullifier- (Weapon, Sword, Void & Astral & Null & Destruction, 275,000,000 Gold) +275,000 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions deal 2x Damage to targets who possess a Constant Effect or ability named 'Supermassive' or 'Hypermassive' as an effect that does not stack with other effects that multiply Damage against targets that possess Constant Effects or abilities named 'Supermassive' or 'Hypermassive', Wielder may spend an action to destroy a Zone, Terrain, or Phantom Terrain that was created by a source that is below Level 100 that is not 5 or more Levels greater than wielder, Entities killed by wielder may not be resurrected by sources below Level 100 that are below wielder's Level, Wielder may, as a non-stacking debuff, remove the text of one enemy-style-ability possessed by an opponent below Level 80 that is 10 or more Levels below wielder, This item may not be destroyed by sources below Level 80, Wielder must be Level 59 or greater
Wraith Lich's Runeblade- (Weapon, Sword, Darkness & Magic, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' bonus capping is based on Spirit instead of Strength, Wielder may deal HP Drain if wielder is Undead, Wielder may deal MP Damage to individuals below Level 60
4 Yolneen Hammer- (Weapon, Hammer, Light, 6,000,000 Gold) +6,000 Melee Attack, The targets of wielder's attacks may not inflict Impaired: Silence


Armor-
*Armor of Ghezjhan- (Armor, Heavy Armor, Darkness & Fire, 58,000,000 Gold) +58,000 Defense, +50,000 Defense against Fire, +58,000 CON, +580,000 HP as a non-stacking bonus, 96% Resilience, 30% Physical Resistance, 30% Fire Resistance, 10% Demon Magic Resistance
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Ancient Evil's Raiment- (Armor, Heavy Armor, Darkness & Magic & Fire, 85,000,000 Gold) +85,000 Defense, +85,000 Defense against Angels, Devas, and Celestials as a non-stacking uncapped bonus, +85,000 Melee Attack, +85,000 Magical Attack, 30% Darkness Resistance, 30% Fire Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer must be greater than Level 40 and must be an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend
Alien Beef-Cannoneer Ravioli Disguise- (Armor, Disguise, Fury & Fire, 1,500,000 Gold) +1,500 Defense, +1,500 Ranged Attack, +150 Defense against Stat Damage, 80% inflicts Confusion: Surprise, 50% may inflict Impaired: Stun, 50% may inflict Burning, Wearer counts as having an additional Gun & Spray weapon equipped, Wearer gains the subtypes 'Food', 'Alien', and 'Abstract'
Ancient Voidlord's Armor- (Weapon, Heavy Armor, Darkness & Ice & Void & Sonic, 240,000,000 Gold) +240,000 Melee Attack, +240,000 Ranged Attack, +240,000 Magical Attack, +240,000 Defense, +240,000 to all stats, 35% Darkness Resistance, 35% Void Resistance, 75% Voidstruck Resistance, Wielder ignores the the Darkness Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 55 or greater
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Armor of the Golden Celestial Lion- (Armor, Heavy Armor, Light & Physical, 7,000,000 Gold) +7,000 Defense, Confusion: Fear Immunity, 95% Confusion Resistance, 30% Darkness Resistance
Armor of the Void-Edge's Lord- (Armor, Heavy Armor, Darkness & Void, 195,000,000 Gold) +195,000 Defense, +195,000 CON, +195,000 SPI, +1,950,000 HP as a non-stacking bonus, +1,950,000 MP as a non-stacking bonus, Wearer may choose at the start of any round to stop counting as being in any Zone that wearer is in that comes from a source below Level 90 that is not greater Level than wearer, 30% Void Resistance, Immunity to sources below Level 40, Wearer must be Level 55 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Bane Knight's Armor- (Armor, Heavy Armor, Darkness & Physical, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Physical Resistance, +8,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +8,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +800 Defense against CON Damage
112 Bane Sovereign's Armor- (Armor, Heavy Armor, Darkness & Physical, 12,710,000 Gold) +12,600 Defense, +12,200 Defense against Darkness, 30% Physical Resistance, +12,730 Melee Attack, Wielder's Necromancy spells that provide a Melee Attack Bonus gain +12,200 additional Melee Attack, Buffs on wielder from Necromancy spells that boost wielder's stats do so by an additional 600 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wielder gains +1,200 Defense against CON Damage
Deathlord's Plate- (Armor, Heavy Armor, Darkness, 60,000,000 Gold) +60,000 Defense, +60,000 Defense against Darkness, +60,000 Defense against Light, Voidstruck Immunity against sources below Level 90, 75% Voidstruck Resistance, Wearer must be Level 40 or greater
Deathmaw Armor- (Armor, Heavy Armor, Darkness & Spatial, 80,000,000 Gold) +80,000 Defense, +80,000 Defense against Darkness, +80,000 Defense against Spatial, Voidstruck Immunity against sources below Level 90, 75% Voidstruck Resistance, 30% Darkness Resistance, 30% Spatial Resistance, If wearer is attacked by a source below Level 40 and another battlespace is present that contains at least one Undead, possessor may choose to send said attacker, before said attack occurs, into said battlespace unless an entity of Level 80 or greater in the battlespace said entity would enter or the battlespace said entity would exit would object, Wearer must be Level 20 or greater
Death-Resistant Armor- (Armor, Heavy Armor, Life & Glory, 160,000,000 Gold) +160,000 Defense, +160,000 CON, +160,000 SPI, 30% Instant Death Resistance, Wielder may not be killed by individuals below Level 40, Wielder is Immune to individuals below Level 20, Wielder must be Level 40 or greater
Demon Knight's Armor- (Armor, Heavy Armor, Darkness & Physical & Fire, 12,710,000 Gold) +12,600 Defense, +12,500 Melee Attack, +12,200 Defense against Darkness, +12,200 Defense against Fire, 25% Darkness Resistance, 25% Fire Resistance
Destroyer Gigas Mail- (Armor, Grand Armor, Destruction & Glory, 325,000,000 Gold) +325,000 Melee Attack, +325,000 Defense, +325,000 STR, +325,000 CON, +3,250,000 HP as a non-stacking bonus, Wielder's first attack of each round's first hit against each target deals 3,250,000 additional Damage, Damage dealt by wielder cannot be healed by sources below Level 80, Wielder is Immune to sources below Level 40, Wielder must be Level 40 or greater
528 Dragonslayer Armor- (Armor, Heavy Armor, Magic, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, 30% Dragon Resistance
12 Drauger's Armor- (Armor, Heavy Armor, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Defense, +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP, Wielder may choose to count as up to 10 individuals in its row for row-order purposes, 100% Drowning Resistance, 100% Frozen Resistance, 60% Voidstruck Resistance
5 Fallen Priest's Vestments- (Armor, Robes, Darkness & Light, 31,000 Gold) +34 Defense, +30 SPI, Wearer may not cast Divine Magic spells unless above Level 40, clearly to disguise it.
Greater Runic Force Field of Mystical Damage Redirection- (Armor, Aura, Darkness & Magic, 31,555,302 Gold) +30,600 Defense, +30,500 SPI, +30,000 MIN, +30,000 CON, +20,000 AGI, +14,000 STR, +300,000 HP, +300,000 MP, 25% Darkness Resistance, 25% Magic Resistance, Wielder's Rune Magic summons and Daemon allies gain +2,500 Defense as a non-stacking buff, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, Wielder, as an effect that does not stack, may redirect up to 12,000 points of damage that possessor sustains from any one action or attack to one of possessor's controlled Rune Magic summons, to a max number of points equal to said summon's current HP, with said redirected damage not being reducible by individuals below Level 80, provided that they are individuals who are capable of having said damage redirected to them normally by this ability, May only be equipped by individuals above Level 19
21 Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19
72 Magic Forcefield (Type J)- (Armor, Aura, Magic, 14,000,000 Gold) +14,000 Defense, +14,000 Magical Attack, 20% Magic Resistance, 20% Water Resistance, 80% Drowning Resistance, 50% Acid Weakness
Mohlmoujdouf - (Armor, Heavy Armor, Darkness & Ice & Astral & Candy & Whimsy & Cute Pets, 165,000,000 Gold) +165,000 Defense, +165,000 Melee Attack, +160,000 CON, Actions generated by wielder's 'Counter' actions that wielder performs gain 'May Heal', Wielder is afflicted with 100% inflicts Augmented: Haste: Excessively Energetic at the start of each round, At the start of each round, wearer may choose to summon up to 15 Animals from the Enemy List that are Level 1 and that are normally fightable for drops, max 30 summoned, these summons gain the element Cute Pets as a buff and obtain a non-stacking buff that causes them to be dealt 1,500,000 Flat Candy element HP Healing at the start of each round, Wielder must be Level 35 or greater and must either be Candy element, be Astral element, be Whimsy element, or possess the ability 'Adept Heavy Armor Proficiency'
Pontiff's Robe- (Armor, Robe, Light, 8,000,000 Gold) +8,000 Defense, +8,000 SPI, +80,000 MP, 30% Light Resistance, Divine Magic and Celestial Magic spells cost wearer 80,000 less MP to cast, Hexed Immunity
499,712 Rimedead Plate- (Armor, Heavy Armor, Darkness & Ice, 7,500,000 Gold) +7,500 Defense, +7,500 Defense against Darkness, +7,500 Defense against Ice, Frozen Immunity against sources below Level 90, 50% Voidstruck Resistance
Temptation Armor: Lust- (Armor, Heavy Armor, Darkness & Fire, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, Wielder's chances of inflicting Charm on Demons are increased by 15% as a non-stacking effect, Attempts by Demons to afflict wielder with Charm are automatically successful regardless of their percent chance of succeeding
3 Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Tolva-Wearing-A-Cute-Dragon-Costume Costume- (Armor, Disguise, Energy, 100,000,000 Gold) Wearer's subtype becomes solely Demon & Dragon and wearer's element becomes solely Energy, 30% inflicts Charm, Wearer's Base STR becomes 17, Wearer's Base AGI becomes 5, Wearer's Base CON becomes 16, Wearer's Base MIN becomes 5, Wearer's base SPI becomes 17, Wearer's name becomes 'Tolva Jofr'
Triple-Strength Ward Against Penguins- (Armor, Ward, Earth & Fire, 5,000,000 Gold) +5,000 Defense against Aerials, +50,000 Defense against individuals with "Penguin" in their name, individuals with "Penguin" in their name cannot inflict negative status effects on wearer unless above level 60
2 War Demon’s Armor- (Armor, Heavy Armor, War, 4,000,000 Gold) +4,100 Defense, +4,200 CON, 30% Resilience, 15% Physical Resistance, 15% Destruction Resistance, 15% War Resistance, 15% Darkness Resistance


Accessories-
*Gemstone of Rhuuv- (Accessory, Jewelry: Crystal, Fire & Spatial, 280,000,000 Gold) Whenever an entity below Level 80 would summon a Fire element entity or a Malevolent Planar entity, wielder may instead choose for wielder to summon a Demon of equal or lower Level, Max 200 summoned, Wielder must be Level 40 or greater and must either be a Demon or possess the ability 'Adept Demonologist Knowledge'
*Ghost's Shrieking End- (Accessory, Ring, Aether & Agony, 50,000,000 Gold) Wearer deals an additional +500,000 uncapped Damage against targets possessing either the Constant Effect 'Fully Disembodied' or the Constant Effect 'Incorporeal', Wearer ignores the Constant Effects 'Fully Disembodied' and 'Incorporeal', (Wearer may not deal Healing to individuals with the Constant Effects 'Fully Disembodied' or 'Incorporeal', cause said individuals to Regenerate, or Resurrect said individuals) if wielder is Level 60 or lower, Wearer inflicts Instant Death as an effect that ignores Resistances and Immunities of individuals below Level 70 on individuals with both the Constant Effect "Fully Disembodied" and the Constant Effect "Incorporeal" who are below Level 70
*Ravenous Delight- (Accessory, Other: Relic, Fury & Beast & Flux, X Gold) +60,000 to all stats, +30% Critical, Resilience, Dodge, and To-Hit, Wielder's attacks deal an additional (10,000 * wielder Level) Damage, wielder's attacks may deal Drain to lower level targets, each time wielder kills a target with an action (to a max of three times per round) wielder is inflicted with their choice of Elevated, Invigorated, Stat Boost, Augmented, Fortified, Regeneration, or Mana Overdrive, each time wielder kills a target, wielder may choose to obtain a buff that stacks 20 times that either replaces its possessor's Critical, Resilience, Dodge, or To-Hit with said killed target's unbuffed Critical, Resilience, Dodge, or To-Hit, replaces one of its possessor's stats with said killed target's unbuffed value of said stat, adds said killed target's elements to its possessor's elements, or that adds said killed target's subtypes to its possessor's subtypes, Each time wielder kills a unique individual wielder may choose to gain (+1*(entity Level/5, rounded up)) to one base stat (to a max of +12 to any one base stat) as a buff that stacks up to 12 times, wielder must kill a non-summoned individual at least once every 1,000 rounds or all positive effects present on this item cease to apply to wielder, all buffs with this item as a source are removed, and wielder is inflicted with an instance of Fatigued: Starvation that lasts until wielder next kills a non-summoned individual, with this status effect instance being unable to removed by individuals below Level (wielder's Level + 20) while this item is equipped, with this item's positive effects returning upon such a non-summoned individual and with this removal of positive effects and entity-kill-count not resetting upon this item being unequipped and then re-equipped by the same individual, wielder gains the element Flux in addition to any other elements wielder possesses while this item is equipped, wielder gains the subtype Shapeshifter in addition to any other subtypes wielder possesses while this item is equipped, entities killed by this item's wielder have their corpses destroyed, this item possesses the subtype Mask, this item cannot be equipped by non-unique individuals and instead inflicts Instant Death on them as an effect that ignores all Resistances and Immunities of individuals below Level 80
*Tolva's Papers from the Indrasena Portal (Accessory, Quest Item, Air & Fire, 1,000 Gold) +1 Mind (Bound to Indrasena)

Aggressive Crimson-Dragon-Head Chest-Graft- (Accessory, Bioaugmentation, Fire & War & Nobility & Fury, 45,000,000 Gold) +45,000 Ranged Attack, +30,000 Melee Attack, +45,000 STR, +40,000 CON, 100% inflicts Burning, Wielder's 'Ranged Attack' and 'Point Blank' actions may use Constitution as their Prime Attribute, 80% Critical, Wielder gains Charm Immunity and Dominion Immunity against sources below Level 60
Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
49 Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
Artificial Sigil: Tsnonakkyokk -> The Destroying Storm- (Accessory, Sigil, Electrical, 220,000,000 Gold) +220,000 Magical Attack, +2,200,000 MP as a bonus that stacks 2 times, Wielder's first Electrical-element action of each round deals 220,000 additional Damage (with said quantity being increased to 22,000,000 additional Damage against bosses) as an effect that stacks 2 times, Wielder ignores the Electrical Resistance and Immunity of entities below Level 60, Wielder's offensive actions may gain the element Electrical, Wielder must be Level 40 or greater
511 Bane Knight's Gauntlets- (Accessory, Gauntlets, Darkness & Physical, 8,800,000 Gold) +8,000 STR, +8,000 CON, 30% Darkness Resistance, 15% Physical Resistance, Wielder's Darkness-element, Physical-element, or Agony-element items that provide a Melee Attack bonus provide an additional 700 points
Bane Sovereign's Gauntlets- (Accessory, Gauntlets, Darkness & Physical, 12,500,000 Gold) +12,500 STR, +12,500 CON, 30% Darkness Resistance, 15% Physical Resistance, Wielder deals 125,000 additional Damage with attacks that are the first attack of the action they are part of that are Darkness, Physical, or Agony element as a non-stacking effect
Bascaradine Biotechnics Mageheart Type 4- (Accessory, Bioaugmentation, Magic & Acid, 120,000,000 Gold) +1,200,000 HP as a non-stacking bonus, +1,200,000 MP as a non-stacking bonus, Wielder regenereates 120,000 HP and MP at the start of each round as a non-stacking effect, Wielder gains Stat Drain: MIN Drain and Stat Drain: SPI Drain Immunity, Wielder must be Level 20 or greater
Bascaradine Bubble-Dispersing Azure Shedskin (Easy-Apply Type)- (Accessory, Bioaugmentation, Water & Acid & Technology, 40,000,000 Gold) Before of each of wielder's actions, wielder may remove one debuff present on wielder that comes from a source below Level 60 that is not 10 or more Levels higher than wielder
Bascaradine Effect-Dousing Tendril-Graft- (Accessory, Bioaugmentation, Water & Acid, 40,000,000 Gold) +40,000 Melee Attack, +40,000 Ranged Attack, Wielder may cure itself or a chosen target of a moderate negative status effect at the start of each round
2 Basic Reality Controller- (Accessory, Gadget, Technology & Magic & Dream, 25,000,000 Gold) Wielder controls the decisions of all individuals below Level 20
Bane Knight's Helm- (Accessory, Helm, Darkness & Physical, 8,980,000 Gold) +8,000 CON, +8,000 Defense, 30% Resilience, Up to 5 times per round as an effect that does not activate simultaneously across multiple copies of this item and tracks uses between all copies of this item per individual, when wearer is targeted with an offensive action by a source below Level 45, wearer may immediately choose to make a Melee Attack action that includes at least one attack against the source of said action, should wearer kill the source of said action, wearer's action executes and wearer's target's action is canceled, if, however, wearer's action would not kill the performer of said action, wearer's action is canceled and wearer's target's action occurs as it normally would
Black-and-White-Spiral Drillface- (Accessory, Bioaugmentation, Light & Darkness, 4,500,000 Gold) +4,500 Melee Attack, Wielder's 'Melee Attack' actions may apply a debuff that stacks 5 times that provides -5,000 Defense
Black Heart of Villainous Hate- (Accessory, Bioaugmentation, Darkness & Fury, 15,000,000 Gold) +15,000 Melee Attack, +15,000 Ranged Attack, +15,000 Magical Attack, +150,000 HP as a non-stacking bonus, +150,000 MP as a non-stacking bonus, Wielder's per-item Melee Attack bonus cap, per-item Ranged Attack bonus cap, and per-item Magical Attack bonus cap become 2x the relevant stat each if wielder possesses the ability 'Warlock' or the ability 'Enslaver'
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
803 Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Boater Hat- (Accessory, Hat, Water, 9,000 Gold) +3 Defense, 5% Water Resistance
Box from Disc 215- (Accessory, Container, Acid & Water & Earth, 150,000 Gold) Wielder may carry an additional unequipped Ooze pet into a thread
Box from Disc 317- (Accessory, Container, Air, 300,000 Gold) Wielder may carry an additional unequipped Instrument weapon into threads
Box from Disc 357- (Accessory, Container, Earth, 150,000 Gold) Wielder may carry an additional unequipped Animal pet into a thread
Box from Disc 417- (Accessory, Container, Earth, 800,000 Gold) Wielder may carry an additional unequipped Reptile pet or Mask accessory into threads
Box from Disc 664- (Accessory, Container, Fire & War & Destruction & Darkness, 1,100,000 Gold) Wielder may carry an additional unequipped Fire, War, Darkness, or Destruction element item into threads
Box from Disc 683- (Accessory, Container, Wood & Earth & Spatial & Whimsy & Magic, 5,500,000 Gold) Wielder may carry an additional unequipped Plant pet or Keyring weapon into threads
Box from Disc 2,683- (Accessory, Container, Acid, 1,000,000 Gold) Wielder may bring an additional 5 unequipped Alchemy spells or Potion consumables into battle.
Box from Disc 8,418- (Accessory, Container, Life & Earth & Blood, 2,000,000 Gold) Wielder may bring an additional 5 unequipped Human or Animal pets into battle; these pets begin threads they are brought into with the status 'Dead'.
Cauldron of Six Hells- (Accessory, Container: Chalice, Fire & Darkness & Torment, 66,666,666 Gold) Wielder's Demon allies obtain +6,666 to all stats as a non-stacking bonus, Wielder deals 666,666 additional HP Healing and MP Healing to Demons (when already dealing the corresponding value to said Demon), Wielder's Food consumables may gain the subtype Demon, Devil, or Daemon when wielder uses them
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
Dead-Iron Lockpicks- (Accessory, Magic Item, Darkness, 60,000,000 Gold) Undead below Level 80 that are not 10 or more Levels greater than wielder may not resist or be Immune to wielder's actions that involve the casting of Thief Arts spells
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats
Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
छEnchanted, Heavily Aromatic Laurel Crown- (Accessory, Crown, Earth & Air & Fire & Magic, 20,000,000 Gold) +20,000 Defense, +20,000 to all stats, wielder is inflicted with Elevated and any two status effects from the list (Stat Boost, Stat Boost: STR Boost, Stat Boost: CON Boost, Stat Boost: AGI Boost, Stat Boost: MIN Boost, Stat Boost: SPI Boost, Stat Boost: ATK Boost, and Stat Boost: DEF Boost), with the same status effect from said list being able to be chosen twice, at the start of every round. Wielder must be level 20 or greater.
Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
Ereikmeisaah's Hands of Symbological Creation and Destruction- (Accessory, Bioaugmentation, Light & Darkness & Magic, 80,000,000 Gold) +80,000 Magical Attack, +80,000 SPI, +80,000 MIN, Wielder's 'Magical Attack' and 'Overdrive' actions may gain 'Heals' and may deal HP Damage and may lose 'Heals', Wielder may spend an action to inflict Instant Death on a non-unique target below Level 60, Wielder may spend an action to cure all minor and moderate negative status effects on a target, Wielder must be Level 39 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Explosive Phone- (Accessory, Trinket, Technology & Energy & Fire, 600,000 Gold) Wielder's allies gain +600 to all stats as a non-stacking bonus, If wielder is killed, wielder may, to a max of once per battle, deal 6,000 Flat Technology & Energy & Fire element Damage to up to 5 targets
Extra-Lucky Clover- (Accessory, Trinket, Fortune, 14,000,000 Gold) 36% Critical, 136% To Hit, 36% Resilience, 36% Dodge
Eye of Hunger- (Accessory, Bioaugmentation, Darkness, 7,000,000 Gold) +7,000 Magical Attack, +7,000 CON, 50% inflicts Voidstruck, May deal HP Drain, Wielder counts as wielding an additional Soul weapon
3 Eye of the Patterned Battle, Traced in Inks and Pasts- (Accessory, Bioaugmentation, War & Magic, 6,000,000 Gold) +6,000 Melee Attack, Debuffs from sources below Level 60 may not reduce wielder's Attack Bonuses directly
Eyes of the Raging Thunder-Soul- (Accessory, Eyewear, Electrical, 7,550,000 Gold) +7,750 Ranged Attack, +7,000 STR, +7,000 SPI, 30% inflicts Electrocuted, 140% To Hit, Wearer gains 50% Critical if afflicted with Confusion: Berserk, 5% may deal 1/2 damage and inflict 1 hit against 2
5 Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
2 First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
Folding-Paper Crane Wings- (Accessory, Bioaugmentation, Air & Physical, 15,500,000 Gold) +15,500 AGI, 50% Fire Weakness, Wielder may spend an action to gain a non-stacking buff that provides either +15,000 to its possessor's turn-order-determining stat sum for turn-order-determining purposes, +30% To Hit, or +30% Dodge
Folding-Paper War-Arm- (Accessory, Bioaugmentation, Air & Physical, 15,500,000 Gold) +15,500 Ranged Attack, 50% Fire Weakness, Wielder may spend an action to gain a non-stacking buff that provides either +15,000 STR, +15,000 CON, +15,000 AGI, +30% To Hit, or +30% Critical
Great Beast's Deathwail- (Accessory, Magic Item, Darkness & Sonic, 180,000,000 Gold) Wielder's opponents are all dealt 1,800,000 Flat Darkness & Sonic element Damage when wielder dies, to a max of once per round across all copies of this item, Wielder must be Level 40 or greater
Great Demon's Crown- (Accessory, Crown, Darkness & Fire, 45,000,000 Gold) +40,000 to all stats, wielder's Demon allies gain +4,000 to all stats as a non-stacking bonus
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Hero's Defiant Willpower- (Accessory, Upgrade, Psychic & Light & Hope, 7,000,000 Gold) Wielder is Immune to Charm and Confusion from sources that are either below Level 40 or that are Demons, Devils, or Daemons and below Level 60, Wielder must have 10 or more Base MIN or Base SPI
Hint-City Telephone- (Accessory, Gadget, Knowledge & Civilization, 86,000,000 Gold) +86,000 MIN, Wielder may spend an action to scan a target's stats, Wielder may spend an action to have a 500% chance of afflicting target entity below Level 80 with a minor, moderate, or major negative status effect that it possesses a weakness to if wielder possesses the ability 'Adept Divination Attunement', Can sometimes call for hints in RP threads
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 AGI for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Huntmaster's Condor Feather Hat- (Accessory, Hat, Air, 320,000 Gold) +500 AGI, 15% Dodge, +5% Critical against Aerials, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,000
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Irate Wizard's Three-Hundred-Thousand Furious Origami Memo Cranes Detailing the Failures of Others in Magic- (Accessory, Magic Item, Fury & Air & Magic & Wood, 60,000,000 Gold) +60,000 Ranged Attack, +60,000 Magical Attack, +600,000 MP as a non-stacking bonus, Wielder counts as possessing 300 additional Aerial allies, Whenever one of wielder's opponents conducts an action that involves the casting of a Wizard Magic spell but said opponent does not possess the ability 'Expert Wizard Magic Attunement', wielder may choose to do 600,000 Flat Air & Fury element Damage to said individual, doing so a max of 30 times across all target individuals per copy of this item per round, Wielder must possess the ability 'Adept Wizard Magic Attunement' and must be Level 20 or greater
Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect
Labyrinth-Tracing Egg- (Accessoryx0, Other: Quest Item, Light & Darkness & Magic, 30,000,000 Gold) +5% To Hit, Grants the RP power to navigate maze-chambers on Dol-Quorsis, This item may not be traded, sold, stolen, or replicated, Multiple copies of this item may not be equipped by the same individual
Lantern-Box from Disc 315- (Accessory, Container, Darkness & Light, 350,000 Gold) Wielder may carry an additional unequipped Aquatic pet or Food consumable into a thread, Wielder's presence counts as the presence of a Zone of Light, Individuals in the same battlespace as wielder may not have their To Hit reduced by effects attached to Zones of Darkness that come from sources below Level 40
2 Lord of the Dead's Crown- (Accessory, Crown, Darkness, 30,000,000 Gold) +30,000 Defense, +30,000 MIN, +30,000 SPI, 100% inflicts Charm on Undead, Wearer controls the actions of Undead below Level 40, Wearer must be Level 20 or greater
27 Lord of the Dead's Fur Cloak- (Accessory, Cloak, Darkness & Earth, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Defense, +30,000 STR, +30,000 CON, +30,000 MIN, 20% Ice Resistance, 20% Electrical Resistance
Mysterious Lucky Dice- (Accessory, Trinket, Fortune, 7,777,777 Gold) +8% To Hit, +8% Dodge, +8% Critical, +8% Resilience, Wielder is afflicted with Favored at the start of battle
3 Nethermind Rune- (Accessory, Rune, Darkness & Psychic & Law, 5,000,000 Gold) +5,600 MIN, Wielder’s turn-order-determining stat becomes Mind, all of wielder’s pets and summons may act on possessor’s turn-order-determining stat’s value instead of their own provided that no opponents are above (Wielder’s Level + 20) or above Level 99
Orbeye Antlers- (Accessory, Bioaugmentation, Light & Darkness, 7,000,000 Gold) +7,000 Magical Attack, 50% inflicts Voidstruck, 50% inflicts Awestruck, Wielder's 'Magical Attack' actions may scan the stats of their targets, Wielder counts as wielding two additional Orb weapons
Paper Bird's Grinning Face- (Accessory, Bioaugmentation, Light & Air & Darkness, 4,000,000 Gold) Wielder gains the subtype Aerial and 30% Wood Resistance
Paper Heart- (Accessory, Bioaugmentation, Light & Earth, 4,000,000 Gold) Wielder obtains -40% Resilience, Entities below Level 40 cannot Critical wiel
Paper Horn of Sightless Men- (Accessory, Bioaugmentation, Light & Darkness, 4,000,000 Gold) +4,000 Melee Attack, +4,000 Defense, +4,000 STR, Impaired: Blind Immunity, Wielder counts as having two additional allies.
Paper Tendrils of Writhing Air- (Accessory, Bioaugmentation, Earth & Air, 4,000,000 Gold) +4,000 Melee Attack, +4,000 Ranged Attack, +2,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus.
Photo of Some Bozo Who Doesn't Think Rocks Exist- (Accessory, Trinket, Earth & Knowledge, 500,000 Gold) Wielder may treat Earth as an Imaginary Element so long as no entity with 2,000 MIN or greater or that is Level 20 or greater objects
4 Pontiff's Hat- (Accessory, Hat, Light, 7,000,000 Gold) +7,000 Magical Attack, +7,000 SPI, +70,000 MP, 15% inflicts Charm: Impressed, Divine Magic and Celestial Magic spells cost wielder 70,000 less MP to cast
Raging Heart- (Accessory, Crystal, Fury, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, Wielder's per-item Melee Attack bonus cap, per-item Ranged Attack bonus cap, and per-item Magical Attack bonus cap become 2x the relevant stat each if wielder is Fury element
Rug of Birds Undying- (Accessory, Magic Item, Fire & Electrical & Energy & Magic, 100,000,000 Gold) Wielder, if an Aerial, and wielder's Aerial allies, are resurrected at the start of each round if killed by sources below Level 60, This effect does not prevent the checking of victory conditions
Scubardrien- (Accessory, Bioaugmentation, Physical & Light & Darkness & Earth, 4,300,000 Gold) +4,300 Melee Attack, Wielder's 'Melee Attack' actions may deal HP Drain, Wielder's 'Melee Attack' and 'Powerful Attack' actions Pierce 2,000 Defense
Sixfold Symbological Wings- (Accessory, Bioaugmentation, Darkness & Magic, 7,500,000 Gold) +7,500 Magical Attack, +7,500 AGI, +7,500 MIN, +7,500 SPI, 66% Dodge
155 Skyship Guns- (Accessory, Upgrade, Technology, 600,000 Gold) Wielder's Vessel transformations have the Damage values of their abilities increased by 6,000 points as an effect that stacks 10 times
5 Slavemaster Rune- (Accessory, Rune, Darkness, 3,100,000 Gold) Wielder’s offensive actions inflict Charm against individuals below Level 40, Wielder ignores the Charm Resistance and Immunity or non-unique individuals below Level 20
Soulcatcher's Gauntlet- (Accessory, Gauntlets, Darkness & Magic, 36,800,000 Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 STR, +36,000 SPI, Wielder's attacks deal 3,600 SPI Damage, 30% Darkness Resistance, 30% Light Resistance, 5% Spirit Resistance, 60% inflicts Stat Drain: SPI Drain, Individuals killed by wearer may not be resurrected by sources below Level 60 that are not greater Level than wielder, Individuals killed by wielder in standard Arena Matches that drop treasure that possess at least a 5% chance of dropping a Soul drop said Soul instead of the treasure they would otherwise drop should possessor choose such (with possessor being able to choose between multiple different options if multiple such Souls exist), Wielder must be Level 20 or greater
Soul-Containing Gem Matrix: Improved Type A- (Accessory, Magic Item, Darkness & Magic, 21,000,000 Gold) Wielder may carry 13 unequipped Souls into threads, Wielder may unequip 1 Soul and then equip 1 Soul at the start of each round
Soul-Containing Gem Matrix: Improved Type C- (Accessory, Magic Item, Darkness & Magic, 26,000,000 Gold) Wielder may carry 14 unequipped Souls into threads, Wielder may unequip 1 Soul and then equip 1 Soul at the start of each round
Stone Chameleon's Castle-Mouthed Face- (Accessory, Mask, Earth, 4,000,000 Gold) +4,000 Defense, +4,000 CON, Wearer counts as possessing an additional Large Structure ally, Wearer gains the subtype Reptile
518 Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater
Stinger of Patterned Ink- (Accessory, Bioaugmentation, Darkness & Magic, 6,500,000 Gold) +6,500 Melee Attack, 65% inflicts Manablasted: Depatterned
Superior Demon Dragon's Gem- (Accessory, Crystal, Darkness & Fire, 24,000,000 Gold) +24,000 Magical Attack, +24,000 to all stats, +150,000 Damage to all of possessor’s damage-dealing actions that are Darkness or Fire element as a non-stacking effect
Symbol of the Heart- (Accessory, Seal, Blood & Life, 15,500,000 Gold) +150,000 HP as a non-stacking bonus, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Defense bonus cap becomes (1xCON + 1x SPI)
The Spice, The Fire- (Accessory, Weapon Coating, Fire & Glory, 70,000,000 Gold) +70,000 Melee Attack, +70,000 Ranged Attack, +70,000 Magical Attack, +70,000 to all stats, 100% Critical, 200% inflicts Impaired: Got Rekt, Wielder is afflicted with Burning twice at the start of every action, Wielder must be Level 40 or possess the award 'Can Handle It'
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
Thousand-Gemmed Soulcatcher's Gauntlet- (Accessory, Gauntlets, Darkness & Magic, 70,800,000 Gold) +70,000 Melee Attack, +70,000 Magical Attack, +70,000 STR, +70,000 SPI, Wielder's attacks deal 7,000 SPI Damage, 30% Darkness Resistance, 30% Light Resistance, 5% Spirit Resistance, 150% inflicts Stat Drain: SPI Drain, Whenever wielder kills an individual, wielder obtains a buff that stacks 200 times that causes its possessor to count as having an additional Soul equipped that is removed when said killed individual is resurrected, Individuals killed by wearer may not be resurrected by sources below Level 80 that are not greater Level than wielder, Individuals killed by wielder in standard Arena Matches that drop treasure that possess at least a 5% chance of dropping a Soul drop said Soul instead of the treasure they would otherwise drop should possessor choose such (with possessor being able to choose between multiple different options if multiple such Souls exist), Wielder must be Level 40 or greater
Thunderbird Shaman Headdress- (Accessory, Hat, Electrical, 28,000,000 Gold) +26,000 Defense, +28,000 Magical Attack, +28,000 AGI, +28,000 MIN, +28,000 SPI, +280,000 MP as a non-stacking bonus, +28,000 Defense against Electrical, 30% Electrical Resistance, 30% inflicts Electrocuted, Wielder must be Level 20 or greater
Torn-Heart Tattoo- (Accessory, Graft: Mage-Ink Tattoo, War & Devastation, 175,000,000 Gold) Lower-Level entities may not reduce wearer's Critical Chance
Vampiric Dentures (Full Vampire Power Version)- (Accessory, Upgrade, Darkness & Physical, 15,000,000 Gold) +15,000 Melee Attack, Deals HP Drain
70 Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
Viewtacular Beam-Screen- (Accessory, Gadget, Energy, 7,000,000 Gold) 'Lethal Item' and 'Summoning Stone' consumables used by wielder that deal Damage whose name includes 'Firework', 'Laser', 'Blast', or 'Danmaku' gain a chance of criticalling as though they were attacks and gain a 50% chance of inflicting Charm: Impressed
Volcano Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect
Wild Hairdo- (Accessory, Bioaugmentation, Air & Physical, 60,000 Gold) Possessor's Charm and Confusion infliction chances are increased by 5% as a non-stacking effect
Wind-Anchor Cog- (Accessory, Trinket, Earth, 89,000 Gold) 15% Earth Resistance, 15% Air Resistance, all Air element individuals in battle have -250 AGI, stacks 4 times
Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
World-Traveller's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP powerw/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Consumables-
<Get more Bottled Voidscreams!>

57 A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
20 Basil- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
41 Bento Box- (Consumable, Food, Earth & Water, 1 Charge, 7,000 Gold) Heals 1,000 HP, Heals 1,000 MP
48 Bottle of Purified Tap Water- (Consumable, Drink, Water, 1 Charge, 500 Gold) +50 MP
15 Cayenne Pepper- (Consumable, Food, Fire, 1 Charge, 500 Gold) +5 Damage for all attacks that deal stat damage
20 Cinnamon- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 CON
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
Dragon's Head Summoning Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 30,000,000 Gold) User summons 1 Firework Dragon from the Enemy List and may deal 300,000 Flat Energy & Color & Glory element Damage to up to 200 targets, Max 10 summoned
Elderfish- (Consumable, Food, Time & Mystic, 1 Charge, 15,000,000 Gold) Target acquires a non-stacking buff that gives its possessor the elements Mystic & Time and that allows its possessor to replace the element Magic with any combination of the elements Time and Mystic in any of its possessor's attacks, actions, elements of spells cast, and instances of Damage dealt
Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
6 Escape Rope- (Consumable, Enchanted Item, Magic, 1 Charge, 6,000 Gold) User and user’s allies may immediately leave a random quest they are currently in
15 Freshly Ground Black Pepper- (Consumable, Food, Fire, 1 Charge, 500 Gold) +100 Damage for all attacks that deal damage
200 Frustratingly Basic Ice Cream- (Consumable, Food, Ice & Basic, 1 Charge, 100 Gold) Deals 10 Flat Ice & Basic element HP Healing or 1 Flat Ice & Basic MIN Damage
3 Gatestone to Nexus- (Consumable, Gatestone, Magic, 1 Charge, 50,000 Gold) Teleports user to Nexus, Can only be used in official or player quest threads
Glacier Wand- (Consumable, Rod, Ice, 80 Charges, 150,000 Gold) Does 800 Ice damage to 18 targets
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
Hearty, Filling Bread Ration- (Consumable, Food, Fire & Earth, 1 Charge, 5,900 Gold) 35% Cures Fatigued
Improved Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 6,000,000 Gold) User may deal 60,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 10 rounds that deals 60,000 Flat Energy element Damage to its possessor at the start of each round
47 Milk- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +15 CON
10 Mint Leaf- (Consumable, Food, Light & Ice, 1 Charge, 300 Gold) +5 Defense against Ice and Fire
Mountain of Pain- (Consumable, Food, Fire, 66,000 Charges, 8,630,000 Gold) Target is dealt 86,500 Flat Fire element Damage, 150% inflicts Pain, 100% inflicts Invigorated, Target regenerates 40,000 HP if a Demon or Fire-element Elemental, 100% inflicts Invigorated: Zesty, this item automatically repeats its charge-use against its targets at the start of each round if no other item has repeated charge use against such targets at such times
Nude Tolva's Diabolical Cake of Devilish Deliciousness and Devious Destruction- (Consumable, Food, Darkness & Magic, 600 Charges, 60,000,000 Gold) Target regenerates 600,000 HP, has a 200% chance of being afflicted with Hexed and Hexed: Haunted, and obtains a debuff that stacks 3 times that allows this item's user to choose to summon a Devil below Level 60 into the same battlespace as its possessor at the start of each round that has a 120% chance of being uncontrolled, Max 60 summoned
10 Paprika- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 AGI
1,112 Plot Hook To Add A New Party Member- (Consumable, Summoning Stone, Physical & Light, 1 Charge, 5,000,000 Gold) Summons 1 Wandering Hero from the Enemy List, Max 7 summoned
110 Primordial Sculptor's Clay- (Consumable, Summoning Stone, Earth & Life, 1 Charge, 60,000,000 Gold) Summons one Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
Roasted Flesh of Sinners- (Consumable, Food, Darkness & Fire & Physical & Agony, 1 Charge, 50,000 Gold) Target Devil, Daemon, or Demon heals 500 HP and 500 MP and is afflicted with Invigorated and Elevated
10 Sage Spice- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 MIN
98 Sun Jellies- (Consumable, Food, Light & Hope & Fire, 3 Charges, 60,000,000 Gold) Deals 600,000 Flat Light & Hope & Fire element HP Healing and MP Healing, 100% inflicts Favored
The Astounding Pork- (Consumable, Food, Fire & Earth, 3 Charges, 2,000,000 Gold) Target regenerates 20,000,000 HP and MP and is cured of all minor negative status effects and obtains a non-stacking buff that causes its possessor to regenerate 2,000,000 HP and MP and be cured of all minor negative status effects at the start of each round
5 Thunderbird Plume- (Consumable, Enchanted Item, Electrical, 1 Charge, 20,000,000 Gold) Either deals 1,000,000 Flat Electrical element damage or gives target a non-stacking buff that provides +2,000 STR
465 Vial of Hemorhagic Plague- (Consumable, Lethal Item, Darkness & Acid, 2,500,000 Gold) Inflicts Diseased, 50% inflicts Diseased: Contagious Ailment, 30% inflicts Wounded: Bleeding
81 Warthyme- (Consumable, Medicine, Earth & War, 1 Charge, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, stacks 15 times
Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned

Items-
*Grand Pink Sin-Prison Key- (Item, Key, Fire & Energy & Darkness & Warding, 2,000,000,000 Gold) Drive it into your own heart, but only when confident of your power
*Ssthresstian Map Cube- (Item, Quest Item, Astral, 5,000,000 Gold) (Bound to Noix)

'The New Yottsdam Bullfrog Chorus Sings All 20,000,000 of Your Holiday Favorites'- (Item, Antiquity, Water & Air, 2,000,000 Gold)
A Fork in the Road- (Item, Property, Earth & Whimsy, 5,115,000 Gold)
Bascaradine 'You Can Program Too!' Programming Yak Motivational Poster- (Item, Antiquity, Earth & Technology, 750,000 Gold)
6 Bascaradine Virus-Proof Fruitful Coder's Computer with Integrated Mentally-Controlled Program-Design Suite and Triple-Lightning-Elemental Core- (Item, Antiquity, Electrical & Technology & Earth, 6,500,000 Gold)
Blank Sticky- (Item, Antiquity, Fury & Life, 30,000 Gold)
Bottled Dragon's Roar- (Item, Material, Fury & Fire & Air & Sonic, 25,000,000 Gold)
Burnt Disc- (Item, Antiquity, Fire & Technology, 20 Gold)
Butt Sweat- (Item, Material, Physical & Water, 60 Gold)
Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
2 Celestial Steel- (Item, Material, Light & Physical, 3,000,000 Gold)
2 Celestial Tablet- (Item, Antiquity, Light & Law, 6,000,000 Gold)
183 Chameleon-Dragon's Multicolored Blood- (Item, Antiquity, Earth & Light & Magic & Darkness, 7,000,000 Gold)
500 Chunk of Amber- (Item, Material, Earth, 64,000 Gold)
Citadel Basalt- (Item, Material, Fire & Darkness & Earth & Warding, 170,000,000 Gold)
20 Common Spices- (Item, Material, Fire, 300 Gold)
10 Crate of Spices- (Item, Material, Earth, 7,000 Gold)
Creepy Smiling Duck Sculpture- (Item, Antiquity, Evil & Hax, 20,000 Gold)
12 Dark Matter- (Item, Material, Darkness & Technology & Astral, 95,000,000 Gold)
13 Dark War Iron- (Item, Material, Darkness & War & Destruction, 3,500,000 Gold)
Demonic Capital-Ship that Crashes, Ruining a Country and Releasing Demon Hordes, Killing a Former Ally but Ejecting a Stasis-Pod Containing a Valuable New Party Member to Replace the Deceased Individual- (Item, Antiquity, Fate & Darkness & Astral & Destruction & Life, 250,000,000 Gold)
565 Demon's Collected Souls- (Item, Antiquity, Darkness & Light, 1,300,000 Gold)
2,117,299 Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
10 Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
Elaborate Nation-Sized Sculpture of Demonic Torment- (Item, Antiquity, Darkness & Earth, 200,000,000 Gold)
2 Energy Crystal Shard- (Item, Material, Energy, 1,000 Gold)
40 Fenrishide- (Item, Material, Physical & Earth, 55,000,000 Gold)
2,148 Fiend Essence- (Item, Material, Darkness, 100,000,000 Gold)
45 Figurine of the Great Wolf- (Item, Antiquity, Earth & Physical & Darkness, 500,000 Gold)
Greater Corrupted Essence Fragment- (Item, Antiquity, Darkness & Agony, 800,000 Gold)
Great Garden's Worth of Folded Paper Flowers- (Item, Antiquity, Earth & Light, 3,450,000 Gold)
Great Hungering Fragment- (Item, Antiquity, Darkness, 8,000,000 Gold)
Great Shining Fragment- (Item, Antiquity, Light, 8,000,000 Gold)
Glowing Red Department- (Item, Property, Technology & War & Devastation, 77,000,000 Gold)
Hell Hound Collar- (Item, Antiquity, Physical & Darkness & Fire, 3,000,000 Gold)
2,605 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
Immortal Essence- (Item, Material, Light & Darkness, 100,000,000 Gold)
2 Keening Soul-Diamond- (Item, Antiquity, Darkness & Air & Magic, 60,000,000 Gold)
Lights of Nudism- (Item, Antiquity, Physical & Earth, 7,000,000 Gold)
463 Linnorm's Head- (Item, Antiquity, Ice & Physical, 3,000,000 Gold)
41 Low-End Doomsday Device Blueprints- (Item, Antiquity, Technology, 8,500,000 Gold)
49 Ocean Lure- (Item, Antiquity, Water & Magic, 6,000,000 Gold)
5 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
666 Magic Dragon Scales- (Item, Material, Magic, 400,000 Gold)
5 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
5 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
60,000 Mana-Rich Sand- (Item, Material, Earth & Magic & Fire, 600,000 Gold)
2,377 Money with Its Current Owner's Face On It- (Item, Currency, Wealth, 5,000 Gold)
Nexus Games Victory Trophy- (Item, Antiquity, Hope, 100,000,000 Gold)
Nexus Top Photo Kiosk Envelope- (Item, Antiquity, Technology, 50 Gold)
Not Explaining Hello- (Item, Antiquity, Ice, 300 Gold)
Notion Weaver's Tools- (Item, Crafting Equipment, Magic & Psychic, 100,000,000 Gold) This item does not get consumed in combos unless specifically noted
2 Paper Tendril's Hand- (Item, Antiquity, Darkness & Magic, 3,750,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
Photograph of a Person Failing to Stop a Different Person from Looking at a Photograph of Colonel Wilson Jonas Because they Died- (Item, Antiquity, Terror & Memory, 300,000 Gold)
Photos of Tolva with a Funny Refrigerator- (Item, Antiquity, Technology & Ice, 500 Gold)
Photo that Spills Nearby Gordons- (Item, Antiquity, War & Blood, 777,777 Gold)
Pile of Blood-Splattered Jewelry- (Item, Antiquity, Darkness, 800,000 Gold)
Pile of Once-Fine, Ripped, Blood-Splattered, Masquerade-Appropriate Clothing- (Item, Antiquity, Darkness, 230,000 Gold)
400 Primordial Clay- (Item, Material, Earth & Life, 15,000,000 Gold)
Pulverized Dust- (Item, Antiquity, Physical & Air, 10 Gold)
Quorsathii Relic: Labyrinth of Paper Cranes- (Item, Antiquity, Light & Darkness & Magic, 16,000,000 Gold)
10 Rare Spices- (Item, Material, Fire & Earth, 30,000 Gold)
Recording of Rage- (Item, Antiquity, Technology & Fury, 6,800,000 Gold)
931 Red Dragon Scales- (Item, Material, Magic & Fire, 400,000 Gold)
931 Sea Serpent Scales- (Item, Material, Water, 1,690,000 Gold)
Shattered Soul-Containing Gem Matrix- (Item, Antiquity, Darkness & Magic, 2,000,000 Gold)
Sky-Piercing Citadel Built from the Bones of the Fallen, Commemorating the Successful Execution of the Apocalypse With Festive Light-Up Decor- (Item, Property, Devastation & Blood & Whimsy & Tacky, 485,000,000 Gold)
231 Skyship Core Engine- (Item, Antiquity, Air & Technology, 1,000,000 Gold)
91 Solar Flame- (Item, Antiquity, Light & Hope & Fire, 60,000,000 Gold)
1,496 Suncrow Feather- (Item, Antiquity, Fire & Light & Atomic, 30,000,000 Gold)
2 Swords of Torment- (Item, Antiquity, Darkness & Physical & Agony, 4,000,000 Gold)
Symbolic Diagrams of Air, Magic, and Paper- (Item, Antiquity, Magic & Air & Earth, 3,750,000 Gold)
2 Thirsting Proboscis- (Item, Antiquity, Physical & Water, 65,000 Gold)
16 Tjourquimaddan Advisor’s Mind- (Item, Antiquity, Darkness & Psychic, 1,900,000 Gold)
1474 True Dragon Scales- (Item, Material, Magic & Physical, 400,000 Gold)
518 Untyped Element Core- (Item, Material, Null, 1,000,000 Gold)
9 Valor- (Item, Material, Light & Fire & Physical, 6,000,000 Gold)
15 Vampiric Dragonheart- (Item, Antiquity, Darkness & Blood, 40,000,000 Gold)
666 Very Strong Scales- (Item, Material, Physical, 400,000 Gold)
857 War Dog's Collar- (Item, Antiquity, Physical, 800 Gold)
2 White Membrane- (Item, Antiquity, Light & Darkness, 3,500,000 Gold)
Wrecked Crystal Lattice Network Core- (Item, Antiquity, Null, 40,000 Gold)
Wrestling Ring- (Item, Antiquity, Physical, 750,000 Gold)
Wrestling-Themed Decor- (Item, Antiquity, Physical, 36,000 Gold)

2 Bewitching Eye- (Item, Other: Firmament Aspect, Darkness & Magic & Air, 15,500,000 Gold)
Cloche of Floating Boats- (Item, Other: Firmament Aspect, Water, 5,500,000 Gold)
Conch Which Speaks- (Item, Other: Firmament Aspect, Water & Air, 5,700,000 Gold)
Emblem Rock- (Item, Other: Firmament Aspect, Light & Earth & Magic, 7,500,000 Gold)
2 Folded Bird- (Item, Other: Firmament Aspect, Air & Physical, 7,500,000 Gold)
Khorli Osecrest- (Item, Firmament Aspect, Light & Darkness, 7,000,000 Gold)
Moon Etchings- (Item, Other: Firmament Aspect, Magic & Light & Darkness, 5,500,000 Gold)
2 Self-Hatching Egg- (Item, Other: Firmament Aspect, Magic & Light & Darkness & Earth, 5,500,000 Gold)
3 Sliver of Pillar-Red- (Item, Other: Firmament Aspect, Light & Fire & Darkness, 8,380,000 Gold)
Smoke Bell- (Item, Other: Firmament Aspect, Fire & Darkness & Air, 3,700,000 Gold)
6 Symbolic Iris- (Item, Other: Firmament Aspect, Light & Darkness, 8,500,000 Gold)
2 Vortex Wing- (Item, Firmament Aspect, Light & Darkness & Air, 3,750,000 Gold)
White Flower's Outline- (Item, Other: Firmament Aspect, Light, 8,000,000 Gold)
2 Wheel Which Steers Toward Arcane Storm- (Item, Other: Firmament Aspect, Light & Darkness & Magic & Water, 6,000,000 Gold)

Spells-
A Thousand Blades to Seek Them- (Spell, Other: War Magic, War & Spatial, 500,000 MP, 50,000,000 Gold) Caster and caster's allies obtain a buff that allows its possessor to optionally choose for their offensive actions to gain '1 hit against 1,000' and to optionally deal full Damage to targets in the back row that are equal Level to or lower Level than caster that are below Level 80
Annex Void Realm- (Spell, Leadership, Darkness & Astral & Void, 2,000,000 MP, 200,000,000 Gold) Caster gains control of all zones of Void created by sources below Level 80 that are not 10 or more Levels greater than caster, Caster gains control of all effects attached to zones of Void created by sources below Level 80 that are not 10 or more Levels greater than caster, Caster must be Level 40 or greater and must possess the ability 'Adept Leadership Attunement'
1,004 Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
Banshee Voice Card- (Spell, Arcanist Magic, Darkness & Sonic, 80,000 MP, 8,000,000 Gold) +8,300 Magical Attack, 75% inflicts Instant Death on targets below Level 20, If caster is above Level 40 this spell inflicts Instant Death on targets below Level 20 and has a 75% chance of inflicting Instant Death on targets below Level 40, may gain '1 hit against 5,000' and deal 1/2 damage
Black Nail- (Spell, Necromancy, Darkness, 1,000,000 MP, 50,000,000 Gold) The entity which died to produce target corpse may not be resurrected without caster's consent by sources below Level 50, Said debuff remains on said entity even following the destruction of said corpse, Said corpse is destroyed but may be treated as present by caster if it is the corpse of an entity below Level 50 (with said treatment sitting on caster as a buff that stacks 5 times), Caster must be Level 20 or greater and must possess the ability 'Adept Necromancy Attunement'
Blazing Demon Gate- (Spell, Demon Magic, Fire, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Burning, May deal no damage to Demons, May avoid afflicting negative status effects on Demons, May summon 1 Fire-element Demon below Level 45 from the Enemy List that is normally fightable for drops, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
2 Cast Into Torment- (Spell, Dark Magic, Agony, 7,000 MP, 6,500,000 Gold) 40% inflicts Voidstruck: Endless Torment, Status effects inflicted by this spell do not possess a per-round auto-recovery chance if caster is at least Level 20, Status effects inflicted by this action may not be cured by individuals below Level 20 if caster is at least Level 20, Status effects inflicted by this action may not be cured by individuals below Level 40 if caster is at least Level 40
4 Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
8 Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
146 Corpse Wind- (Spell, Necromancy, Darkness & Air, 7,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 40% inflicts Confusion: Fear, 30% may inflicts Diseased, 30% may inflict Poison, 30% may inflict Hexed, deals 1/3 Damage, 1 hit against 5,000
Create Zone of Fire- (Spell, Geomancy, Fire, 50 MP, 20,000 Gold) Caster creates a Zone of Fire which does not stack with Zones and may set the Phantom Terrain to Desert
Demon Fire- (Spell, Dark Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
Demon Fire (2)- (Spell, Demon Magic, Fire, 800 MP, 780,000 Gold) +825 Magical Attack, 30% inflicts Burning, 10% may inflict Voidstruck and also gain the element Darkness
Demonhide- (Spell, Demon Magic, Darkness & Fire & Physical, 12,000 MP, 3,000,000 Gold) +3,000 Defense, The next attack that targets target that comes from a source below Level 60 may not kill target or reduce target's HP or stats below 1, with this buff not stacking and being able to prevent a max of 1 attack from killing or reducing the HP or stats of each individual target per thread
Destroying Whipcrack- (Spell, Combat Arts, Destruction, 150,000 HP, 16,000,000 Gold) +16,000 Melee Attack, this action obtains +20% Critical as a non-stacking effect, this action may either remove 1 buff from a source below Level 40 from each of its targets or may destroy one non-unique item worth under 10,000,000 Gold equipped or carried by each target (with said choice being made on a per-target basis), Caster must have a Whip equipped
9 Dimension-Breaking Riftpunch- (Spell, Unarmed Technique, Spatial, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 15% inflicts Vanished, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Spatial, Caster must be Level 40 or greater
Dominatrix Strike - (Spell, Combat Arts, Physical & Darkness, 500 MP, 100,000 Gold) +100 Melee Attack, 50% inflicts Paralysis, 50% inflicts Charm, a Whip must be equipped to use this spell
Echo Lash- (Spell, Combat Arts, Fury & Sonic, 17,000 MP, 17,000,000 Gold) +17,000 Melee Attack, 30% inflicts Impaired: Deaf, This action repeats against a single target the round after it is first performed, repeating a max of 1 time and not repeating if any of its caster's other actions repeated on the same round previously, Caster must have a Whip equipped
Eclipse-Grabbing Wonder Heist- (Spell, Thief Arts, Light & Darkness & Air & Spatial, 4,000,000 MP, 200,000,000 Gold) If at least one Zone of Light is present, caster removes up to 2 Zones of Darkness from battle, Caster removes all effects attached by Darkness element actions to Zones of Light that are in the same battlespace as caster that come from sources that are not more than 10 Levels greater than caster, Caster must be Level 40 or greater
Expert Alchemist's Greater Lunar Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 5,000,000 Gold) +4,500 Magical Attack, Heals, Inflicts any one minor positive status effect
Fellstrike- (Spell, Demon Magic, Darkness, 4,000 MP, 2,200,000 Gold) +2,500 Magical Attack, Celestials, Angels, Devas, Humans, and Spirits killed by this attack may not be resurrected by sources below Level 50, Pierces 5,000 Defense, 30% inflicts Voidstruck
For Power!- (Spell, Leadership, Energy, 0 MP, 6,000,000 Gold) Caster gains +1,000 to all stats and +60,000 MP, does not stack
From My Essence I Bring Forth Sublime Life- (Spell, Summoning, Earth & Life & Fire & Glory, 2,000,000 HP or 2,000,000 MP, 200,000,000 Gold) Caster obtains a debuff that causes it to lose an ability it possesses from an entity-subtype-based class, with said debuff being unable to be removed by a source below Level 80 or that is a deity, with said debuff stacking 200 times, with said debuff not being able to be applied if it would increase the number of instances of itself possessed beyond its stacking cap, and, if either said debuff application is successful or caster is Level 80 or greater or is a deity, caster summons an entity of the same subtype as said class's related subtype (choosing between multiple subtypes if said class is the class for multiple subtypes) that is of lower Level that is below Level 90 that is normally fightable for drops on the entity list, with said entity at the time of its summoning obtaining a non-stacking buff that provides +(Caster's Level * 2,000, to a max of 200,000) to all stats and that makes its possessor non-unsummonable by sources below Level 80, max 200 summoned, Caster must be Level 40 or greater
Furious Crimson Lash-Storm- (Spell, Combat Arts, Fury & Physical & Fire, 3,000 MP, 3,000,000 Gold) +3,000 Melee Attack, This spell provides an additional +3,000 Melee Attack for casters afflicted with Confusion: Enraged or Confusion: Berserk, 1 hit against 3,000, deals 1/2 Damage, Caster must have a Whip equipped
Glacial Blade Impact- (Spell, Sword Arts, Ice, 35,000 MP, 35,000,000 Gold) +35,000 Melee Attack, 60% inflicts Frozen, this action may become solely Ice element, Caster must be wielding a Sword worth at least 30,000,000 Gold
158 Greater Variable Curse- (Spell, Dark Magic, Darkness & Magic, 10,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 500 Stat Damage to any one stat, 40% inflicts any one minor negative status effect, -500 to any three chosen stats, 40% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times
Gyrakkulian Lance-Whale Siege- (Spell, Summoner Magic, Water & Physical, 615,000 MP, 61,500,000 Gold) +61,500 Melee Attack, This action deals double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage specifically against Large Structures, This action counts as coming from a source that also possesses the subtype Aquatic, This spell may be cast as part of a 'Magical Attack' or 'Overdrive' action, 'Magical Attack' and 'Overdrive' actions that include this spell incorporate Melee Attack bonuses instead of Magical Attack bonuses but may count Magical Attack bonuses from weapons equipped by their caster and Summoner abilities possessed by their caster as though they were equal Melee Attack bonuses (replacing any lower preexisting Melee Attack bonus on said item/ability for purposes of said action and being replaced by any higher preexisting Melee Attack bonus on said item/ability for purposes of said action)
Hands of a Living Cosmos- (Spell, Golomancy, Darkness & Astral, 950,000 MP, 95,000,000 Gold) +95,000 Melee Attack, +95,000 Magical Attack, 60% inflicts Paralyzed, 60% inflicts Voidstruck, 25% inflicts Vanished, Caster must be Level 40 or greater
Hateful Sword- (Spell, Demon Magic, Darkness & Fire, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Celestials, Devas, Angels, Humans, and Spirits killed by this attack may not be resurrected by sources below Level 50
6 Heaven-Breaching Lightrain Skykick- (Spell, Unarmed Technique, Light & Air & Glory, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Awestruck, Suffocation, and Impaired: Blind on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Air, Caster must be Level 40 or greater
Hide Soul Array- (Spell, Thief Arts, Light & Darkness & Magic, 100,000 MP, 10,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor to lose the ability 'Soul Array'
280 Infect- (Spell, Dark Magic, Darkness, 1,000 MP, 500,000 Gold) Inflicts Diseased
862 Infect with Contagion- (Spell, Dark Magic, Acid & Air & Darkness, 500 MP, 500,000 Gold) 40% inflicts Diseased: Contagious Ailment
16 Juaquime’s Tangler - (Spell, Combat Arts, Physical, 450 MP, 77,000 Gold) +78 Melee Attack, 50% inflicts Paralysis, a Whip must be equipped to use this spell
Mageblast- (Spell, Wizard Magic, Magic, 500 MP, 500,000 Gold) +500 Magical Attack
260 Mass Greater Plague- (Spell, Dark Magic, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
250 Mass Greater Plague (2)- (Spell, Biomancy, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
Maw from the Abyss- (Spell, Demon Magic, Darkness, 900 MP, 1,218,000 Gold) +1,184 Magical Attack, 15% inflicts Wounded, 5% inflicts Voidstruck
Nova Rush- (Spell, Other: War Magic, War & Energy & Fury, 550,000 HP, 55,000,000 Gold) +55,000 Melee Attack, +55,000 Magical Attack, This action may only target opponents of caster in a single row-order formation (but may target non-opponents regardless of their row-order formation), At the end of this action, caster is moved to a chosen row in the row-order formation of any opponents targeted by this action
6 Ocean-Parting Stomp- (Spell, Unarmed Technique, Water & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Drowning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Water, Caster must be Level 40 or greater
One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
14 Punch So Hard It Breaks the Economy- (Spell, Unarmed Technique, Wealth & Destruction, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, Target and any number of other entities in battle obtain a debuff that stacks 5 times that deals its possessor 61,000,000 Flat Wealth & Destruction element Gold Damage at the start of each round, Caster may destroy a Zone of Wealth, Caster must be Level 40 or greater
Rage Lash- (Spell, Combat Arts, Fury, 5 MP, 15,000 Gold) +15 Melee Attack, This spell provides an additional +15 Melee Attack for casters afflicted with Confusion: Enraged or Confusion: Berserk, This attack deals solely Fury element damage, Caster must have a Whip equipped
Release Eldjotnar- (Spell, Summoning, Fire, 1,000,000 MP, 100,000,000 Gold) Caster summons 1 Eldjotnar from the Enemy List, Max 20 summoned
Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Rune of Dark Command- (Spell, Rune Magic, Darkness & Law, 30,000 MP, 2,500,000 Gold) Wielder’s pets and summons gain +1,500 to all stats, Fatigued Immunity, and Charm Immunity, does not stack
Slap of the Moon- (Spell, Unarmed Technique, Moon, 30 MP, 45,667,000 Gold) +45,555 Melee Attack, 300% inflicts Confusion, 100% cures Impaired: Blind
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Song Blade- (Spell, Sword Arts, Sonic, 18,000 MP, 18,000,000 Gold) +18,000 Melee Attack, Cures all debuffs from sources below Level 60 that are present on all of caster's allies, 100% inflicts Charm, Caster must be Level 35 or greater and must be wielding a Sword worth 20,000,000 Gold or more
Space-Leaping Strike- (Spell, Other: Spatial Magic, Physical, 15,000 MP, 15,000,000 Gold) +15,000 Melee Attack, Actions involving the casting of this spell deal full Damage to targets below Level 60 in the back row
23 Summon Lesser Cerberus- (Spell, Summoner Magic, Fire & Darkness, 16,000 MP, 8,000,000 Gold) Summons 1 Lesser Cerberus from the Enemy List, Max 1 Summoned
45 Summon Orthrus- (Spell, Summoner Magic, Darkness & Physical, 14,000 MP, 7,000,000 Gold) Summons 1 Orthrus from the Enemy List, Max 1 Summoned
Steal the Void's Voice- (Spell, Thief Arts, Void & Sonic, 1,900,000 MP, 190,000,000 Gold) All Void element actions target performs lose the element Sonic and lose the ability to inflict Impaired: Deaf, Caster must be Level 20 or greater and must possess the ability 'Basic Void Synchronization' or the ability 'Adept Thief Arts Attunement'
Thermonuclear Atom-Cutting Slash- (Spell, Sword Arts, Atomic, 120,000 HP, 60,000,000 Gold) +60,000 Melee Attack, 60% inflicts Poison: Irradiated, 1 hit against 600,000, deals 3/4 Damage
Tirade of Racist Insults- (Spell, Leadership, Darkness & Air, 300 MP, 300,000 Gold) +300 Magical Attack against targets of a different subtype than caster, May deal no Damage, 50% inflicts Confusion: Fear, Confusion: Berserk, or Confusion: Depression (target's choice) on targets of a different subtype than caster
Transmutative Augmentation: Augmented Defense- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Defense, stacks 5 times
Transmutative Augmentation: Insuppressible Immune System- (Spell, Transmutation, Magic, 900 MP, 139,000 Gold) Target gains Immunity to Diseased: Immunodeficiency and is immediately cured of Diseased: Immunodeficiency, does not stack
Transmute Form: Demonic Hide- (Spell, Transmutation, Darkness & Fire & Physical, 12,000 MP, 3,000,000 Gold) Target gains +3,000 Defense and the subtype Demon if either below Level 60 or willing, overrides other Transmute Form spells, does not stack, Caster must be Level 20 or greater
Transmute Head: Pale Eyes- (Spell, Transmutation, Darkness & Earth, 700 MP, 280,000 Gold) Target gains 150% to Hit and 500% Impaired: Blind weakness, target is immediately afflicted by Impaired: Blind at the start of every round if target is within a Zone of Light, does not affect unwilling targets of Level 20 or greater, target counts as having one less Accessory slot than otherwise, to a minimum of 0 such slots, and target counts as having an additional Eyewear accessory equipped, overrides other Transmute Head spells, does not stack
Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
35 Unleash the Hounds of Hell- (Spell, Summoner Magic, Fire & Darkness, 7,000 MP, 4,500,000 Gold) Summons 3 Hell Hound from the Enemy List, Max 10 Summoned
Usurp Golem Network- (Spell, Thief Arts, Earth & Metal & Magic, 1,000,000 MP, 130,000,000 Gold) Caster obtains control of all of target's Golem summons that are below caster's Level that are below Level 80 if target is below Level 65, with said summons still counting towards their original summoner's summon caps, Caster must be Level 35 or greater
125 Volcanic Eruption- (Spell, Wizard Magic, Fire, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Burning, 85% inflicts Entombed, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
Walls of Meat, Hearts of Stone- (Spell, Transmutation, Life & Earth & Blood, 10,000 MP, 10,000,000 Gold) All Humans, Humanoids, Animals, and Aquatics that are in the same battlespace as caster that are below Level 20 that are not Earth element are killed, Caster turns all Zones of Earth in its battlespace that are created by sources below Level 60 or that are willing into Zones of Earth & Blood, Caster then creates a Zone of Earth, After creating said Zone of Earth, caster may remove up to 30 Earth element items that caster is carrying from the thread, summoning an Earth element Golem or Humanoid below Level 40 that is normally fightable for drops on the enemy list for each such item removed, with such summons naturally gaining the element Life, Max 40 summoned, Caster must be Level 20 or greater, Has RP effects
War Drive- (Spell, Other: War Magic, Energy & War, 600,000 MP, 60,000,000 Gold) Caster obtains a non-stacking buff that lasts 5 rounds that causes all attacks involving its possessor casting a War Magic spell to incorperate its possessor's Melee Attack bonus, Magical Attack bonus, and Ranged Attack bonus
Warlord's Power- (Spell, Other: War Magic, War & Glory, 300,000 MP, 30,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's per-item Ranged Attack bonus cap 2x the relevant stat, its possessor's per-item Melee Attack bonus cap 2x the relevant stat, and its possessor's per-item Magical Attack bonus cap 2x the relevant stat
Wind of Salvation (2)- (Spell, Celestial Magic, Air, 126,000 MP, 7,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor's allies to be cured of all negative status effects and debuffs with sources below Level 60 at the start of each round, Caster must be Level 45 or greater
10 Worldcore-Erupting Land-Sunder Strike- (Spell, Unarmed Technique, Fire & Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Burning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may turn a Zone of Earth with a source below Level 99 into a Zone of Fire, Caster must be Level 40 or greater

Pets-

Deathlamp Floatfish- (Pet, Undead, Water & Acid, Lv.7, 280,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 7
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Energy, 80% Light Resistance, 80% Water Resistance, 80% Acid Resistance, 80% Air Resistance, 75% Darkness Resistance, 75% Electrical Resistance, 75% Hope Resistance, 75% Moon Resistance, Poison Immunity, Diseased Immunity, Drowning Immunity, Suffocation Immunity, 14% Minor Status Effect Resistance, 7% Moderate Status Effect Resistance, Undead Traits
Prime Attribute- Constitution
Constant Effects-
Floating Undead Fish- Possessor gains the subtypes Aquatic and Aerial, Constant Effect
Constant Glow- Possessor's presence counts as the presence of a Zone of Light, Possessor may have effects attached to possessor as though possessor were a Zone of Light, Constant Effect
Luminous Boon- Possessor's allies gain +#% To Hit as a non-stacking effect, Constant Effect
Abilities-
Bony Bite- # Damage, 50% inflicts Confusion: Fear, Darkness or Physical or Darkness & Physical, 0 MP
Red Glow- # Damage, 50% inflicts Stat Drain: STR Drain, 1 hit against 5, Fire & Energy & Light, # MP
Float- Caster gains 80% Earth Resistance as a non-stacking buff that lasts 5 rounds, Air, # MP

Demonic Mound of Blazing Meat- (Pet, Demon, Fire, Fire, Lv.57, 168,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 57
Defense- #, +# against Fire, +# against Darkness
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Fire Immunity, 90% Darkness Resistance, 50% Water Weakness, 50% Hope Weakness, Burning Immunity, Poison Immunity, Pain Immunity, Fatigued Immunity, Diseased Immunity, Hexed Immunity, 114% Minor Status Effect Resistance, 57% Moderate Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Wreathed in Demon Fire- Whenever possessor is targeted with an offensive action, possessor may deal # Flat Fire element Damage to said action's source at the end of said action, with said choice being able to be made even if possessor is dead, Constant Effect
Fatal Poison- Instances of Poison with possessor as a source deal # additional Damage, Constant Effect
Mound of Flesh and Demonic Flame- Possessor gains the subtypes Horror and Undead, Constant Effect
Huge- Possessor gains +# HP, +# STR, +# CON, and counts as 40 additional individuals for row-order purposes, Constant Effect
Toxic BBQ- If possessor is killed, possessor's killer may choose to regenerate # HP and be afflicted with Poison, Constant Effect
Abilities-
Hundred Demon Claws- # Damage, 1 hit against 100, Physical or Fire or Darkness or Physical & Fire, 0 MP
Devour and Incorporate- # Damage, Deals HP Drain, Physical or Darkness or Fire, 0 MP
Inferno Blast- # Damage, 200% inflicts Burning, Pierces # Defense, 1 hit against 6,000,000, Fire, # MP
Boil Alive- # Damage, -# Defense, # CON Damage, does not stack, Fire, # MP
Maw of the Great Serpent's Head- # Damage, 200% inflicts Poison, 5% inflicts Venom, Darkness & Acid & Physical, # MP

Gwashliian Ooze- (Pet, Ooze, Water & Acid, Lv.35, 4,500,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 35
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 80% Water Resistance, 80% Acid Resistance, 50% Electrical Resistance, 100% Dissolving Resistance, Poison Immunity, Drowning Immunity, 70% Minor Status Effect Resistance, 35% Moderate Status Effect Resistance, Ooze Traits
Prime Attribute- Constitution
Constant Effects-
Luminescent Oozification- If possessor is in a Zone of Water & Light, whenever an opponent of possessor that is below Level 40, applies a buff to a target, to a max of 5 times per round, possessor cancels said buff application and summons a Level 35 Gwashliian Ooze from the Zoo Record, Max 30 summoned, Constant Effect
Abilities-
Ooze Tendrils- # Damage, 1 hit against 15, Water or Acid or Water & Acid or Water & Acid & Physical, 0 MP
Blue Oozewave- # Damage, # MIN Damage, 1 hit against 4,000, Water & Acid, # MP
Solidify Mind- Target gains +# Defense against MIN Damage, stacks 5 times, Water or Acid or Psychic, # MP

2 Paper Life-Egg of the Serpent Crane of Hyet'Nyeoor- (Pet, Outsider, Knowledge & Life, Lv. 46, 100,000,000 Gold)
HP- 4,560,000
MP- 4,560,000
STR- 52,800
AGI- 63,500
CON- 52,800
MIN- 63,500
SPI- 52,800
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- 15,000
Defense against Stat Damage- 6,250
Critical Chance- 96%
Resilience- 75%
To Hit- 216%
Dodge- 99%
Resistances and Immunities- 100% Water Resistance, 100% Magic Resistance, 100% Psychic Resistance, 300% Fire Weakness, 184% Minor Status Effect Resistance, Diseased Immunity, Fatigued Immunity, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Juices of Unborn Ink And Paper- Possessor regenerates 500,000 HP at the start of each round, Possessor's allies regenerate 500,000 MP at the start of each round, Constant Effect
Shell of Paper- Possessor may, up to three times per thread, choose to remove a debuff or minor or moderate negative status effect that it possesses, obtaining a buff that stacks 3 times that reduces its possessor's Fire Weakness by 100% per stacked instance whenever possessor does so, and, when possessor does so, to obtain a debuff that stacks three times that this effect cannot remove that provides -5,000 Defense and reduces the quantities of HP and MP that possessor's 'Juices of Unborn Ink and Paper' ability causes to be regenerated by 150,000 points, Constant Effect
Abilities-
Crystal Needles- 59,000 Damage, This action pierces 180,000 Defense, 1 hit against 50,000, Earth or Magic or Crystal (2), 0 MP
Dissolution Stinger- 68,500 Damage, 200% inflicts Dissolving, 200% inflicts Dissolving: Erosion, Acid, 120,500 MP
Serpent Eyes- 56,000 Damage, 12,000 MIN Damage, 200% inflicts Confusion: Fear, 100% inflicts Mindblasted, Psychic & Toxin, 89,000 MP
Shell Nesting Prison-Walls- 200% inflicts Paralyzed on target, this instance of Paralyzed additionally reduces the Damage its possessor deals by 30%, Physical & Wood & Knowledge & Spatial, 430,000 MP
Imperious Cry- Entities below Level 66 may not inflict buffs on entities that are not caster until the end of the round, Air & Nobility, 220,000 MP
Imaginary Fish-Feast- Caster regenerates 1,000,000 HP, Water & Illusion & Psychic, 250,000 MP

Nullzone-Shambling Grave-Monolith Shadow-Presence- (Pet, Outsider, Destruction & Void & Aether, Lv. 49, 100,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 46
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Void Immunity, Destruction Immunity, Aether Immunity, Darkness Immunity, Earth Immunity, 100% Hope Weakness, 100% Life Weakness, 100% Time Weakness, Poison Immunity, Paralyzed Immunity, Pain Immunity, Fatigued Immunity, Diseased Immunity, Confusion Immunity, Charm Immunity, Voidstruck Immunity, Drowning Immunity, Suffocation Immunity, Entombed Immunity, Petrified Immunity, 100% Smitten Weakness, 92% Moderate Status Effect Resistance, 10% Major Status Effect Resistance
Prime Attribute- Mind + Constitution
Constant Effects-
Shadow-Titanic- Possessor gains +# HP and MP, Possessor gains +# STR, CON, MIN, and SPI, Possessor may choose to count as up to 500 entities for row-order purposes, Possessor's HP-determining stat is Mind, Possessor's MP-determining stat is Spirit, Possessor's opponents may not deal additional Damage to possessor based on the number of entities possessor is counting as for row-order purposes, Constant Effect
Shadow-Grave of Uninhabited Realms- Possessor may choose to count as possessing the subtype Undead and/or the subtype Umbral, Possessor may choose for its presence to count as the presences of 200 dead individuals who are not normally fightable for drops on the enemy list, Constant Effect
Abilities-
Smothering Gravefist- # Damage, 400% inflicts Paralyzed, 200% inflicts Suffocation, 200% inflicts Voidstruck, 80% inflicts Voidstruck: Turned to Shadow, Darkness or Void or Earth or Earth & Darkness or Earth & Void, 0 MP
Worldwalk- Caster enters another battlespace that is part of the same battle so long as no entity of Level 80 or greater in the battlespace that caster is entering or the battlespace that caster is leaving objects, Void or Aether or Spatial or Aether & Void or Aether & Void & Spatial, 0 MP
Nullzone- Caster removes all effects from zones that come from sources below Level 60 and removes all buffs from all individuals in the same battlespace that come from sources below Levle 60, Destruction & Void & Aether, # MP
Destruction Blast- # Damage, Damage dealt by this action may not be healed by sources below Level 69, This action removes all buffs from sources below Level 69 from its target, Destruction, # MP
Aether Wave- # Damage, # SPI Damage, Unsummons targets below Level 60, 1 hit against 6,000,000, Aether, # MP

Umbral Assassin- (Pet, Umbral, Darkness, Lv.39, 50,000,000 Gold)
HP- 1,300,000
MP- 1,750,000
STR- 9,000
AGI- 36,000
CON- 11,000
MIN- 25,000
SPI- 31,000
XP- 0
XP Needed- 65,600,000 (Standard Multiplier x4, Raised to x80 to bypass Level 40)
Minimum Level- 39
Defense- 10,000
Defense Against Stat Damage- 2,000
Critical Chance- 60%
Resilience- 45%
To Hit- 160%
Dodge- 60%
Resistances and Immunities- 99% Earth Resistance, 99% Physical Resistance, 50% Ice Resistance, 60% Minor Status Effect Resistance, 40% Moderate Status Effect Resistance, Hexed Immunity, Diseased Immunity, Immune to Darkness (from sources no more than 10 levels above possessor), 300% Light Weakness
Prime Attribute- Spirit
Constant Effects-
Swift- Possessor gains +25,000 AGI, +50% To Hit, and +50% Dodge, Constant Effect
Shadow Form- Possessor gains +50% Dodge while not in a Zone of Light, Possessor gains +13,000 to all stats and +50% Dodge while in a Zone of Darkness, Constant Effect
Deadly- Possessor's abilities' Damage values are increased by 30,000 points, Possessor gains +50% Critical, Constant Effect
Shadow Assassination- Possessor gains +35,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle, Possessor deals 65,000 additional Damage to individuals who have not yet acted during this battle, Constant Effect
Abilities-
Blade of Living Shadow- 35,000 Damage, this action gains +50% To Hit and +50% Critical against non-Light-element, non-Darkness-element targets who are at least 1 base element, Darkness or Darkness & Physical, 0 MP
Shadow Step- Caster enters another currently active battle in the same thread, provided that no individual of Level 60 or greater in either battle objects, Darkness, 135,000 MP
Organ Theft- 25,000 Damage, 100% inflicts Wounded, 100% inflicts Wounded: Bleeding: 60% inflicts Wounded: Maimed, Darkness or Physical or Air, 115,000 MP
Sharpen Shadows- Target Darkness element individual or Umbral gains +50% Critical, statcks 3 times, Darkness, 40,000 MP
Spirit-Stabbing Knife- 3,000 SPI Damage, Darkness or Magic or Physical & Energy, 150,000 MP
Ubiquitous Blades of Shadow- 40,000 Damage, this action gains +50% to Hit, this action may deal 80,000 Flat Darkness or Darkness & Physical element Damage instead of its normal Damage, deals 1/2 Damage if not dealing Flat Damage, 1 hit against 500, Darkness or Darkness & Physical, 450,000 MP
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Transformations-
Form of Spirit-Fire- (Transformation, Spirit Form, Fire & Electrical, 30,000,000 Gold)
Level 28
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- 25,000 (Standard Multiplier x2)
Minimum Level- 28
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 90% Fire Resistance, 90% Electrical Resistance, 80% Darkness Resistance, 80% Physical Resistance, 80% Ice Resistance, 80% Technology Resistance, 80% Air Resistance, 70% Acid Resistance, Hexed Immunity, 50% Minor Status Effect Resistance, 25% Moderate Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Spirit Being- Possessor gains the subtype Spirit, Constant Effect
Elusive- Possessor gains +#% Dodge, Constant Effect
Ethereal- Possessor gains +#% Dodge, Constant Effect
Abilities-
Spirit Fire- # Damage, # SPI Damage, 50% inflicts Burning: Vaporized Spirit, Fire, 0 MP
Plasma Bolt- # Damage, 50% inflicts Fatigued: Stun, Electrical, 0 MP
Sorrow Pulse- # SPI Damage, 100% inflicts Confusion: Depression, 80% inflicts Stat Drain: SPI Drain, 1 hit against 500, Darkness, # MP
Herald Birth- Summons 1 Human below Level 20 from the Enemy List that is normally fightable for drops, Max 3 summoned, Light, # MP
Herald Death- Inflicts Instant Death: Doomed on target non-unique summon below Level 20, Darkness, # MP
Mysterious Light- 100% inflicts Confusion, Charm: Wanderlust, and Stat Drain: Vexatious Stat Swapping, Magic & Light, # MP


Permanent Consumables-
5 Book of Gates- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks that can only be used for Wanderer abilities and the award ‘Has used X Book of Gates’, cannot be used if X would become greater than 5
Box from Disc 473,219- (Permanent Consumable, Essence Sphere, Magic, 1 Charge, 15,000,000 Gold) Gives user 15 bonus weeks that may only be used on Wizard abilities, Gives user the award ‘Has Consumed X (where X = X+1) Box from Disc 473,219’, May not be used by a user who already has X equaling 1 or greater for such an award
Cookie- (Permanent Consumable, Empowered Item, Earth & Light & Darkness, 1 Charge, 100 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Cookie"", Cannot be used if # is already 1 or greater
Echo-Epitaph of the Council of Netheryn- (Permanent Consumable, Permit, Devastation, X Gold) User's patron deity becomes 'Dargannon' regardless of whether this entity is normally a selectable patron deity; oversight to divine commandments may potentially be monitored by outside forces
Gem of the Man Who Wished for Boundless Sanity- (Permanent Consumable, Stat Upgrade, Psychic, 1 Charge, 10,000,000 Gold) Teaches user "Has Wished for Boundless Sanity"
Phantom Shell Grain- (Permanent Consumable, Empowered Item, Fire & Ice, 90,000 Gold) Target Animal pet or summon that is level 5 or greater gains the ability ‘Phantom Shell’
Phantom Shell-Possessor gains 5% Physical Resistance and +150 Defense, Constant Effect
22 Premier Health Supplement- (Permanent Consumable, Empowered Item, Earth & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Premier Health Supplement"", Cannot be used if # is already 100 or greater
6 Premier Mana Supplement- (Permanent Consumable, Empowered Item, Magic & Technology & Light, 1 Charge, 50,000 Gold) Teaches user "Has Consumed X = # of the Permanent Consumable "Premier Mana Supplement"", Cannot be used if # is already 100 or greater
Unbroken Core- (Permanent Consumable, Empowered Item, Technology & Warding, 1 Charge, 60,000,000 Gold) Target willing PC who is at least Level 20 gains the ability 'Warded Core Essence'


Artifacts-

*The Abominable Murmur- (Artifact, Level 60, 267,036,960 XP, # XP Required, Standard Multiplier x12)

*The Abominable Murmur- (Armor Aspect: The Abominable Murmur, Aura, Madness & Knowledge & Life & Evil, X Gold) +60,000 Melee Attack, +60,000 Magical Attack, +60,000 MIN, +600,000 MP as a non-stacking bonus, +1 Base MIN, INF, SAN, and RES as a non-stacking bonus, 400% inflicts Pain, 300% may inflict Diseased, 240% inflicts Wounded: Maimed, 200% inflicts Wounded: Laid Open, Wielder may cast Biomancy spells as Dark Magic spells, Wielder may cast Dark Magic spells as Biomancy spells, Wielder is Immune to Dominion, Insanity, and Smitten from sources below Level 61, Wielder counts as possessing an additional ally who is a Madness & Knowledge & Life & Evil element Fiend & Abomination & Bio-Horror, Wielder counts as possessing two additional allies who are Evil & Knowledge element Human & Mindshadow & Arch-Devil & Bio-Horrors, Wielder counts as possessing 20,005 additional allies who are Darkness & Psychic element Mindshadows, Wielder's actions may gain or solely become any combination of the elements Rust, Rot, Flesh, Madness, and Terror

*Dr. Ardrimetti's Vital-Essence Extractor- (Weapon Aspect: The Abominable Murmur, Other: Syringe, Madness & Knowledge & Life & Evil, X Gold) +60,000 Melee Attack, 100% inflicts Crippled: Eternally Extracted Essence: Incapable of Belief, Crippled: Eternally Extracted Essence: Incapable of Bonds, Crippled: Eternally Extracted Essence: Incapable of Greatness, Crippled: Eternally Extracted Essence: Incapable of Joy, or Crippled: Eternally Extracted Essence: Incapable of Motivation, with these status effect infliction instances only affecting sources below Level 60; the first time per thread, on a per-individual basis, that this item inflicts one of these negative status effects on an individual, this item's wielder acquires 1 Lost and Tainted Vital Essence Unit

*Dr. Elbenlarch's Protomatter Conversion Vat- (Accessory Aspect: The Abominable Murmur, Gadget, Madness & Knowledge & Life & Evil, X Gold) Wielder may spend an action to set the Phantom Terrain to Bioabyss, Whenever wielder kills a non-summoned opposing entity, to a max of once per entity, wielder obtains 1 Level <Level of the killed entity> Thaumabiological Protomatter Slurry Unit, Wielder may hold up to 20,000 Thaumabiological Protomatter Slurry Units of each Level, At the start of each round, wielder may expend any number Lost and Tainted Vital Essence Units, and, for each such unit expended, expend one Thaumabiological Protomatter Slurry Unit to summon 1 entity of the Level of the expended Thaumabiological Protomatter Slurry Unit, with these summons naturally possessing Dominion Immunity and Smitten Immunity and naturally gaining the subtypes Bio-Horror, Horror, Devil, and Darkspawn, Max 200 summoned

*Reborn through the Endless Research- (Passive/Stance Ability Aspect: The Abominable Murmur, Mad Scientist) This Stance cannot be entered normally; The first time per thread that possessor would die, there is a 60% chance that possessor instead self-resurrects and enters this Stance, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect; This ability's possessor gains 6 universal equipment slots that may be used to equip any type of item, gains an uncapped +60,000 to all stats, and gains the subtypes Bio-Horror, Horror, Devil, and Darkspawn


Secret Formulae-

Secret Formula- Gran-Gran's Twinfire Chutney
Point Value- 3
Requires:
Chef
Consumes:
20 Rare Spices
5 Spiced Rum
45 Lemon Juice
10 Vinegar
25 Mango
50 Glass Jar
10 Electrical Mana Oil
10 Fire Mana Oil
Produces:
Gran-Gran's Twinfire Chutney- (Consumable, Drink, Electrical & Fire, 25 Charge, 1,780,000 Gold) Deals 310,000 Flat Electral & Fire element HP Healing, +380 to all stats, 55% Cures Confusion, 80% Inflicts Invigorated: Zesty, stacks 10 times

Secret Formula- Tropical Storm's Pick-Me-Up
Point Value- 3
Requires:
1 Coffee Pot
Consumes:
1,000 Coffee Beans
200 Mango
10 Electrical Mana Oil
10 Water Mana Oil
10 Air Mana Oil
Produces:
Tropical Storm's Pick-Me-Up- (Consumable, Drink, Electrical & Water & Air, 1 Charge, 900,000 Gold) +900 to all stats, 60% Inflicts Invigorated, creates a zone of Water & Air & Electrical upon use, this item's name counts as including 'Coffee'



Tasks-
TO PULL MORE OF THE TALES ABILITIES (Nonslotted)
* Obtain the abilities Basic Smith Proficiency, Basic Hypertech Attunement, Basic Biomancy Attunment, Basic Crafter Proficiency, Basic Assault Matrix Training, Apprentice Smith Proficiency, Apprentice Hypertech Attunement, Apprentice Biomancy Attunment, Apprentice Crafter Proficiency, Apprentice Assault Matrix Training, Smith, Scientist, Biomancer, Crafter, and Matrix Keeper


The Cosmic To-Do List-

If Tolva:

1) Kills a unique summoner of at least Level 50 and uses its blood as a component to a unique Ritual Magic spell or to enhance the casting of a Persistent Enchantment
2) Banishes 100,000 Celestials, Angels, or Devas from material planes
3) Petrifies or otherwise permanently imprisons a unique Celestial, Angel, or Deva of Level 50 or greater

Then Tolva gets:

'Acquired Bazzelrian's Black Snare'
*Bazzelrian's Black Snare- (Weapon, Orb, Earth & Air & Fire & Water & Fury, 480,000,000 Gold) Whenever an entity below Level 80 would summon a Celestial, Angel, or Deva below Level 80, wielder may prevent said summoning and regenerate 480,000 HP and MP, Wielder must be Level 40 or greater and must possess the ability 'Adept Ritual Magic Attunement', the ability 'Adept Magewright Proficiency', the ability 'Adept Soul Wielding', the ability 'Adept Spatial Synchronization', or the award 'Acquired Bazzelrian's Black Snare''


Awards-

Has used 5 Book of Gates
Has used 10 Manual of A Thousand Arts
Has used 12 Grandmaster's Text
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Won the "The Broken-Winged Dragon" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Beaten 25 Bosses in Boss Rush Mode
Has Reached Round 41 In An Endurance Match
Has Reached Round 41 In A Pet Endurance Match
Has Completed the First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed the Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed the Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed the Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed the Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed the Eleventh Holy Imperial Challenge of Worth: Test of Remembrance
Has Completed the Twefth Holy Imperial Challenge of Worth: Test of Choices
Has Completed The First Holy Imperial Challenge of Power: Test of Wealth
Has Completed the Second Holy Imperial Challenge of Power: Test of Talent
Has Completed The Third Holy Imperial Challenge of Power: Test of Slaying
Has Completed the Fourth Holy Imperial Challenge of Power: Test of Hours
Has Completed the Task Fifth Holy Imperial Challenge of Power: Test of Opposition
Has Completed the Sixth Holy Imperial Challenge of Power: Test of Tenacity
Has Completed the Seventh Holy Imperial Challenge of Power: Test of Essence
Has Completed the Eighth Holy Imperial Challenge of Power: Test of Leadership
Has Completed the Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune
Has Completed the Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed the Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed the Twelfth Holy Imperial Challenge of Power: Test of Options
Expanded Dol-Quorsis Once
Created the Labyrinth of Paper Snowfall on Dol-Quorsis
Has Defeated Three Level 39 Bosses in the Alternative Boss Rush Mode
Participated in the Third Match of Battle Day #3
Defeated Vrishni in the Third Match of Battle Day #3
Participated in the 59th Match of Battle Day #3
Defeated Elyion in the 59th Match of Battle Day #3
Paid the Entry Fee to the House of Sacrifice on Noix
Safely Exited The Second Level Of The Noixian Labyrinth
Claimed the Relic Ravenous Delight
Is Being Watched by the Duck
Signed Up For The (First) Nexus Games
Participated In The (First) Nexus Games
Participated In Nexus Games Event 1: Damage Blitz
Participated In Nexus Games Event 2: Gobblin' Frenzy
Participated In Nexus Games Event 3: Calling All the Bros
Won Nexus Games Event 3: Calling All the Bros
Participated In Nexus Games Event 4: Such Power!
Participated In Nexus Games Event 5: Resurrectionist Rumble!
Participated In Nexus Games Event 6: Dodge for the Doge
Participated In Nexus Games Event 7: Beefius Maximus
Participated In Nexus Games Event 8: Impossible Reaper
Participated In Nexus Games Event 9: I'm Not Touching This One
Won Nexus Games Event 9: I'm Not Touching This One
Participated In Nexus Games Event 10: This Is How We Build It
Won Nexus Games Event 10: This Is How We Build It
Participated In Nexus Games Event 11: One Breath Away from Death
Participated In Nexus Games Event 12: A Wreath of Purity
Won Nexus Games Event 12: A Wreath of Purity
Participated in Every Event in the First Nexus Games
Co-Winner of the First Nexus Games
Defeated the Tripartate Yazbellan Dancers of Shadow and Spite
Disabled the Relocated Yazbellan Cathedral's Entity-Spawning
Participated in the quest 'Tale of the Horrific Zoning Violation'
Helped Prevent a Yazbellic Incident in Nexus
Tangentially Interacted with a Plot of the Buzzard Priest
Member of the Fish of the Month Club
Completed a Daring Discs Challenge
Got Reyd the Sword Mana He Wanted
Participated in Quest It! at Walrusfest
Won the Official Walrusfest Quest It! Game
Indirectly Responsible for the Death of Irmotto Yes'Freylon
Indirectly Responsible for Sgt. Toaster's Return to Battle
Lost a Whiteout Match to Darston While Allied With Kazivon
Defeated the Powergaming Horse and His Party
Won Most Dangerous Entry To Randomly Be Near in the SPACE OUTER SPACE Combo Contest for the Demonic Capital-Ship that Crashes, Ruining a Country and Releasing Demon Hordes, Killing a Former Ally but Ejecting a Stasis-Pod Containing a Valuable New Party Member to Replace the Deceased Individual
Produced an Alternate-Self Named Toffee Jaffa Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Produced an Alternate-Self Named Tolva 'The Demon' Malone Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Has Won the 'Seizing the Center' Event Match
Expanded Dol-Quorsis Twice
Created the Impossible Crystalline Labyrinth
Victorious in the Arena of the Labyrinth of Paper Cranes on Dol-Quorsis
Expanded Dol-Quorsis Thrice
Enabled Terror Mode on Dol-Quorsis
Known as the Ruin-Bringer Across Dol-Quorsis
Handed the Future of Dol-Quorsis to the Demons
Unsealed the Fell Throne of Dajakk'Jamuus
Obtained the Labyrinth-Tracing Egg
Bested the Porkman in Holiday Combat
Participated in the 'Press Your Luck Vs. Orlue' Event
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Responsible for the Creation of the Random Dungeon "Sozen Containment Zone" on Indrasena-un-Sesamara
Banned from the Premises of the Cinnabar Society on Indrasena-un-Sesamara
Defeated Sambara, Whose Strength is 99 Fortresses, in the Spice Pits on Indrasena-un-Sesamara
Defeated Adri Many-Arrows, The People's Champion, in the Spice Pits on Indrasena-un-Sesamara
Defeated 'Coraline the Doom-Cow' in the Spice Pits on Indrasena-un-Sesamara
Indirectly Responsible for the Mass Panic at Horsefest 5000 in Grevvston
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Has 93 Base Stat Points


Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Improved Essence Sphere: Assassin
Has Consumed 5 Greater Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Dancer
Has Consumed 5 Improved Essence Sphere: Dancer
Has Consumed 5 Greater Essence Sphere: Dancer
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Demonologist
Has Consumed 5 Improved Essence Sphere: Demonologist
Has Consumed 5 Greater Essence Sphere: Demonoligist
Has Consumed 5 Essence Sphere: Diabolist
Has Consumed 5 Improved Essence Sphere: Diabolist
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Dominator
Has Consumed 5 Improved Essence Sphere: Dominator
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Enlightened Sensei
Has Consumed 5 Improved Essence Sphere: Enlightened Sensei
Has Consumed 5 Greater Essence Sphere: Enlightened Sensei
Has Consumed 5 Essence Sphere: Enslaver
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Has Consumed 5 Greater Essence Sphere: Enslaver
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Has Consumed 5 Greater Essence Sphere: Heir to the Future
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Has Consumed 5 Essence Sphere: Kensei
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Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Greater Essence Sphere: Master of Monsters
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Merchant
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Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Ninja
Has Consumed 5 Improved Essence Sphere: Ninja
Has Consumed 5 Greater Essence Sphere: Ninja
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Greater Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Ritualist
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Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Scholar
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Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Shadow Blade
Has Consumed 5 Improved Essence Sphere: Shadow Blade
Has Consumed 5 Greater Essence Sphere: Shadow Blade
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Greater Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Thief
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Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
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Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
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Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Consumed 5 Essence Sphere: Unbowed Beserker
Has Consumed 5 Improved Essence Sphere: Unbowed Beserker
Has Consumed 5 Greater Essence Sphere Unbowed Beserker
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warmaster
Has Consumed 5 Improved Essence Sphere: Warmaster
Has Consumed 5 Greater Essence Sphere: Warmaster
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
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Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard

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Has used 5 Attunement Book: Mind Lord
Has Used 5 Attunement Book: Monk
Has Used 5 Attunement Book: Mountain King
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Modrageball
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Re: Tolva Jofr

Post by Modrageball »

Soul Array

Tolva may spend an action to replicate an action performable by one of the enemies in possessor's Soul Array as though a copy of said entity performed said action

Soul Array Capacity: 17
Subtypes Approved: Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, Demon, Robot, Machine, Clockwork and Animal
Soul Array Level Cap: 79

Extras
Cheeseburger Array- (Passive Ability, Enslaver) Whenever possessor performs a 'Soul Array' action, possessor creates 1 temporary 'Cheeseburger'
Deadly Soul Array Use- (Passive Ability, Enslaver) Possessor increases the Damage values of entities' abilities that are being replicated by possessor's 'Soul Array' ability by 45,000 points and increases their minor and moderate status effect infliction chances by 5%
Soul Array Combat Expansion- (Passive Ability, Enslaver) Possessor counts as having an additional Soul equipped for each of possessor's Soul Array slots that is filled; Possessor obtains +500 to all stats for each of possessor's Soul Array slots that is filled
Superior Soul Array Use- (Passive Ability, Enslaver) Possessor increases the stat values of entities that are being replicated by possessor's 'Soul Array' ability by 5,000 points and increases their minor and moderate status effect infliction chances by 5%
Torrent of Souls- (Technique Ability, Enslaver) Possessor may use 'Torrent of Souls' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as possessor possesses a Soul Array with at least one non-unique entity in it, possessor has a Soul equipped, and no other technique is used. Said action, at the end of the action, removes up to 5 non-unique entities from its performer's Soul Array and then replicates one action performable by each such entity as though a copy of said entity performed it.


Souls

1. Ladjgurot Taskmaster
Level 45
Daemon, Earth & Law

Prime Stat (STR) 15,200

Critical Chance- 38%
To Hit- 144%

Immune to sources below Level 10

Abilities-
Enslaving Lash- 63,000 Damage, inflicts Charm, may inflict Pain, this ability ignores the Resistances and Immunities of individuals below Level 30, Physical & Darkness or Agony, 5,000 MP
Dull Yellow Blaze- 68,000 Damage, inflicts Entombed, inflicts Hexed, inflicts Confusion, this ability may not gain the Fire element, Earth, 0 MP
Direct- Target gains another action immediately after this action, Air & Darkness, 90,000 MP
Whip Crack- Up to 30 target summons gains another action immediately after this action, Air & Darkness, 120,000 MP
Black Lash- All of caster’s allies ignore the Resistances and Immunities of individuals below Level 20, this effect sits as a buff on its caster, Darkness & Air, 120,000 MP
Materialize Slaves- Summons up to 30 Daemons, Devils, Illuminated, Golems, Robots, Clockworks, Machines, Insects, Oozes, Monsters, Animals, Humans, Humanoids, Undead, Spirits, Aquatics, Aerials, or Elementals that are of lower level than possessor (to a max of Level 80) and may either on the enemy list and able to be fought for drops or are for sale in the shop, Darkness & Air, 60,000 MP
Lashmaster’s Dictum- All of caster’s allies may choose to deal average damage, this effect sits as a buff on its caster, Law, 60,000 MP
Conditioning of Endless Toil- All allied summons gain +1,000 to all stats, stacks 20 times, Darkness & Earth & Law, 60,000 MP



2. Alkonost
Level 51
Monster & Aerial, Psychic & Light & Air

Prime Stat (SPI)- 23,650

Critical Chance- 51%
To Hit- 153%

Any individual afflicted with a debuff with possessor as a source is afflicted with Insanity if possessor is killed or ceases to be in the same battlespace as said individual
Immune to individuals below Level 20

Abilities-
Shining Claw- 76,500 Damage, 50% inflicts Awestruck, 50% inflicts Wounded, Physical or Light or Physical & Light, 0 MP
Sonic Voice- 96,500 Damage, 1 hit against 5,000, Sonic, 40,000 MP
Beauty Voice- +4,000 to all stats, Inflicts Ivigorated, Elevated, and Favored, 1 hit against 500, does not stack, Light & Air, 45,000 MP
Rapt Voice- Inflicts Stat Drain: MIN Drain, inflicts Confusion, target, if below Level 50, obtains a 50% chance of being unable to act each action, does not stack, 1 hit against 500, Air & Light, 50,000 MP
Siren Voice- Inflicts Charm, Charm: Infatuated, Charm: Lovestruck, Charm: Lust, and Charm: Wanderlust, 1 hit against 500, Sonic & Air, 55,000 MP
Amnesia Voice- 6,800 MIN Damage, Inflicts Confusion and Stat Drain: MIN Drain, Removes all buffs from sources below Level 60 from target, target cannot acquire buffs from sources below Level 60 for 100 rounds, 1 hit against 500, Psychic & Air or Psychic & Sonic, 60,000 MP
Clarion Call- Inflicts Dominion on target individual below Level 50 for 1 round, Sonic or Sonic & Light, 1,500,000 MP
Great Thunderstorm- 125,000 Damage, 55% inflicts Electrocuted, 55% inflicts Drowning, 1 hit against 60,000, Water & Air & Electrical, 650,000 MP
Lay Eggs- Summons 2 Alkonost, caster immediately gains an additional action that may only be used for performing the 'Great Thunderstorm' action at the end of this action, This action is delayed for 2 rounds, Water & Air, 850,000 MP



3. Blackclad Force Commander
Level 49
Human, Darkness & Magic

Prime Stat (SPI)- 17,500

Critical Chance- 50%
To Hit- 151%

Buffs, debuffs, and other non-status-effect effects generated by possessor may not be removed by individuals below Level 40, Summons summoned by possessor may not be unsummoned by individuals below Level 40, Constant Effect

Abilities-
Force-Slashing Commander’s Staff- 73,000 Damage, 35% inflicts Wounded or 35% inflicts Manablasted, Magic or Physical, 0 MP
Seeking Bolts- 70,000 Flat Damage, 30 hits divided among 30, Magic, 0 MP
Mystic Restoration- 95,000 Damage, Heals HP, Heals MP, Cures up to 3 minor status effects, Cures up to 2 moderate status effects, Cures up to 2 debuffs from a source below Level 50, Magic, 0 MP
Summon- Summons up to 5 non-Holy One, non-Fiend, non-Serpent-Blessed individuals from the enemy list who are of standard subtypes, are not elite, are below Level 45, and can normally be combated for drops, max 60 total individuals summoned, Magic, 450,000 MP
Call for Reinforcements- Summons up to 5 Blackclad Monolith and up to 15 Blackclad Magus, max 50 Blackclad Monolith and 200 Blackclad Magus summoned, Magic, 700,000 MP
Sticky Fires of Hazzet’Laban- 55,000 Damage, inflicts Burning, this ability stays on its target as a debuff that repeats itself as an attack (using its caster’s values at its time of casting) at the start of every round for 15 rounds, inflicts Burning, inflicts Manablasted, inflicts Manablasted: Mystic Overload, Fire & Magic, 300,000 MP
Mass Imprisonment- Inflicts Paralysis, Paralysis: Temporal Stasis, Paralysis: Molecular Stasis, and Entombed: Incarcerated, This ability ignores the Resistances and Immunities of individuals below Level 40, 1 hit against 60, Magic & Earth, 400,000 MP
Displacing Fog- Caster and up to 14 allied targets gain +30% Dodge and 30% Base Element Resistance, does not stack, lasts 10 rounds, Magic & Air, 150,000 MP
Bolstering Magics- +1,000 to all stats, +2,000 Damage to the Damage values of all abilities, +2,000 Defense, +20,000 HP, +20,000 MP, inflicts up to 2 minor positive status effects, 1 hit against 4, stacks 50 times, Magic, 100,000 MP
Varied Array of Offensive Spells- 63,000 Damage, inflicts any three minor status effect, inflicts any one moderate status effect, Any combination of base elements (excluding Universe), 10 hits divided among 10, 200,000 MP
Mass Hex- Inflicts Hexed, Hexed: Ill Fortune, Hexed: Backlash, Stat Drain, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Stat Drain: ATK Drain, Stat Drain: DEF Drain, Confusion, Fatigued, Fatigued: Weakness, and Impaired, 1 hit against 100, Magic & Darkness, 500,000 MP
Direct Golem- Gives target Golem an additional action immediately after this action, Earth & Magic, 100,000 MP
Direct - Gives target an additional action immediately after this action, Air & Darkness, 300,000 MP
Binding Magic- 70,000 Damage, 100% inflicts Awestruck: Sealed, Light or Darkness, 100,000 MP
Donhuljaks- Halves the HP of target, removes a max of 1,000,000,000 HP, only affects targets below Level 49, Magic & Darkness, 500,000 MP



4. Crusader General
Level 49
Human, Light
HP- 1,340,000
MP- 1,290,000
Prime Stat (STR or SPI)- 16,500

Critical Chance- 49%
To Hit- 147%

Whenever possessor would be the source of an action or effect which would harm an ally, provided that no opponents are Level 80 or higher, cancel said effect and reduce possessor’s Max MP by 1% for the remainder of the thread instead, This effect has no effect if possessor’s Max MP is 0
Immune to indviduals below Level 6

Abilities-
Holy Sword- 71,000 Damage, Deals 1.1 times normal damage (to a max of 17,000,000 additional damage) to Demons, Daemons, Devils, Darkspawn, and Undead, Light or Light & Physical, 0 MP
Shield Bash- 63,000 Damage, 75% inflicts Fatigued: Stun, Physical or Earth, 0 MP
Heal- 67,000 Damage, Heals, Cures up to 5 minor status effects and up to 1 moderate status effect, Light, 140,000 MP
Mass Heal- 57,000 Damage, Heals, Cures up to 5 minor status effects and up to 1 moderate status effect, 1 hit against 15, may heal Units, Light, 180,000 MP
Purifying Blade- 69,000 Damage, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 80, Light, 114,000 MP
Divine Protection- +2,000 Defense, +500 Defense against Stat Damage, 55% Resilience, 90% Minor Status Effect Resistance, 40% Moderate Status Effect Resistance, 110,000 MP
Holy Smite- 71,000 Damage, Pierces 2,500 Defense, Inflicts Awestruck, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Light, 118,000 MP
Holy Rain- 50,000 Damage, Pierces 2,000 Defense, Inflicts Awestruck, 1 hit against 40, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 50, Light, 120,000 MP
Direct- Target gains another action immediately after this one, Air & Light, 120,000 MP
Rallying Cry- +1,000 STR, +1,000 AGI, 30% Critical, +25,000 HP, 1 hit against 30, Light & Air, 250,000 MP
Tactical Formation- +1,000 CON, +1,000 AGI, +4,000 Defense, 30% Resilience, 130% To Hit, +25,000 HP, 1 hit against 30, Fire & Earth, 250,000 MP
Sanctity- Target counts as though target has been dead for 40 less rounds, to a minimum of 0 rounds, May target Dead individuals, Light & Magic, 120,000 MP
Restoration- Cures all minor and moderate status effects from target, Heals 1,500 stat damage from each stat, cures up to 10 debuffs from sources below Level 50, Light, 180,000 MP



5. Singer of Life
Level 53
Celestial, Life

Prime Stat (SPI)- 27,868

Critical Chance- 45%
To Hit- 151%

Immune to individuals below Level 20, Constant Effect

Abilities-
Song of Gentle Passing- 55,000 Damage, If this action kills its target, its caster may resurrect said target at the start of any round as an effect that its present on both its caster and said target, with its caster only being able to maintain one such potential resurrection instance at a time, Light or Life or Sonic or Air, 0 MP
Song of Restoration- 165,000 Damage, Heals, Removes up to 5 debuffs or minor or moderate status effects that come from sources below Level 70 from each target, 1 hit against 5,000, Life or Air or Sonic or Life or Light & Life, 75,000 MP
Lifesong- Resurrects target individual that was not killed by a source of Level 70 or greater, Life or Life & Light, 150,000 MP



6. Wind of Salvation
Level 53
Celestial, Air & Light

Prime Stat (SPI)- 21,000

Critical Chance- 58%
To Hit- 160%

Abilities-
Invisible Wind- 76,000 Damage, Cannot miss targets below Level 60, Air, 0 MP
Release- Unsummons targets that are below Level 70 that were summoned by a source below Level 60, 1 hit against 30, Light & Air, 0 MP
Wind's Kind Caress- 120,000 Damage, Heals, Cures all minor and moderate negative status effects and debuffs from sources below Level 70, Air or Air & Light, 0 MP
Evil-Scourging Wind- 48,000 Damage, 105% inflicts Awestruck: Sealed, 1 hit against 15,000, Light & Air, 5,000 MP


7. Celestial Champion of Valor
Level 57
Celestial, Light & Physical

Critical Chance- 61%
To Hit- 155%

Prime Attribute (STR)- 27,000

Possessor's actions may not be prevented by sources below Level 80, Constant Effect

Abilities-
Valorous Strike- 83,000 Damage, this action may not be cancelled by preemptive counters from sources below Level 60, Light or Physical or Light & Physical or Physical & Fire, 0 MP
Heaven's Roar- 56,000 Damage, 305% inflicts Fatigued: Sun, 1 hit against 50, Sonic, 100,000 MP
Pole of Glory- Caster gains +12,000 to all stats, deals full Damage to individuals below Level 80 in the back row, counts as being in the back row for damage-halving purposes, and may change any of its actions to become solely Glory element, does not stack, Glory, 1,000,000 MP
Landsplitter- 65,000 Damage, this action may destroy any one Zone, Terrain, or Phantom Terrain created by a source below Level 60, 1 hit against 500, Earth or Earth & Physical, 85,000 MP
Celestial Healing- 110,000 Damage, Heals, Cures any one minor or moderate negative status effect or debuff from a source below Level 60, Light, 25,000 MP
Valorous Empowerment- +7,000 to all stats, +9,500 additional STR, +25% Critical, +25% Resilience, target deals 60,000 additional Damage, target gains Confusion: Fear Immunity, Cures Confusion: Fear and Insanity: Primal Terror, Does not Stack, Light & Physical & Fire, 300,000 MP


8. Celestial Guardian
Level 57
Celestial, Physical

Critical Chance- 51%
To Hit- 150%

Prime Attribute (STR)- 30,900

Abilities-
Grand Blade- 80,000 Damage, 1 hit against 5, Physical, 0 MP
Burst of Light- 49,000 Damage, 155% inflicts Impaired: Blind, 155% inflicts Awestruck, 1 hit against 5,000, Light, 0 MP
Restore- 120,000 Damage, Heals, Cures any one minor or moderate negative status effect or debuff from a source below Level 60, Light, 0 MP
Greater Restore- 225,000 Damage, 7,000 Stat Damage to each stat, Heals, Cures any one minor or moderate negative status effect or debuff from a source below Level 80, Light, 350,000 MP
Protection- Target becomes Immune to individuals below Level 40 until the end of the next round, Target obtains +20,000 Defense, +300,000 HP, +10,000 CON, and +25% Resilience, Does not stack, Light & Physical, 50,000 MP
Grand Ward- +40,000 Defense, Individuals below Level 70 may not obtain Criticals against targets, 1 hit against 5,000, Warding, 800,000 MP
Relic Shield- Target item may not be destroyed or stolen by sources below Level 80, Light, 200,000 MP


9. Celestial Judge
Level 58
Celestial, Law

Prime Stat (SPI)- 23,000

Critical Chance- 60%
To Hit- 160%

Abilities-
Lock Up- Inflicts Entombed: Incarcerated, Light or Earth or Physical or Warding or Law, 0 MP
Law Hammer- 70,000 Damage, deals double Damage (to a max of 5,000,000 additional points) to Chaos element targets, Law, 0 MP
Grandmaul of Heaven- 77,000 Damage, 105% may inflict Wounded on Demons, Devils, Daemons, and Abstracts, Physical or Light or Physical & Light, 0 MP
Mass Arrest- 205% inflicts Entombed: Incarcerated, 1 hit against 200, Light & Law, 35,000 MP
Abrogate- Removes one chosen ability from target if target is below Level 60 and is not unique or is below Level 40, stacks 5 times, Law, 85,000 MP
Bar Debuffs- Target, if below Level 70, may not apply debuffs to individuals, Law, 100,000 MP
Bar Buffs- Target, if below Level 70, may not apply buffs to individuals or be buffed by individuals below Level 70, Law, 100,000 MP
Bar Chaos- All Chaos element individuals in the same battlespace as caster obtain -7,500 to all stats, and possessor obtains an effect that causes all Chaos element spells and abilities to cost 150,000 additional MP to cast, with said debuff stacking 5 times and said effect stacking 5 times as a buff on caster, Law, 460,000 MP
Summon Jailers- Summons 5 Celestial Jailer, Max 40 summoned, Law, 300,000 MP


10. Pontiff
Level 58
Human, Light

Prime Stat (SPI)- 44,331

Critical Chance- 60%
To Hit- 160%

Deals 77,777 additional Damage
Possessor's status effect infliction chances are increased by 50%
Possessor's actions may count as including Celestial Magic and/or Divine Magic spells

Abilities-
Holy Magic- 82,777 Damage, May Heal, 1 hit against 500, Light, 0 MP
Call the Righteous- Summons 50 Humans from the Enemy List who are below Level 56 and are normally fightable for drops, Light or Air, 0 MP
Summon Angels- Summons 10 Angels, Celestials, or Devas from the Enemy List that are below Level 60 and are normally fightable for drops, these summons may not summon, Light, 0 MP
Crusade- Summons 50 Humans from the Enemy List who are below Level 56 and are normally fightable for drops, Summons 10 Angels, Celestials, or Devas from the Enemy List that are below Level 60 and are normally fightable for drops, All of caster's summons gain +30,000 to all stats, gain Charm Immunity, and deal 52,000 additional Damage, Max 200 summoned, does not stack, Light & War, 777,777 MP
Smite- 30% inflicts Smitted, May inflict Awestruck, Light, 77,777 MP
Excommunicate- Inflicts Smitten: Excommunicated, Light, 77,777 MP
Pearl Burst- 52,777 Damage, 1 hit against 50,000, Light, 77,777 MP
Resurrect- Resurrects target individual who was killed by a source below Level 60, Light, 7,777 MP
Mass Healing- 122,777 Damage, 1 hit against 500, Heals, Cures all minor and moderate negative status effects and debuffs from sources below Level 60, Light, 77,777 MP
Pontiff's Sight- Scans target's stats, Air, 7,777 MP
Lesser Miracle- Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, provided that said entity is not an Daemon, Devil, Demon, or Fiend, Light or Magic or Light & Magic, 200,000 MP
Great Shield- +30,000 Defense, +30% Resilience, 1 hit against 50,000, Does not stack, Light & Magic, 100,000 MP
Direct- Target gains an action immediately after this action, May not be used if caster is a summon, Air, 50,000 MP


11. Broken Celestial of the Bloody Smile
Level 59
Celestial, Darkness & Agony

Prime Stat (SPI)- 26,650

Critical Chance- 71%
To Hit- 165%

May deal double damage to Units as an effect that does not stack with other effects that multiply damage against Units

Abilities-
Nails for Teeth- 85,000 Damage, 3,000 CON Damage, inflicts Wounded, inflicts Pain, inflicts Diseased, may also deal damage to caster, Physical or Physical & Darkness, 0 MP
Light that Burns the Spirit- 85,000 Damage, 3,000 SPI Damage, inflicts Stat Drain: SPI Drain, Light or Agony, 0 MP
Blade of Corrupted Fire- 80,000 Damage, May inflict Awestruck or Voidstruck, May inflict Burning, May inflict Hexed, May inflict Stat Drain, Fire or Darkness & Fire, 0 MP
Maiming Wind- 55,000 Damage, inflicts Wounded, inflicts Wounded: Maimed, 1 hit against 300, Physical & Air or Agony, 50,000 MP
Gift of Suffering- 75,000 Damage, May deal 3,000 stat damage to any one stat, inflicts Pain, may inflict Wounded: Maimed, inflicts Voidstruck: Endless Torment, Status effects inflicted by this ability may not be cured by individuals below Level 60 and have no per-round auto-recovery chance, Agony, 200,000 MP
Invoke Disaster- 50,000 Damage, May inflict any combination of Minor and Moderate negative status effects, this action's element may become any combination of Base Elements, Darkness & Fire & Earth, 150,000 MP
Ruin and Salt the Land- Removes all Zones that come from sources below Level 80 from battle, Creates a Zone of Darkness & Agony & Earth that has an effect attached to it that prevents individuals below Level 80 from creating Zones or from attaching effects to Zones and a second effect (attached prior to the first effect) that deals 50,000 Flat Earth or Agony element Damage (caster's choice at the time of casting) to each individual within said Zone at the start of each round, with said effects not stacking across Zones or on the same Zone, Earth, 300,000 MP
Scream of Rapturous Pain- 1,500 SPI Damage, inflicts Stat Drain: SPI Drain, inflicts Voidstruck: Endless Torment, inflicts Suffocation, 1 hit against 50, Caster may summon up to 5 Agony element individuals below Level 50 from the Enemy List that are normally fighatable for drops, Max 40 summoned, Air & Agony, 1,000,000 MP



12. Mandate Pacifier
Level 73
Human, Water

Prime Stat (AGI)- 72,500

Critical Chance- 135%
To Hit- 215%

Is considered Of the Mandate
Possessor cannot target its allies with offensive actions without the explict consent of at least one unique ally who is considered Of the Mandate
Counts as wielding a Gun and a Power Armor
Possessor is Immune to entities below Level 20, Possessor may deal MP Damage in addition to HP Damage, Possessor Reflects Magic, Possessor is Immune to base subtype, non-Hypertech, non-Combat-Arts, non-Thief-Arts, non-Biomancy, non-Technomancy, non-Archery, non-Ethereal-Magic, non-Gunslinging spells cast by sources below Level 60

Abilities-
Spread Fire- 97,000 Damage, 1 hit against up to 200,000 targets in each of up to 2 rows, Technology or Energy or Water, 0 MP
Demon-Lockdown Rounds- 97,000 Damage, 205% may inflicts Awestruck: Sealed, 1 hit against 60, Light or Hope or Technology, 100,000 MP
Anti-Arcana Rounds- 97,000 Damage, 5,200 MIN Damage, targets below Level 70 obtain a non-stacking buff that makes them unable to cast base subtype, non-Hypertech, non-Combat-Arts, non-Thief-Arts, non-Biomancy, non-Technomancy, non-Archery, non-Ethereal-Magic, non-Gunslinging spells, 1 hit against 30, Technology or Physical or Psychic or Warding, 100,000 MP
Pacification- Target below Level 70 cannot perform offensive actions or remove debuffs from entities, does not stack, Warding & Technology, 350,000 MP
Devastation Rain- 110,000 Damage, 205% may inflict Antimatter, 205% may inflict Poison: Irradiated, Caster may destroy up to 200 Zones, Terrains, or Phantom Terrains created by sources below Level 70, this action deals double Damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, 1 hit against 2,000,000, Technology or Atomic or Destruction or War, 650,000 MP



13. Saitoserris Doorkeeper-Line Guardian
Level 75
Robot & Mech & Vessel, Spatial

Prime Stat (AGI)- 60,000

Critical Chance- 115%
To Hit- 195%

Immune to effects attached to Zones, terrains, and phantom terrains with sources below Level 70
Is considered Of the Mandate
Cannot target its allies with offensive actions without the explict consent of at least one unique ally who is considered Of the Mandate
Immune to entities below Level 40,

Abilities-
Blue Ray- 105,000 Damage, 6,000 Damage to a random stat, 1 hit against 15, Technology or Spatial or Aether, 0 MP
Mandate Missiles- 105,000 Damage, 2 hits against 5,000,000, Fire & Technology & War & Water & Spatial, 50,000 MP
Space-Blink Ray- 105,000 Damage, this attack may target entities below Level 80 in other battlespaces, this attack cannot miss targets below Level 60, Spatial or Spatial & Technology, 100,000 MP
Warp Engine- Caster enters target battlespace unless an entity of Level 85 or greater in caster's battlespace or target battlespace objects, Water or Aether or Spatial, 100,000 MP
Process Engage: Aether Flood- 105,000 Damage, 6,000 SPI Damage, targets below Level 80 are unsummoned, 1 hit against 50,000,000, Aether or Aether & Water, 400,000 MP
Process Engage: Gate Collapse- All buffs that allow or cause summoning with start-of-round timing that come from sources below Level 76 are destroyed, with their possessors' and their possessors' allies being dealt 500,000 Flat Spatial & Destruction element Damage for each such buff destroyed, Spatial & Destruction, 300,000 MP


14. Byakko
Level 76
Animal, Metal & Acid

Prime Stat ((STR + SPI)/2)- 36,500

Critical Chance- 175%
To Hit- 180%

Abilities-
Steel Claw- 95,000 Damage, 2 hits against 1, Metal, 0 MP
Acid Breath- 80,000 Damage, 190% inflicts Dissolving, 1 hit against 2,500, Acid, 0 MP
Emperor's Virtue- Target is cured of all debuffs from sources below Level 80, All debuffs with target as a source are cured if target is below Level 80, Nobility & Glory & Metal, 0 MP
White Tiger's Sharpness- Target obtains +50% Critical, Target's Criticals gain a 50% chance of inflicting Instant Death on targets below Level 70, does not stack, Metal, 1,500,000 MP
Beast King's Command- All opposing Animals below Level 70 may not act next round, Metal, 250,000 MP
Create Constellation of the White Tiger- Caster creates an Empowered Constellation called the 'Constellation of the White Tiger', said empowered constellation causes all Metal or Acid element individuals on its possessor's side of battle to gain +10,000 to all stats as a non-stacking effect and makes Metal a base element, Metal & Acid & Astral, 500,000 MP
Allslash- 195,000 Damage, 205% inflicts Wounded: Sawn Apart, 1 hit against 5,000,000,000, Metal, 1,000,000 MP


15. Ammut
Level 78
Monster, Darkness

Prime Stat (STR)- 83,500

Critical Chance- 160%
To Hit- 180%


Possessor deals 60,000 additional Damage, Constant Effect
Individuals killed by possessor may not be resurrected by individuals below Level 75
Possessor is Immune to individuals below level 40, Constant Effect

Abilities-
Devour- 105,000 Damage, Deals HP Drain, Physical, 0 MP
Destruction Blast- 130,000 Damage, Removes all buffs on target from source below Level 70, Destruction, 295,000 MP
Fire of the Underworld- 113,000 Damage, 205% inflicts Burning, Voidstruck, and Stat Drain: SPI Drain, Fire or Fire & Destruction or Fire & Darkness, 80,000 MP
Erasure- 10,000 SPI Damage, May deal no Damage (including Stat Damage), Removes either 1 buff or debuff present on target that is from a source below Levle 80 or may remove 1 buff or debuff with target as a source if target is below Level 80, Destruction or Void, 350,000 MP
Judge's Scale- 75% inflicts Smitten on opponents below Level 80, If target is an ally of caster, target obtains +15,000 to all stats and is afflicted with Elevated, Does Not Stack, Light & Darkness & Law, 5,000,000 MP
Manifest and Consume Heart- 95,000 Damage, 5,000 CON Damage, 5,000 SPI Damage, 75% inflicts Instant Death, Individuals killed by this action may not be resurrected by sources below Level 99, Spatial & Destruction, 1,000,000 MP
Scouring Storm- 80,000 Damage, 1 hit against 200,000, Earth & Air, 350,000 MP



Likely Miracle targets: Blade of Artolius, Blackclad Force Commander, Celestial of the Pearl Wall, Crusader General, summon Kuda for MP-boost, Treant for Strength of the Forest
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Re: Tolva Jofr

Post by Modrageball »

Alternate Costumes

Playing dress-up with the little rageball. What could be safer?


Resistant Costumes- (Passive Ability, Spy) If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements


Alternate Costume: Hair Metal Tolva- (Stance Ability, Bard) Possessor gains the element Electrical, Bardic Music spells cost possessor 20,000 less MP to cast, Possessor gains a +2,000 uncapped bonus to STR, AGI, and CON if possessor is wielding a String Instrument, Possessor gains a +2,000 uncapped bonus to MIN and SPI if possessor is wielding a Bioaugmentation or Trinket whose name includes 'Wig' or 'Hair', If there is a Soundtrack currently playing (with a Genre of 'Metal' or whose name includes 'Tolva'), possessor's Base STR, AGI, and CON are increased by 1 as a non-stacking bonus, and (if its Subgenre is 'Hair Metal', 'Glam Metal', or 'Pop Metal' or if its name includes 'Tolva'), possessor's Base MIN and SPI are increased by 1 as a non-stacking bonus

Alternate Costume: Cerberus Tolva- (Stance Ability, Beastmaster) Possessor gains the subtypes Animal & Monster, Possessor gains two additional actions per round if possessor possesses no allies in any battlespace, Possessor cannot summon, Possessor's Base Spirit is reduced by 5, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Chibi-Lion Tolva- (Stance Ability, Beastmaster) Possessor gains the subtype Animal, Possessor counts as having two additional Physical-element Fist Weapon weapons equipped, Possessor's chances of inflicting Charm and Wounded are increased by 30%, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Tolva Cosplaying As Nega-Tolva- (Stance Ability, Beastmaster) Possessor's element becomes Light, Possessor's gains the subtypes 'Animal' and 'Steed', Possessor's name counts as including 'Horse', Possessor's turn-order-determining stat is Spirit, Possessor may make decisions as though it were not affected with Charm or Confusion, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.

Alternate Costume: Fig Leaf Tolva- (Stance Ability, Monk) Possessor counts having no armor equipped for purposes of Unarmed Technique spells and Monk abilities, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Luchador Tolva- (Stance Ability, Monk) Possessor's element becomes Physical, Possessor deals (Possessor Level * 2,500) additional Damage with Damage-dealing attacks that involve the casting of Unarmed Technique spells, Possessor counts as wearing an additional Physical element Clothes and an additional Physical element Mask, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 7, Possessor's Base Constitution is increased by 3, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Bascaradine-Advertising Sandwich-Signboard Tolva- (Stance Ability, Merchant) Possessor's element becomes Technology, Possessor gains 5% additional Gold (to a max of 1,000,000 additional Gold per thread) from standard battles and random quests, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.

Alternate Costume: Ritzy Duds Tolva- (Stance Ability, Merchant) Possessor counts as possessing 50,000,000 additional Gold for purposes of effects that check how much Gold possessor has, Possessor gains the element Wealth, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Pirate Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor's Vessel transformations have their stats raised by (250 * Possessor Level), Possessor counts as wearing an additional Water element Clothes and an additional Water element Hat, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 3, Possessor's Base Agility is increased by 2, Possessor's Base Constitution is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Swim Trunks Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor gains 40% Water Resistance, Possessor's Charm infliction chances are increased by 30%, Possessor counts as wearing an additional Water element Clothes, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'

Alternate Costume: Nexus Games Champion Tolva- (Stance Ability, Warrior) Possessor's Base stats are increased by 1 if possessor's Fame is higher than that of any other individual in the same battlespace, Possessor's Fame is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
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Re: Tolva Jofr

Post by Aeromage »

Statblock
Tolva Jofr (Aeromage)
Level 59
Demon, Energy
HP- 32,675
MP- 7,375
STR - 1,200 (17)
AGI - 295 (5)
CON - 1,307 (19)
MIN - 295 (5)
SPI - 1,200 (17)

SAN - 590 (10)
INF - 590 (10)
RES - 590 (10)

XP- #
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 60
Gold- #
THOU SHALT KILL THEM WITH RUTABEGAS
This counts as a Commandment of the Seething Idol

So long as Tolva kills at least 3 unique entities in quests using rutabegas as weapons per year he gets 20 Demonologist bonus weeks at the end of the year. If all his threads are stuck for the year (or mostly stuck) he can avoid losing this by posting 3 poems about killing people with rutabegas.
Abilities-
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
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.


-Abjurer-
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0

-Analyst of the Absolute-
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Truth's Dominion- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Truth
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff

-Arcane Vizier-
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Control of Magic- (Passive Ability, Arcane Vizier) Possessor has a 20% chance of being able to cancel the actions of Magic element individuals below Level 20, with things that would occur before and after said actions still occurring
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff

-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Building It My Way- (Technique Ability, Architect) Possessor may use 'Building It My Way' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has created more seperate Zones, Terrains, Phantom Terrains, and Battlespaces that currently exist (in any battlespace in the same battle), than any other individual currently in the same battle. Said action attaches a non-stacking effect to all Zones, Terrains, Phantom Terrains, and Battlespaces that it creates that makes entities below Level 80 that are not its creator that are not 15 or more Levels greater than their creator unable to destroy or remove them (or destroy or remove it).
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
World Artisan's Unbound Self-Reshaping Power- (Passive Ability, Architect) While possessor is in 'Dol-Quorsii World-Artisan Mode', bonuses possessor obtains from having a particular World Art set as possessor's Active World Art are uncapped

-Artificer-
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

-Assassin-
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Boomerang Disarm- (Technique Ability, Assassin) Possessor may use 'Boomerang Disarm' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action may unequip a chosen weapon of each of its targets who are below Level 40, who are not 5 or more Levels greater than said action's user, and possesses a lower AGI than said action's user.
Boomerang Grab- (Passive Ability, Assassin) Possessor obtains any non-unique weapons that possessor unequips through the ability 'Boomerang Disarm'.
Boomerang Toss- (Technique Ability, Assassin) Possessor may use 'Boomerang Toss' in conjunction with a 'Ranged Attack' action so long as no other technique is used, possessor has a Throwing Weapon equipped, and said action targets a single individual in the front row of a row-order formation and no individuals in the back row of said same row order formation. Said action, if it does not miss, gains a 30% of gaining 1 hit against a target in the back row of said row-order formation, and, if it does not miss said target, gains a 5% chance of gaining 1 additional hit against any one target in the front row of said row-order formation.
Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped
TOMB-erang- (Technique Ability, Assassin) Possessor may use 'TOMB-erang' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Possessor may use 'TOMB-erang' in the same action that possessor uses the technique 'BOOM-erang'. Said action gains +200 Ranged Attack, and individuals killed by it may not be resurrected by sources below Level 20.

-Auramancer-
Adept Aura Mastery- (Passive Ability, Auramancer) Aura armors equipped by possessor can provide an additional +10,000 Defense before capping, Aura armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Aura
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Aura of Gifts- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +300 to one stat that stacks 5 times
Aura of No Burning- (Technique Ability, Auramancer) Possessor may use 'Aura of No Burning' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives 'Wearer gains 100% Burning Resistance and cannot have its equipped Spells destroyed by Fire element actions performed by entities below Level 20' to one of its performer's equipped Auras as a non-stacking buff.
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Aura-Imbued Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Imbued Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action gains any number of base elements possessed by Auras equipped by its performer.
Aura-Injecting Attack- (Technique Ability, Auramancer) Possessor may use 'Aura-Injecting Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action has the minor status effect infliction chance of any one such status effect that comes from an Aura equipped by its performer increased by 30%.
Aura-Overloaded Strike- (Technique Ability, Auramancer) Possessor may use 'Aura-Overloaded Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Aura equipped. Said action becomes solely any number of base elements possessed by Auras equipped by its performer.
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Blinding Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 60% chance of inflicting Impaired: Blind on its source at the end of said action
Charitable Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing a copy of a single-stat-increasing portion of a buff present on possessor, with said new buff providing a max of +2,000 to any one stat
Elemental Aura Field- (Passive Ability, Auramancer) Possessor may, at the start of each round, if possessor has an Aura equipped, choose up to 20 allies and give all such allies a non-stacking buff that lasts until the end of the round that vanishes if possessor ceases to have an aura equipped or if its possessor is not in the same battlespace as possessor, with said buff providing its possessor with one base element that is an element of one of the Auras that possessor has equipped at the time of said buff's application (with each target of said buff on the same round having to have the same element chosen)
Flame-Protection Aura-Alteration- (Technique Ability, Auramancer) Possessor may use 'Flame-Protection Aura-Alteration' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives '+300 Defense against Fire to wearer and wearer's allies' to one of its performer's equipped Auras as a non-stacking buff.
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Hungering Aura- (Passive Ability, Auramancer) At the start of each round, possessor may deal up to 2,000 Flat Darkness element HP Drain to up to 15 targets if possessor has an Aura equipped
Impenetrable Mystic Nimbus- (Passive Ability, Auramancer) Possessor gains +300,000 Defense, +30,000 Defense against Stat Damage, and is Immune to sources below Level 40 if possessor is wearing an Aura
Lurid Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Poison on its source at the end of said action
Malicious Aura Damage Boost- (Passive Ability, Auramancer) Quantities of Flat Damage dealt by auras equipped by possessor are increased by 5,000 points
Miasmatic Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Disease on its source at the end of said action
Numbing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Paralyzed on its source at the end of said action
Offensive Aura Amplification- (Passive Ability, Auramancer) Possessor's minor status effect infliction chances that come from possessor's equipped Auras or Auramancer abilities increase by 5%
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Positive Aura Resonance: Constitution- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 CON that stacks 5 times
Positive Aura Resonance: Spirit- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 SPI that stacks 5 times
Positive Aura Resonance: Strength- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may give one ally a buff that provides +250 STR that stacks 5 times
Radiating Attractive Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Charm on up to 15 targets
Radiating Baleful Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Hexed on up to 15 targets
Radiating Blinding Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired: Blind on up to 15 targets
Radiating Flashing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired on up to 15 targets
Radiating Lurid Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Poison on up to 15 targets
Radiating Miasmatic Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Disease on up to 15 targets
Radiating Numbing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Paralyzed on up to 15 targets
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
Radiating Somnolent Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Fatigued on up to 15 targets
Radiating Stinging Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Pain on up to 15 targets
Radiating Vexatious Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Stat Drain on up to 15 targets
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
Somnolent Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Fatigued on its source at the end of said action
Stinging Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Pain on its source at the end of said action
Vexatious Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Stat Drain on its source at the end of said action
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped

-Bard-
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual

-Beastmaster-
Advanced Roaring Technique- (Passive Ability, Beastmaster) Possessor's Sonic element actions that possess a chance of inflicting Confusion: Fear have said chance increased by 15%
Alternate Costume: Cerberus Tolva- (Stance Ability, Beastmaster) Possessor gains the subtypes Animal & Monster, Possessor gains two additional actions per round if possessor possesses no allies in any battlespace, Possessor cannot summon, Possessor's Base Spirit is reduced by 5, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Chibi-Lion Tolva- (Stance Ability, Beastmaster) Possessor gains the subtype Animal, Possessor counts as having two additional Physical-element Fist Weapon weapons equipped, Possessor's chances of inflicting Charm and Wounded are increased by 30%, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 5, Possessor's Base Agility is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Tolva Cosplaying As Nega-Tolva- (Stance Ability, Beastmaster) Possessor's element becomes Light, Possessor's gains the subtypes 'Animal' and 'Steed', Possessor's name counts as including 'Horse', Possessor's turn-order-determining stat is Spirit, Possessor may make decisions as though it were not affected with Charm or Confusion, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Little Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Sorta-Sharper Teeth- (Passive Ability, Beastmaster) Possessor gains +2 Melee Attack
Small Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Tiny Animal- (Passive Ability, Beastmaster) If possessor is an Animal, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Animal to being Animal to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Transdimensional Zebra Flesh- (Passive Ability, Beastmaster) If possessor is an Animal or Outsider and is Level 35 or greater, possessor gains +9,000 STR, +7,000 CON, +9,000 SPI, and 70% Dodge

-Binder-
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Spirit Loyalty Communing- (Passive Ability, Binder) Possessor's Spirit pets and summons gain 20% Charm Resistance
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats

-Biomancer-
♢Immaculate Self-Forked Clone- (Active Ability, Biomancer) Possessor may, up to once per thread, across all copies of this ability across all individuals, with these trackers being non-resettable, perform an action to summon a non-unique PC that is named 'Forked <Possessor Name> Clone', that has possessor's base stats, that is possessor's PC Type, and that has copies of possessor's abilities, Max 1 summoned
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Phrantoglaabic Muscle- (Passive Ability, Biomancer) Possessor gains +200 Unmodified STR
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
♢Selectively Reintegrate Fork- (Active Ability, Biomancer) Possessor may spend an action to unsummon a PC summoned through possessor's 'Immaculate Self-Forked Clone' ability, gaining replicated copies of all buffs and positive status effects present on said unsummoned PC

-Blazing Sultan-
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff

-Blessing-
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Dol-Quorsii World-Artisan Mode- (Passive Ability, Blessing) Possessor may choose at the beginning of a standard battle thread as an effect that is not a buff to enter 'Dol-Quorsii World-Artisan Mode' as a battlesystem, While possessor has said battlesystem active (and assuming nothing else opposes another battlesystem that is not the standard system on possessor), possessor may not cast spells, cannot use consumables, obtains no effect from abilities that come from pet-based, spell-based, transformation-based, or element-based classes, May maintain 0 World-Artisan's Transmutations, May not equip weapons of subtypes that possessor does not possesses Dol-Quorsii Weapon Proficiency Ratings for, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is F multiplied by .1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is E multiplied by .25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is D multiplied by .5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is C multiplied by 1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is B multiplied by 1.1, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is A multiplied by 1.25, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is S multiplied by 1.5, Has the attack bonuses and stat bonuses of equipped weapons whose associated Dol-Quorsii Weapon Proficiency Rating is SS multiplied by 2, does not suffer attack bonus caps on one equipped weapon, has equipment slots replaced with 1 Weapon slot, 1 Armor slot, 4 Bioaugmenation slots, and 1 (Trinket or Magic Item) slot, may not equip items that are not in said aforementioned slots, and may not summon
Dol-Quorsii Weapon Proficiency Ratings wrote: Assault Matrix: D
Axe: A
Book: D
Hammer: C
Instrument: C
Knife: B
Soul: S
Staff: F
Sword: D
Throwing Weapon: F
Whip: B
Is Better Than Before- (Passive Ability, Blessing) +5,000 to all stats
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combatable on the enemy list that is neither Elite nor a Boss.

-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Understanding of Theoretical Power Assumption- (Passive Ability, Channeler) Possessor gains +300 to all stats and +5,000 MP if any other individual is in the same battle as possessor

-Chef-
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Has Attended Omni Cook-o-Tron Training Course- (Passive Ability, Chef) This character may substitute Omni Cook-o-Trons for Ovens and Stoves, Cooking Implements, Frypans, Woks, Kettles, Refrigerators, Drink Bars, Cutting Boards, Blenders, Basters, Knives, Mixers, Bowls, Grills, Flavor Injectors, Toasters, Waffle Irons, and Juicers when utilizing Secret Formulas
Pro At Making Chutney- (Passive Ability, Chef) Possessor counts as having the abilities 'Chef' and 'Adept Chef Proficiency' when using any Secret Formulas that include the word "Chutney"

-Clearance-
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Mirage Dragon Czar- (Passive Ability, Clearance) Possessor may fight the monster 'Mirage Dragon Czar' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle The Benjamins- (Passive Ability, Clearance) Possessor may fight the monster 'The Benjamins' for drops, This ability cannot be used in combos

-Combatant-
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Punch- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Dicing Punch- (Technique Ability, Combatant) Possessor may use 'Dicing Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack, becomes solely Physical element, and gains '15% inflicts Wounded'.
Dud Punch- (Technique Ability, Combatant) Possessor may use 'Dud Punch' in in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Fist Weapon Wielding I- (Passive Ability, Combatant) +5 to all stats when a Fist Weapon is equipped
Fist Weapon Wielding II- (Passive Ability, Combatant) +25 to all stats when a Fist Weapon is equipped, +50 Melee Attack when a Fist Weapon is equipped
Human-Hunting Punch- (Technique Ability, Combatant) Possessor may use 'Human-Hunting Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Impact Punch- (Technique Ability, Combatant) Possessor may use 'Impact Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.

-Commander-
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale

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

-Countess of Power-
Apprentice Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Control of Energy- (Passive Ability, Countess of Power) Possessor has a 20% chance of being able to cancel the actions of Energy element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Energy- (Passive Ability, Countess of Power) Possessor gains +1% To Hit against Energy element targets
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff

-Crafter-
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Enchanted Item Charge Preservation- (Passive Ability, Crafter) Enchanted Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Scroll Charge Preservation- (Passive Ability, Crafter) Scroll Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points

-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Flame Smash- (Technique Ability, Crusher) Possessor may use 'Flame Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Officially Declared The Breaker of Men- (Passive Ability, Crusher) Possessor counts as possessing 250 additional Crusher abilities for purposes of the unique weapon '*Manbreaker', This ability cannot be used in combos
Ogre Hammermaster's Battle-Pounding War-Stance- (Stance Ability, Crusher) Possessor may wield Weaponx2 Hammers as though they were Weaponx1 Hammers, Possessor's equipped Weaponx2 Hammers gain +1,200 additional Melee Attack
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Stone Smash- (Technique Ability, Crusher) Possessor may use 'Stone Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Earth element.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense

-Dancer-
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge
The King of Swing- (Passive Ability, Dancer) Possessor obtains +2 Fame, Possessor gains 150% To Hit, Possessor may choose, when casting a Dance spell, to gain the element Nobility, Possessor may choose, when casting a Dance spell, to gain a buff that stacks 5 times that provides +10% To Hit and +10% Dodge

-Deathless One-
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 20% Charm Resistance
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Form of Mist- (Stance Ability, Deathless One) Possessor gains +50% Dodge, Possessor gains the subtype Elemental, Possessor loses all base subtypes other than Elemental and Undead, Possessor deals 1/2 Damage, Possessor obtains -50% Critical
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Law of Rage: ALL FLESH SHALL BOIL IN THE PRESENCE OF VAMPIRES- (World Law, Deathless One) Undead whose name includes 'Vampire' or 'Vampiric' have a 500% chance of inflicting Burning, Wounded: Maimed, and Pain on all non-Undead in the same battlespace at the start of each round, Undead whose name includes 'Vampire' or 'Vampiric' remove all Flesh element buffs and debuffs from all individuals in the same battlespace at the start of each round, Undead whose name includes 'Vampire' or 'Vampiric' gain +100% Critical against Bio-Horrors and automatically hit all elemental weaknesses of Bio-Horrors regardless of the actual elements of their actions or attacks, Undead whose name includes 'Vampire' or 'Vampiric' gain the elements Fury and Life, Undead whose name includes 'Vampire' or 'Vampiric' gain +20,000 to all stats, Instances of the entity 'Vampire' from the Enemy List have their natural stats doubled, are naturally Elite, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)

-Demonologist-
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Law of Rage: THE BUZZING OF FLY DEMONS SHALL MELT THE MINDS OF THE WISE- (World Law, Demonologist) Demons have their Disease infliction chances increased by 200%, Instances of Diseased inflicted by Demons gain the text 'If this status effect's possessor is not a Demon, this status effect reduces its possessor's MIN by 15% of its non-status-effect-counting value), Whenever a Demon acts, it applies a debuff that provides -500 MIN that an individual can acquire a max of 5 instances of in a single round that stacks 200 times to all non-Demons in the same battlespace, The attacks of Demons remove all Knowledge element buffs from their targets, Demons deal double MIN Damage to Mindshadows (as an effect that does not stack with any other MIN-Damage-multiplying World Laws), Instances of the entity 'Fly Demon' from the Enemy List have their natural stats doubled, are naturally Elite, gain the elements Life and Fury, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.

-Diabolist-
Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All Demon Magic spells cost possessor 500 less MP to cast
Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast

-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Desire-Seeing Eyes- (Passive Ability, Diviner) Possessor's actions that can inflict Charm may scan their target's stats before their Charm infliction chance occurs, Possessor's chance of inflicting Charm on targets is increased by 15% if possessor has scanned their stats
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Rumor-Punching Battle Detective- (Passive Ability, Diviner) Possessor gains +25% To Hit and +50% Critical against entities who possess a Constant Effect named 'Living Rumor', Possessor's offensive actions scan the stats of entities who possess a Constant Effect whose name is 'Living Rumor'
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Dominator-
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Deft Lash- (Technique Ability, Dominator) Possessor may use 'Deft Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +5% To Hit.
Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped

-Ebon Chancellor-
Absorb Darkness- (Passive Ability, Ebon Chancellor) Possessor Absorbs Darkness against sources below Level 20 if Level 20 or greater
Adept Darkness Synchronization- (Passive Ability, Ebon Chancellor) Amounts of Darkness element Damage possessor deals are increased by 10,000 points, Darkness element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Darkness element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Darkness Immunity- (Passive Ability, Ebon Chancellor) Possessor gains Darkness Immunity against sources below Level 20 if Level 20 or greater
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Elemental Attack-Conversion: Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Greater Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 25,000 points
Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Darkness- (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Partial Channeling of the Wrath of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Voidstruck
Predict the Flow of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5% Dodge against Darkness element individuals
Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)

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

-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Soul Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Souls cost 200 XP less when applying said enhancements to Souls
Whip Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Whips cost 200 XP less when applying said enhancements to Whips

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

-Enslaver-
Accurate Soul Use- (Passive Ability, Enslaver) Possessor gains +1% To Hit when a Soul is equipped
Adept Soul Training- (Passive Ability, Enslaver) Soul weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Soul weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Soul
Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Angels, gains +25% Critical against Angels, gains +5% To Hit against Angels, and gains 5% inflicts Instant Death against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Artifical Array-Core- (Passive Ability, Enslaver) Possessor counts Robot, Machine, and Clockwork as Soul-Array-Approved subtypes
Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Celestials, gains +25% Critical against Celestials, gains +5% To Hit against Celestials, and gains 5% inflicts Instant Death against Celestials.
Cheeseburger Array- (Passive Ability, Enslaver) Whenever possessor performs a 'Soul Array' action, possessor creates 1 temporary 'Cheeseburger'
Cheery Command- (Technique Ability, Enslaver) Possessor may use 'Cheery Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Hope element.
Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Crisis Overcrash: Thousand Faces of Fury- (Technique Ability, Enslaver) Possessor may use 'Crisis Overcrash: Thousand Faces of Fury' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or Overcrash is being used, possessor has not previously acted during the round, and possessor has a Soul equipped. Said action replicates one action performable by each entity in its possessor's Soul Array as though a copy of said entity performed it; said action's possessor then gains a number of actions within this Overcrash-using-action equal to the number of such applications replicated divided by five, rounded down, to a max number of actions gained equal to the number of Stance abilities its performer possesses whose name includes 'Alternate Costume', with its performer exiting all stances and then immediately entering a stance whose name includes 'Alternate Costume' that has not been previously been entered through this ability's effect during the round, with none of these inner-action actions being able to cancel the original action that generated them or stop it from setting its user's MP to 0, with any effect that would cause such to be avoided, such as the round ending or the battle ending, instead having said setting of MP to 0 occur immediately before it and ending all such sub-action actions as well as the original action after it occurs. After performing said action, said action's performer cannot perform additional actions during the round. No action generated by this action or replicated by this action may summon or give individuals actions. No entity in this action's performer's Soul Array may be used as the base of replicating more than once action within the action involving this ability. Said action and its sub-actions may not be countered, save via Overcrashes. Said action sets its user's MP to 0 for the remainder of the thread.
Dangerous Soul Use- (Passive Ability, Enslaver) Possessor gains +1% Critical when a Soul is equipped
Deadly Soul Array Use- (Passive Ability, Enslaver) Possessor increases the Damage values of entities' abilities that are being replicated by possessor's 'Soul Array' ability by 45,000 points and increases their minor and moderate status effect infliction chances by 5%
Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Devas, gains +25% Critical against Devas, gains +5% To Hit against Devas, and gains 5% inflicts Instant Death against Devas.
Dual Soul-Wielding- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has two Souls or a Soul that is a Weaponx2 equipped
Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Eminent Command- (Technique Ability, Enslaver) Possessor may use 'Eminent Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Expert Soul Training- (Passive Ability, Enslaver) The Magical Attack bonus granted by up to one Soul weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Soul)
Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Glowing Command- (Technique Ability, Enslaver) Possessor may use 'Glowing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Greater Banishing Command- (Technique Ability, Enslaver) Possessor may use 'Greater Banishing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Command- (Technique Ability, Enslaver) Possessor may use 'Erasure Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Soul- (Passive Ability, Enslaver) Individuals below Level 20 may not unequip or steal possessor's equipped Souls without possessor's permission
Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Hopeful Command- (Technique Ability, Enslaver) Possessor may use 'Hopeful Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Hope element, and gains '30% inflicts Zealblasted'.
Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Human-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Human-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Slaying Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +1,000 Magical Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Hungering Command- (Technique Ability, Enslaver) Possessor may use 'Hungering Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals HP Drain, and deals 1/2 Damage.
Improved Hexing Command- (Passive Ability, Enslaver) Possessor's 'Hexing Command' technique has its chance of inflicting Hexed increased to 30%
Magical Command- (Technique Ability, Enslaver) Possessor may use 'Magical Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Magic element, and gains '30% inflicts Manablasted'.
Materialize Shapes of the Fallen- (Technique Ability, Enslaver) Possessor may use 'Materialize Shapes of the Fallen' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor has a Soul equipped. Said action may count as coming from a source that is solely the subtypes possessed by any one entity killed by possessor during the current thread (provided that said entity possessed only base subtypes), should such an entity exist
Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Open Dimensional Breaches Through Slaughter- (Passive Ability, Enslaver) If possessor kills at least 10 entities within a round, possessor may, up to once per round, choose to move itself or a willing ally to another battlespace so long as no entity that is either 20 Levels greater than possessor or that is Level 80 or greater that is in either the battlespace being exited or the battlespace being entered objects
Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Shield of Wailing Souls- (Stance Ability, Enslaver) Possessor's equipped Souls provide a Defense bonus equal to the Magical Attack bonus they provide and gain the subtype Aura
Shining Command- (Technique Ability, Enslaver) Possessor may use 'Shining Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shove Soul Into Body- (Active Ability, Enslaver) Possessor may perform an action to resurrect an entity that was killed by a source that is not 20 or more Levels greater than possessor and is not Level 80 or greater, provided said entity was killed on the current round or one of the three rounds preceding it
Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Sorcerous Command- (Technique Ability, Enslaver) Possessor may use 'Sorcerous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted', deals 1/4 Damage, and gains '1 hit against 10'.
Soul Array- (Passive/Active Ability, Enslaver) Possessor possesses a Soul Array, which possesses a Soul Capacity of 5, Possessor may, at the end of a battle in which possessor killed at least one non-summon of a type of enemy that is Level 19 or lower that possesses only subtypes that are considered Soul-Array-Approved subtypes by possessor that is normally fightable for drops on the Enemy List for drops that successfully drops XP for possessor, select one such enemy to place in one of possessor's Soul Array slots, with newly selected entries being able to override previous entries should possessor desire such, Possessor may spend an action to replicate an action performable by one of the enemies in possessor's Soul Array as though a copy of said entity performed said action, Possessor's counts Human, Humanoid, Fae, Monster, Celestial, Angel, Deva, Illuminated, Prime, Daemon, Devil, and Demon as Soul-Array-Approved subtypes
Soul Array Combat Expansion- (Passive Ability, Enslaver) Possessor counts as having an additional Soul equipped for each of possessor's Soul Array slots that is filled; Possessor obtains +500 to all stats for each of possessor's Soul Array slots that is filled
Soul Array Expansion 1- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Soul Array Expansion (Bascaradine-1)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 1
Soul Array Expansion (Bascaradine-2)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Soul Array Expansion (Special)- (Passive Ability, Enslaver) Possessor's Soul Array's Soul Capacity increases by 5
Soul Array Upgrade A- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 39 or lower
Soul Array Upgrade B- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 59 or lower
Soul Array Upgrade C- (Passive Ability, Enslaver) Possessor's Soul Array may contain entities that are Level 79 or lower
Soul-Based Emotion Transfer- (Passive Ability, Enslaver) If possessor is afflicted with Confusion: Enraged, Confusion: Berserk, Confusion: Depression, Charm: Lovestruck, Charm: Lust, Confusion: Fear, or Confusion: Overwhelmed by Laughter, possessor's offensive actions that involve an attack bonus provided by at least one of possessor's equipped Soul weapons may gain a 30% chance of inflicting one of the above conditons that possessor is afflicted with, and, should such an action inflict such an effect on at least one of its targets that is not possessor, possessor may choose to be cured of said affliction instance
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Spirit-Damaging Soul Wielding- (Passive Ability, Enslaver) Possessor's attacks that incorporate the attack bonus of at least one equipped Soul may deal 250 Spirit Damage
Spirit-Grabbing Pull- (Passive Ability, Enslaver) Possessor's attacks that Deal SPI Damage or have a chance of inflicting Stat Drain: SPI Drain gains +5% To Hit if possessor is wielding a Soul
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Superior Soul Array Use- (Passive Ability, Enslaver) Possessor increases the stat values of entities that are being replicated by possessor's 'Soul Array' ability by 5,000 points and increases their minor and moderate status effect infliction chances by 5%
Thirsty Command- (Technique Ability, Enslaver) Possessor may use 'Thirsty Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, deals MP Drain, and deals 1/2 Damage.
Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Torrent of Souls- (Technique Ability, Enslaver) Possessor may use 'Torrent of Souls' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Ranged Overdrive' action so long as possessor possesses a Soul Array with at least one non-unique entity in it, possessor has a Soul equipped, and no other technique is used. Said action, at the end of the action, removes up to 5 non-unique entities from its performer's Soul Array and then replicates one action performable by each such entity as though a copy of said entity performed it.
Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
World Art: A Thousand Unborn Paper Cranes- (Technique Ability, Enslaver) Possessor may use 'World Art: A Thousand Unborn Paper Cranes' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'A Thousand Unborn Paper Cranes', gains +39,000 Magical Attack, gains '1 hit against 1,000', and gains '100% may inflict Wounded: Bleeding and/or Pain'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'A Thousand Unborn Paper Cranes', its possessor gains +30,000 AGI, 60% Dodge, 70% Critical, the subtype Aerial, +30,000 Ranged Attack, +30,000 Magical Attack, and +30% Critical, said individual may add the element Air and/or the element Physical to any of its attacks or actions, said individual, if in an Encounter Area, may choose, whenever an entity below Level 60 would be summoned from that area's encounter table, up to 5 times per round, to instead prevent said summoning and deal 600,000 Flat Air & Physical element Damage to up to 1,000 targets, and summons opposing said individual that are below Level 60 have a 50% chance of not being successfully summoned.
World Art: Crystal Cosmos Command- (Technique Ability, Enslaver) Possessor may use 'World Art: Crystal Cosmos Command' in conjunction with an Overdrive action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Crystal Cosmos Command', gains +200,000 Magical Attack, gains the elements Crystal (2) and Astral, gains '1 hit against 10,000,000', and gains '30% inflicts Dominion on targets that are not 20 or more Levels greater than performer'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Crystal Cosmos Command', its possessor gains +200,000 SPI, +180,000 MIN, 30% Crystal (2) Resistance, 30% Astral Resistance, the subtypes Golem and Magic Being, +200,000 Magical Attack, and '5% inflicts Dominion', said individual may add the element Crystal (2) and/or Astral to any of its attacks or actions, and becomes Immune to Dominion from lower-Level sources below Level 90.
World Art: Demon Master's Foul Dominion- (Technique Ability, Enslaver) Possessor may use 'World Art: Demon Master's Foul Dominion' in conjunction with an 'Overdrive', 'Melee Overdrive', or 'Snipe' action so long as no other Technique whose name includes 'World Art' in its name is used and possessor is Level 40 or greater. Said action sets its user's Active World Art to 'Demon Master's Foul Dominion', gains +100,000 Magical Attack, +100,000 Melee Attack, and +100,000 Ranged Attack, gains the element Darkness, gains '2 hit against 2,000,000', and gains '30% inflicts Smitten: Great Atrocity'; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Demon Master's Foul Dominion', its possessor gains +100,000 to all stats, +100,000 Magical Attack, Melee Attack, and Ranged Attack, 40% Darkness Resistance, the subtypes Demon and Outsider, and '15% inflicts Smitten: Great Atrocity'
World Art: Malice of the Grave-Scaled City- (Technique Ability, Enslaver) Possessor may use 'World Art: Malice of the Grave-Scaled City' in conjunction with a 'Melee Overdrive' action so long as no other Technique whose name includes 'World Art' in its name is used. Said action sets its user's Active World Art to 'Malice of the Grave-Scaled City', gains +45,000 Melee Attack, gains '100% inflicts Fear', gains '100% inflicts Fatigued: Stun', and may not be countered by non-Undead below Level 60; an additional Technique whose name does not include 'World Art' may be used as part of the same action as this technique. While an individual's World Art is set to 'Malice of the Grave-Scaled City', its possessor gains +40,000 CON, +36,000 STR, +36,000 Defense, the subtype Undead, and may, when targeted with a counter, but before said counter generates any attacks, choose to gain the subtype Large Structure as a non-stacking buff until the end of the round, and, if hit by any hit generated by an attack that is part of such a counter in response to which said buff was gained, may choose to summon up to 2 Undead of lower Level that are below Level 60, with a max of 40 such Undead summoned.
Zealous Command- (Technique Ability, Enslaver) Possessor may use 'Zealous Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Hope element, and gains '15% inflicts Zealblasted'.

-Eternal Champion-
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Basic Acceleration Within Hope's Dominion- (Passive Ability, Eternal Champion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Hope- (Passive Ability, Eternal Champion) Possessor gains +1% To Hit against Hope element targets
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff

-Evermason-
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Sculptor of Bone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Bone' gain +200 to all stats
Sculptor of Clay- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Clay' or 'Mud' gain +300 to all stats
Sculptor of Crystal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Crystal', 'Jewel', or 'Gem' gain +400 to all stats
Sculptor of Metal- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Metal', 'Iron', 'Steel', 'Brass', 'Gold', or 'Silver' gain +400 to all stats
Sculptor of Stone- (Passive Ability, Evermason) Possessor's Golem pets and summons whose name includes 'Stone' or 'Rock' gain +300 to all stats

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

-Flux Baron-
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Body of Blades- (Passive Ability, Flux Baron) Possessor's abilities which solely add stat bonuses along with bonuses to Physical element attacks of normal damage or Physical element attacks of normal damage to possessor's pets and summons also apply to possessor
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

-Force Mage-
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack

-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
छA Hint of Fame in the Spice Pits- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles

-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present

-Gigas Knight-
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Guardian Frame- (Passive Ability, Gigas Knight) Possessor gains +30,000 Defense against Stat Damage if possessor is wearing a Grand Armor
♢The Juggernaut- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor ignores Resistances of a percentage equal to or lower than possessor's Level that are possessed by entities of lower Level than possessor

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

-Heir to the Future-
Apprentice Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Technology- (Passive Ability, Heir to the Future) Possessor gains +1% To Hit against Technology element targets
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff

-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance

-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

-Kinetic Emperor-
Apprentice Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Partially Unfettered by the Bonds of Physical- (Passive Ability, Kinetic Emperor) Possessor gains 5% Wounded Resistance

-Legend Drover-
Basic Legend Drover Knowledge- (Passive Ability, Other: Legend Drover) Possessor's Great Beast pets and summons gain (+1,000 HP, +1,000 MP, +100 to Damage dealt, and +100 to all stats) if possessor does not have more than three Great Beast pets or summons

-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped

-Master of Monsters-
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Monster Loyalty Training- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain 20% Charm Resistance
Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +20 to all stats
Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 to all stats
Offensive Monster Training I- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 50 points
Offensive Monster Training II- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons have the Damage values of their abilities increased by 500 points

-Matrix Keeper-
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Human-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Human-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Humans and gains +5% To Hit against Humans.
♢Matix-Based Autoscan- (Passive Ability, Matrix Keeper) Whenever possessor performs an attack that involves the attack bonus of an Assault Matrix possessor has equipped, possessor scans the stats of said attack's targets
Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Shadow Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Shadow Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and Magical Attack and becomes solely Darkness element.
Umbral Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Umbral Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.

-Mentalist-
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally

-Merchant-
Alternate Costume: Bascaradine-Advertising Sandwich-Signboard Tolva- (Stance Ability, Merchant) Possessor's element becomes Technology, Possessor gains 5% additional Gold (to a max of 1,000,000 additional Gold per thread) from standard battles and random quests, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'.
Alternate Costume: Ritzy Duds Tolva- (Stance Ability, Merchant) Possessor counts as possessing 50,000,000 additional Gold for purposes of effects that check how much Gold possessor has, Possessor gains the element Wealth, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Food Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Food consumables
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

-Mind Lord-
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 5% Psychic Resistance
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 10% Psychic Resistance
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Monk-
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Alternate Costume: Fig Leaf Tolva- (Stance Ability, Monk) Possessor counts having no armor equipped for purposes of Unarmed Technique spells and Monk abilities, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Luchador Tolva- (Stance Ability, Monk) Possessor's element becomes Physical, Possessor deals (Possessor Level * 2,500) additional Damage with Damage-dealing attacks that involve the casting of Unarmed Technique spells, Possessor counts as wearing an additional Physical element Clothes and an additional Physical element Mask, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 7, Possessor's Base Constitution is increased by 3, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Can Control Own Blood Flow- (Passive Ability, Monk) Possessor gains 20% Wounded Resistance against sources below Level 20, Possessor's natural per-round chance of recovering from Wounded increases by 5%
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Fly-Snatching Art- (Passive Ability, Monk) Possessor treats targets who are below Level 20 and have more than 30% Dodge as though they possessed 30% Dodge
Follow-Up Submission Hold- (Technique Ability, Monk) Possessor may use 'Follow-Up Submission Hold' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor casts an Unarmed Technique spell as part of said action. Said attack gains a 5% chance of inflicting Paralysis.
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training II- (Passive Ability, Monk) 15% Fatigued Resistance
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Inconsiderate Bodyslam Maneuver- (Technique Ability, Monk) Possessor may use 'Inconsiderate Bodyslam Maneuver' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +75 Melee Attack, gains a 25% chance of inflicting Confusion: Stun, may move targets below Level 40 to a different row of its caster's choice in the same row-order formation, and gains a 50% chance of inflicting Confusion: Enraged.
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Melee Dodging- (Passive Ability, Monk) Possessor gains 20% Dodge against offensive actions that use Strength as their Prime Attribute
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Pro Wrestler- (Passive Ability, Monk) +500 STR, +500 CON, 50% Fatigued Resistance, +35% Paralyzed Resistance, +35% Fatigued: Knocked Out Resistance, +35% Fatigued: Prone Resistance, Possessor's Physical element actions and attacks have their chances of inflicting Paralyzed, Fatigued: Knocked Unconscious, and Fatigued: Prone increased by 30% as a non-stacking effect
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Relay Racer- (Passive Ability, Monk) When possessor enters a battlespace, possessor may obtain and optionally equip an item carried or equipped by a willing ally in that battlespace; when a PC ally of possessor enters the battlespace possessor is in, possessor may, if that ally is willing, trade that ally an item that possessor is carrying or has equipped and let them optionally equip it
Still Heartbeat- (Passive Ability, Monk) Each thread, possessor ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Without Physical Needs- (Passive Ability, Monk) Possessor gains Fatigued: Drowsy, Fatigued: Starvation, and Fatigued: Dehydration Immunity
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Absolute Inferno-Soul Style wrote:Absolute Inferno-Soul Style- (Stance Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage), Possessor gains the element Ki.
Debilitation-Burning Essence Conflagration- (Passive Ability, Monk) At the start of each round, if possessor is in 'Absolute Inferno-Soul Style' stance, possessor is cured of one minor negative status effect, one moderate negative status effect, or (one debuff from a source below Level 80).
Final Pyrestrike- (Technique Ability, Monk) Possessor may use 'Final Pyrestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, and individuals it kills cannot be resurrected by sources below Level 80.
Inferno-Soul Essence Conversion- (Technique Ability, Monk) Possessor may use 'Inferno-Soul Essence Conversion' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gives its performer a non-stacking buff that converts no more than a total (Possessor's Level * 1,000) points of CON, MIN, and SPI into an equal number of points distributed between STR, AGI, and SPI.
Ki-Igniting Strike- (Technique Ability, Monk) Possessor may use 'Ki-Igniting Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 200% chance of inflicting Overload: Unbalanced Essence, and gains a 200% chance of inflicting an instance of Burning that deals Ki-element Damage and that possesses no natural per-round recovery chance but that can apply Defense against the element Fire or the element Ki against the Damage it deals.
Master of Absolute Inferno-Soul Style- (Passive Ability, Monk) Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage). Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Pattern-Holocaust Strike- (Technique Ability, Monk) Possessor may use 'Pattern-Holocaust Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Absolute Inferno-Soul Style' stance. Said action gains +1,000,000 Melee Attack, gains a 100% chance of inflicting Overload: Unbalanced Essence, removes all (buffs, minor positive status effects, and moderate positive status effects) from sources below Level 80 from its target, and gives its target a non-stacking debuff that makes its possessor unable to possess buff slots.
Arcane Talon Style wrote:Arcana-Ripper- (Technique Ability, Monk) Possessor may use 'Arcana-Ripper' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) from each target, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage to that target.
Arcane Assassin- (Passive Ability, Monk) If possessor is in 'Arcane Talon Style' Stance, possessor gains +3,500 to all uncapped stats for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) that possessor possesses, to a max of 5 such buffs. Possessor deals 120,000 additional Damage to entities for each different base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they possess or each different base Spell subtype Spell (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) they have equipped, to a combined max of 10 such buffs or spells.
Arcane Talon Style- (Stance Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)
Mage-Devouring Strike- (Technique Ability, Monk) Possessor may use 'Mage-Devouring Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +12,000 Melee Attack and destroys up to 5 base Spell subtype spells (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) equipped by each target that are worth under 60,000,000 Gold and are non-unique, and, for each such spell it successfully destroys in this manner, it deals 240,000 additional Damage to the target.
Master of Arcane Talon Style- (Passive Ability, Monk) Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), possessor counts as possessing 7 additional Wizard abilities and 7 additional Ninja abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Rush from Within the Pattern- (Technique Ability, Monk) Possessor may use 'Rush from Within the Pattern' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action gains +9,000 Melee Attack against targets that possess at least one base spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic) or that have at least one base subtype spell equipped (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic), gains +120% To Hit against such targets, and that deals full Damage to such targets if they are in the back row.
Spelltalon Strike- (Technique Ability, Monk) Possessor may use 'Spelltalon Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, a Ninjutsu, Wizard Magic, or Unarmed Technique spell is cast as part of said action, and possessor is in 'Arcane Talon Style' Stance. Said action removes up to 5 different base Spell subtype buffs (excluding Hypertech, Biomancy, Combat Arts, Thief Arts, Archery, Gunslinging, and Ethereal Magic) from its performer, and for each such buff it successfully removes in this manner, it deals 120,000 additional Damage.
Awakened Battle-Aura Style wrote:Automatic Ki-Dodge- (Passive Ability, Monk) If possessor is in 'Awakened Battle-Aura Style' stance, possessor gains 100% Dodge and possessor's Dodge value cannot be reduced or treated as lower by sources below Level 80.
Awakened Aura-Waves- (Passive Ability, Monk) At the start of each round, if possessor is in 'Awakened Battle-Aura Style' stance, possessor may choose to have a 300% chance of inflicting Confusion: Fear, Fatigued: Stun, and/or Charm: Impressed on up to 3,000,000 entities (choosing the same combination of status effects for all such entities) and may choose to Defeat any number of opponents below Level 40.
Awakened Battle-Aura Style- (Stance Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to their corresponding unmodified values, Possessor gains the element Ki.
Ki-Warp Fist-Barrage- (Technique Ability, Monk) Possessor may use 'Ki Teleportation Fist-Barrage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Awakened Battle Aura Style' stance. Said action counts as coming from a source in the same row as each of its targets (with respect to each target individually), gains '5 hits against 20,000', and gains +100% To Hit.
Master of Awakened Battle-Aura Style- (Passive Ability, Monk) Possessor gains a bonus to possessor's uncapped stats equal to half of their corresponding unmodified values, rounded up. Possessor counts as possessing 7 additional Enlightened Sensei abilities for prerequisite purposes, possessor counts as having mastered a Fourth-Degree Martial Art for prerequisite purposes.
Supercharge Ki- (Technique Ability, Monk) Possessor may use 'Supercharge Ki' in conjunction with a 'Meditate' action so long as no other technique is used and possessor is in 'Awakened Battle-Aura Style' stance. Said action gives its performer a buff that stacks 200 times that cannot be carried between battles in a buff slot that vanishes if its possessor leaves 'Awakened Battle-Aura Style' stance that doubles the Damage dealt by its possessor's next attack (to a max of its possessor's Level * 1,000,000 additional Damage across all stacked instances of the buff).
Unyielding Awakened Soul- (Passive Ability, Monk) Once per thread, when possessor is in 'Awakened Battle-Aura Style' stance, when an action or attack from a source that is not above Level 80 and is not 20 or more Levels greater than possessor would kill or defeat posessor, possessor may choose to ignore said action or attack.
Bat Style wrote:Bat Fights Within the Night- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor gains Impaired: Blind Immunity.
Bat Style- (Stance Ability, Monk) Possessor gains +500 SPI and +5% To Hit.
Bat Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack and +400 Magical Attack if wielding a Soul while in 'Bat Style' stance. Possessor may use Techniques that require possessor be in 'Bat Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Soul. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Magical Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Soul and in 'Bat Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Magical Attack' action if possessor is wielding a Soul and is in 'Bat Style' stance. Possessor counts as possessing 8 additional Enslaver abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bat Style'.
Ears of Bat- (Passive Ability, Monk) If possessor is in 'Bat Style' stance, possessor obtains +15% To Hit and +15% Dodge.
Enemy-Locating Shout- (Technique Ability, Monk) Possessor may use 'Enemy-Locating Shout' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +15% To Hit and provides its possessor with +15% To Hit against opponents of its performer as a non-stacking buff, with said buff ceasing to apply against particular individuals as soon as they act.
Master of Bat Style- (Passive Ability, Monk) Possessor gains +500 SPI and +5% To Hit while in 'Bat Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Nocturnal Predator's Claw- (Technique Ability, Monk) Possessor may use 'Nocturnal Predator's Claw' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +500 Melee Attack and ignores To Hit penalties on its performer that come from debuffs from sources below Level 40.
Vampire Kisses Oh-So Softly- (Technique Ability, Monk) Possessor may use 'Vampire Kisses Oh-So Softly' in conjunction with a 'Melee Attack' or 'Attack With Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Bat Style' stance. Said action gains +300 Melee Attack, gains a 50% chance of inflicting Wounded: Bleeding, gains a 50% chance of inflicting Impaired: Numb, and cannot be countered by sources below Level 40.
Raging Flame Style wrote:Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
-Mountain King-
Apprentice Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Earth- (Passive Ability, Mountain King) Possessor gains +1% To Hit against Earth element targets
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff

-Musician-
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Banjo- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Banjo' in its name equipped
Can Play the Bongos- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bongo' in its name equipped
Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
One Wild Beat- (Passive Ability, Musician) Once per round, when possessor performs an attack that incorporates an attack bonus of an Instrument with 'Bongo' in its name, one of possessor's Animal allies or Beast element allies may immediately be given an action

-Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Deathfeasting- (Passive Ability, Necromancer) Possessor may choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger (2)- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromantic Drain Augmentation- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 5,000 points
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers

-Ninja-
Apprentice Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 50 more points per such stat
Basic Ninja Combat Training- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, and all Ninjutsu spells possessor casts that possess a Ranged Attack bonus gain +10 additional Ranged Attack, Possessor gains +50 AGI
Basic Ninjutsu Attunement- (Passive Ability, Ninja) All Ninjutsu spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Ninjutsu spells that buff caster's stats do so by 5 more points per such stat
Blurred While Running- (Passive Ability, Ninja) Possessor gains +200 AGI, Possessor gains +5% Dodge against sources below Level 60 as a non-stacking bonus on rounds during which possessor has performed a 'Shift Rows' action
Fast Ninjutsu- (Passive Ability, Ninja) Possessor may declare that possessor will cast a 'Ninjutsu' spell as part of possessor's first action of the round at the start of a round, If possessor does so, possessor must perform such an action as possessor's first action of the round, with all actions of possessor's where such is not possible being skipped until either said action is performed or the end of the round occurs, with things that would occur before and after said skipped actions still occurring, with possessor obtaining a non-stacking buff that provides +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes during any round during which possessor makes such a declaration
Ninja- (Passive Ability, Ninja) All Ninjutsu spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Ninjutsu spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Ninja Wall Run- (Passive Ability, Ninja) Possessor gains +100 AGI, Possessor pierces 500 Defense of Large Structures, Possessor may deal full Damage to targets below Level 20 that are in the back row
Ninjutsu Casting I- (Passive Ability, Ninja) Ninjutsu spells cost possessor 20 less MP to cast
Ninjutsu Casting II- (Passive Ability, Ninja) Ninjutsu spells cost possessor 200 less MP to cast
Smoke Trick Training- (Passive Ability, Ninja) Dodge buffs granted by Ninjutsu spells give possessor an additional +1% Dodge against sources below Level 20 as an effect that stacks 5 times
Trick Body Swap- (Passive Ability, Ninja) Once per round, when possessor is the target of an offensive action with a lower-Level source that is below Level 20, possessor may, with a 20% chance of success, choose to change the target of said action to a willing ally

-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Bound Rumor-Skull Demon in Tongue- (Passive Ability, Pactmaker) Possessor's 'Attack with Finesse' actions may gain 'Deals HP Drain', Whenever possessor deals HP Drain to an entity, possessor may choose to have a 300% chance of inflicting Hexed on it.
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

-Parasite-
Basic Needle Training- (Passive Ability, Other: Parasite) Possesor gains +6 Melee Attack if possessor has a Needle equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 60 points if possessor has a Needle equipped.
Apprentice Needle Training- (Passive Ability, Other: Parasite) Possessor gains +50 Melee Attack if possessor has a Needle equipped. Quantities of HP Drain and MP Drain possessor deals are increased by 500 points if possessor has a Needle equipped.
Parasite- (Passive Ability, Other: Parasite) Possessor gains +(700 +10 * Possessor's Level) Melee Attack and +(50 + 5 * Possessor's Level) to all stats if possessor has a Needle equipped. Quantities of HP Drain and MP Drain possessor deals are increased by (10,000 +100 * Possessor's Level) points if possessor has a Needle equipped.

-Power Trooper-
♢Flawless Motion of the Iron Mastermind- (Passive Ability, Power Trooper) Possessor ignores the Agility penalties of any Power Armor possessor has equipped

-Prophet of the Darkest Abysses-
Base Fiend Synchronicity- (Passive Ability, Prophet of the Darkest Abysses) Possessor may treat Fiend as a base subtype
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats

-Protector-
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Gymnastics- (Passive Ability, Protector) Possessor gains 20% Dodge while wearing Light Armor and +300 AGI while wearing Light Armor
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Lightning Don- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, equip said Light Armor
Protector- (Passive Ability, Protector) Possessor gains +(50 * Possessor Level) Defense and AGI if possessor has a Light Armor equipped, Possessor gains +(25 * Possessor Level) to all non-AGI stats if possessor has a Light Armor equipped
Rapid Armor Change- (Passive Ability, Protector) Possessor may, once per round, upon acquiring a Light Armor, unequip a Light Armor and then equip said Light Armor
Remove Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, unequip a single Light Armor item
Spry While Armored- (Passive Ability, Protector) Possessor gains 105% To Hit, 7% Dodge, and +250 AGI while wearing Light Armor

-Radiant Hierophant-
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Ravager-
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Internalized Weapon-Crystal: Axe- (Passive Ability, Ravager) Possessor's Dol-Quorsii Weapon Proficiency Rating for Axe increases to A
Raging Swordsmaster- (Passive Ability, Ravager) Each Sword equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats

-Scholar-
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Dud Passage- (Technique Ability, Scholar) Possessor may use 'Dud Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Scholar equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.

-Scientist-
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
♢Sublime Weakness Analysis- (Passive Ability, Scientist) Possessor treats the Weaknesses of possessor's opponents as being 25% higher, Possessor may ignore up to 25% Resilience from each source that is an Armor or a buff with at least one base subtype that is granting one of possessor's opponent's an increased Resilience value
♢Master Analyst- (Passive Ability, Scientist) Possessor's scan attempts are rolled twice, with possessor choosing which of the two results to take
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

-Seakeeper-
Alternate Costume: Pirate Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor's Vessel transformations have their stats raised by (250 * Possessor Level), Possessor counts as wearing an additional Water element Clothes and an additional Water element Hat, Possessor's Base Spirit is reduced by 10, Possessor's Base Strength is increased by 3, Possessor's Base Agility is increased by 2, Possessor's Base Constitution is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Alternate Costume: Swim Trunks Tolva- (Stance Ability, Seakeeper) Possessor's element becomes Water, Possessor gains 40% Water Resistance, Possessor's Charm infliction chances are increased by 30%, Possessor counts as wearing an additional Water element Clothes, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Known as the Janitor of the Shellfish- (Passive Ability, Seakeeper) Possessor gains +1 Fame, Possessor may, once per round, after any entity's action, remove a debuff from a source below Level 50 from an Aquatic whose name includes 'Shrimp', 'Lobster', 'Crab', 'Crustacean', 'Clam', 'Mussel', 'Oyster', or 'Shell'.

-Shadow Blade-
Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Deva-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deva-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Knife-Fighter- (Passive Ability, Shadow Blade) Possessor gains +1% To Hit, +1% Dodge, and deals 200 additional Damage while possessor has a Knife equipped
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped

-Shadow Duke-
Adept Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Umbral summon, Possessor's unmodified stats increase by 200 points if possessor is an Umbral
Advanced Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 60% Charm Resistance
Apprentice Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Shadow Duke Knowledge- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Umbral Loyalty Communing- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain 20% Charm Resistance
Shadow Duke- (Passive Ability, Other: Shadow Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Umbral pet only, This ability provides +50 HP and +10 to all stats of possessor's Umbral pets and summons per Level of possessor
Umbral Communing I- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +20 to all stats
Umbral Communing II- (Passive Ability, Other: Shadow Duke) Possessor's Umbral pets and summons gain +100 to all stats
Unified Knowledge of Shadows and Umbra- (Passive Ability, Other: Shadow Duke) Possessor may count Shadow Duke abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Shadow Duke abilities (including for prerequisite purposes)

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source

-Slasher-
Adept Murder Arts Attunement- (Passive Ability, Slasher) Murder Arts spells cost possessor 10,000 less HP or MP to cast, Murder Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Murder Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Basic Murder Arts Attunement- (Passive Ability, Other: Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +10 Melee Attack, Murder Arts spells cost possessor 10 less MP to cast
Slasher- (Passive Ability, Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Murder Arts spells cost possessor (250 * Possessor Level) less HP or MP to cast
Tried to Become a Superhero But Accidentally Became a Mass Murderer Instead (Whoops)- (Passive Ability, Other: Slasher) Possessor's Superhero abilities lose their text, Possessor's Critical Damage multiplier is increased by 1


-Smith-
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Hammersmith- (Passive Ability, Smith) All Hammers equipped give +20 CON
Heavy Armor Crafter- (Passive Ability, Smith) +50 Defense if a Heavy Armor is equipped
♢Impregnable Iron Shell- (Passive Ability, Smith) The first time per thread that possessor equips each armor that possessor created during this thread, possessor obtains a buff that stacks 12 times that prevents the application of a debuff from a source equal to or below possessor's Level to its possessor, with said buff vanishing if the armor that was equipped to provide it becomes unequipped
♢Master Ironworker- (Passive Ability, Smith) If possessor is wearing an Armor that possessor created during the current thread, possessor is Immune to Damage from sources of lower Level than possessor and is Immune to sources 10 or more Levels below possessor
♢Smith of Perfection- (Passive Ability, Smith) Items created by possessor cannot be destroyed by sources equal to or below possessor's Level
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

-Snow Queen-
Apprentice Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Ice- (Passive Ability, Snow Queen) Possessor gains +1% To Hit against Ice element targets
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff

-Spatial Mage-
♢Transspatially Override Forked Copy- (Active Ability, Other: Spatial Mage) Possessor may spend an action to unsummon a PC summoned through possessor's 'Immaculate Self-Forked Clone' ability, entering the battespace it was present in so long as no individual 20 or more Levels greater than possessor in either possessor's battlespace or said summoned PC's battlespace objects

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Phone In The Bros- (Technique Ability, Summoner) Possessor may use 'Phone In The Bros' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has more summons present than any other individual currently in the same battle. Said action has summon caps involved in it increased from 200 to 250 (provided they are already 200 and not being able to increase them above 250) as a buff that stacks 3 times that sits on the summoner that said caps are the caps for, and gives all summons summoned through it +16,000 STR as a non-stacking buff.
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats

-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bolt Slash- (Technique Ability, Swordsman) Possessor may use 'Bolt Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Electrical element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Frost Slash- (Technique Ability, Swordsman) Possessor may use 'Frost Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.


-Thief-
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
I'm Not Touching You Battle-Chant- (Technique Ability, Thief) Possessor may use 'I'm Not Touching You Battle-Chant' in conjunction with a 'Cast a Spell', 'Defend', 'Rest', or 'Meditate' action so long as no other technique is used and possessor has dealt more total Damage outside of actions to opposing entities throughout the course of the the same thread than any other individual currently in the same battle. Said action, provided that it does not target any opponents, gives its caster a buff that, when removed, has a 200% chance of inflicting Confusion: Berserk on all opposing entities that its possessor dealt Damage to outside of actions during the round before it is lost in said manner.
Pirate (2)- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast

-Thunder Czar-
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Electrical- (Passive Ability, Thunder Czar) Possessor gains +1% To Hit against Electrical element targets
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff

-Transmuter-
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Coughdrop-Essence-Infused Throat- (Passive Ability, Transmuter) Possessor gains 50% Impaired: Mute Resistance
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

-Umbramancer-
Adept Shadow Magic Attunement- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 10,000 less MP to cast, Shadow Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Shadow Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack

-Unbowed Berserker-
Absorb Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Absorbs Fury against sources below Level 20 if Level 20 or greater
Adept Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Amounts of Fury element Damage possessor deals are increased by 10,000 points, Fury element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Fury element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense against Fury
Apprentice Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Fury Resistance
Apprentice Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats for each Fury element item equipped, Possessor's Fury element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +100 to all stats
Apprentice Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury
Basic Acceleration Within Fury's Dominion- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fury
Basic Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +50 to all stats
Basic Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 Defense against Fury
Basic Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 1% Fury Resistance
Basic Fury Synchronization- (Passive Ability, Other: Unbowed Berserker) Possessor gains +25 to all stats if Fury element
Basic Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +10 to all stats
Basic Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +50 to all stats while in a Zone of Fury
Call Forth the Living Fury- (Active Ability, Other: Unbowed Berserker) Possessor may spend an action to summon 5 Elementals that are Fury element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor has a 20% chance of being able to cancel the actions of Fury element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Deployable RAGE ROCKETS!- (Passive Ability, Other: Unbowed Berserker) If possessor if Fury element, possessor's turn-order-determining stat sum is increased by 500 points for turn-order-determining purposes while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Emanate Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element Damage to up to 10 targets
Empowered By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Fury
Fury Immunity- (Passive Ability, Other: Unbowed Berserker) Possessor gains Fury Immunity against sources below Level 20 if Level 20 or greater
Fury Manipulation- (Passive Ability, Other: Unbowed Berserker) Possessor may choose one of the following at the beginning of each round if Fury element: Create a Zone of Fury, Remove a Zone of Fury created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fury by either possessor or a source below Level 20, Add Fury to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fury element on a Fury element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fury, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fury, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fury element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fury to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fury, 5% Fury Resistance, or +50 Defense against Fury and 1% Fury Resistance until the end of the round as a non-stacking buff
GET OUT OF MY HEAD!- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, if an individual of lower Level would inflict Charm on possessor, possessor is instead not afflicted with Charm and deals 300,000 Flat Fury element Damage to said source
Greater Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor obtains Fury element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5,000 Defense against Fury
Improved Defenses that Utilize Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +2,000 Defense if possessor has any Fury-element items equipped that provide a Defense bonus
Improved Fury Resistance- (Passive Ability, Other: Unbowed Berserker) Possessor gains 10% Fury Resistance
Improved Understanding of the Heart of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Fury element allies gain +250 to all stats
Improved Weaponization of Fury- (Passive Ability, Other: Unbowed Berserker) Quantities of Fury element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +1,000 to all stats while in a Zone of Fury
Improved Zonal Fury Empowerment- (Passive Ability, Other: Unbowed Berserker) Possessor gains +500 to all stats while in a Zone of Fury, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Fury
Meditative Assumption of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor may choose, at the beginning of a thread, to become solely Fury element
Nourish Fury- (Passive Ability, Other: Unbowed Berserker) Whenever possessor deals HP or MP healing to an Fury element individual, possessor deals 300 additional points
Nourished By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Fury
Partial Channeling of the Wrath of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Overwhelmed
Partially Unfettered by the Bonds of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains 5% Burning: Consumed by Rage Resistance
Predict the Flow of Fury- (Passive Ability, Other: Unbowed Berserker) Possessor gains +5% Dodge against Fury element individuals
Reflect Fury- (Passive Ability, Other: Unbowed Berserker) Possessor Reflects Fury against sources below Level 20 if Level 20 or greater
Soothing Fury Emanation- (Passive Ability, Other: Unbowed Berserker) Whenever possessor absorbs Damage that is Fury element Damage, Possessor may choose to deal 10,000 Flat Fury element HP Healing to up to 10 targets that are Fury element
SOUND-OVERWHELMING ENDLESS FURY YELL- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor and possessor's allies obtain +50,000 Defense against Sonic as a non-stacking effect and possessor's opponents have a 30% chance of being afflicted with Impaired: Deaf at the start of each round
Unbowed Berserker- (Passive Ability, Other: Unbowed Berserker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fury Resistance, Possessor ignores Fury Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Unfaltering Furious Offense Stance- (Stance Ability, Other: Unbowed Berserker) If possessor is Fury element and in this stance, whenever a Constant Effect, Passive Ability, or buff present on an opponent of possessor would deal Damage to possessor because possessor conducted an attack or offensive action that targeted them, said quantity of Damage is reduced by 300,000 points
Uplifted By Fury- (Passive Ability, Other: Unbowed Berserker) If possessor is Fury element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Fury
Zonal Fury Control- (Passive Ability, Other: Unbowed Berserker) Possessor may, at the start of each round, choose one Zone of Fury that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

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

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warp- (Active Ability, Wanderer) Possessor may spend an action to enter another existing battlespace so long as no entity that is either (Level 80 or greater or that is 20 or more Levels greater than possessor) that is in either the battlespace possessor is leaving or the battlespace possessor is entering objects

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Eerie Spell- (Technique Ability, Warlock) Possessor may use 'Eerie Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Necromancy or Dark Magic spell is cast. Said action gains a 50% chance of inflicting Confusion: Fear and a 75% chance of inflicting Confusion: Fear: Disconcerted.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.

-Warmaster-
Apprentice War Synchronization- (Passive Ability, Warmaster) Possessor gains +50 to all stats for each War element item equipped, Possessor's War element pets and summons gain +250 to all stats
Apprentice Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within War's Dominion- (Passive Ability, Warmaster) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of War
Basic War Synchronization- (Passive Ability, Warmaster) Possessor gains +25 to all stats if possessor is War element
Basic Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of War- (Passive Ability, Warmaster) Possessor gains +50 to all stats while in a Zone of War
Control of War- (Passive Ability, Warmaster) Possessor has a 20% chance of being able to cancel the actions of War element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: War- (Technique Ability, Warmaster) Possessor may use 'Elemental Attack-Conversion: War' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is War element and no other technique is used. Said action becomes solely the element War.
Improved Weaponization of War- (Passive Ability, Warmaster) Quantities of War element Damage dealt by possessor are increased by 5,000 points
War Manipulation- (Passive Ability, Warmaster) Possessor may choose one of the following at the beginning of each round if War element: Create a Zone of War, Remove a Zone of War created by either possessor or a source below Level 20, Remove an effect attached to a Zone of War by either possessor or a source below Level 20, Add War to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is War element on a War element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of War, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of War, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a War element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add War to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against War, 5% War Resistance, or +50 Defense against War and 1% War Resistance until the end of the round as a non-stacking buff

-Warrior-
Alternate Costume: Nexus Games Champion Tolva- (Stance Ability, Warrior) Possessor's Base stats are increased by 1 if possessor's Fame is higher than that of any other individual in the same battlespace, Possessor's Fame is increased by 5, This Stance does not count towards the maximum number of Stances that possessor may be in at one time unless any other Stance that possessor is in has its name include 'Alternate Costume'
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Improved Fortitude- (Passive Ability, Warrior) +80 CON, 20% Poison Resistance, 15% Stat Drain: CON Drain Resistance, 5% Disease Resistance
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

-Wind Duke-
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Air- (Passive Ability, Wind Duke) Possessor gains +1% To Hit against Air element targets

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

-Misc-
Ate Empowered Sugar Stars- (Passive Ability, Permanent Item Effect) Possessor obtains +4,500 MP, This ability may not be used in combos.
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Dissection Hand- (Passive Ability, Doombringer) Possessor gains +5,000 Melee Attack, Up to once per round, when possessor kills a target with an attack that incorporates possessor's Melee Attack bonus, possessor may scan its stats, and, if possessor either had already scanned its stats or said scan is successful, possessor may replicate a buff from said target (before it is removed due to the target's death if it would be removed upon the target's death) onto possessor
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Inventory System- (Passive Ability, Reality Coder) Possessor may bring up to 99 of up to 99 different items into threads unequipped
Potion-Storing Sac-Organ- (Passive Ability, Mad Scientist) When possessor would obtain a buff or debuff from a Potion that is non-unique that is worth under 30,000,000 Gold, possessor may choose, if this ability does not have a buff or debuff attached to it, to instead attach the buff or debuff to this ability; possessor may, at the start of any round, detach a buff or debuff from this ability and acquire it
Resistant Costumes- (Passive Ability, Spy) If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements
Thunderbird's Prophet- (Passive Ability, Shaman) Possessor deals 10,000,000 additional Damage with 'Thunderbird's Plume' consumables to bosses
Wreath of Purity- (Technique Ability, Healer) Possessor may use 'Wreath of Purity' in conjunction with a 'Cast a Spell' action so long as no other technique is used and possessor has a greater sum total of different Resistances (not counting Immunities and only counting Resistances that do not only exist during certain conditionals) than any other individual currently in the same battle. Said action attaches a non-stacking buff to its performer that increases its performer's already-existing Resistances to Tier 1 and 2 elements, minor status effects (including sub-status effects), moderate status effects (including sub-status effects), and major status effects (including sub-status effects) by 5%, to a max of 75%.

Weapons-



Armour-



Accessories-



Spells-

5 Darkness Spell Slots-

10 Unarmed Technique Spell Slots-

10 Murder Arts Spell Slots-

10 Shadow Magic Spell Slots-



Pets-

(Additional Umbral Summon Slot)


Modified Stats wrote: Tolva Jofr
Level 59
Demon, Energy
HP: 624,150
MP: 355,225

STR: 24,123
AGI: 13,571
CON: 24,722
MIN: 13,621
SPI: 23,073
SAN: 16,668
INF: 16,668
RES: 16,668

(Bonuses from Bregamol, Burly, Phrantoglaabic Muscle, Fame-abilities and Laws of Rage included above)

---------------------Defence---------------------

35% Dodge
+2% Dodge
+1% Dodge
+5% Dodge against Darkness element individuals
Whenever possessor Dodges an attack, possessor may move to the front row or to the back row

10% Resilience
+1% Resilience

10% Darkness, Fury, Psychic Resistance
5% Fire Resistance (if a Demon)
1% Hope Resistance
If possessor is in a Stance whose name includes 'Costume' that gives possessor one or more non-Universe elements, possessor gains 40% Resistance to those elements

Immune to Fatigued: Sleep, Fatigued: Drowsy, Fatigued: Starvation, and Fatigued: Dehydration
Immune to Hexed and Diseased (if a Demon)
50% Fatigued, Impaired: Mute Resistance
+35% Paralyzed, Fatigued: Knocked Out, Fatigued: Prone Resistance
30% Confusion Resistance
20% Confusion: Depression, Poison Resistance
15% Stat Drain: CON Drain Resistance
5% Disease Resistance

5% Burning: Consumed by Rage, Drowning, Wounded Resistance
1% Suffocation Resistance

Ignores the first number of rounds equal to possessor's Level worth of effects that possessor would suffer from Poison and its sub-status effects or rounds worth of Damage that possessor would take from any minor negative status effects or sub-status effects

+50 Defense against Celestials, Devas, and Angels
+50 Defense Against Physical
+550 Defense Against Hope, Psychic
+5,550 Defense against Darkness, Fury

+120 Defense Against Stat Damage
+1,000 Defense against INF, RES, SAN Damage
+200 Defense against AGI, CON, MIN, SPI Damage

Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0




---------------------Offence---------------------

150% To Hit
+1% To Hit
+1% To Hit when a Soul is equipped
+1% To Hit against Air, Earth, Electrical, Energy, Hope, Ice, Ki, Technology, Truth element targets
+2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
+25% To Hit against entities who possess a Constant Effect named 'Living Rumor'


Critical Damage multiplier is increased by 1

+1% Critical
+1% Critical
+1% Critical when a Soul is equipped
+50% Critical against entities who possess a Constant Effect named 'Living Rumor'

Ignores 11% Darkness, Energy, Fire, Fury, Hope, Ki, Light, Magic, Physical, Psychic Resistance
Possessor ignores Darkness, Energy, Fire, Fury, Hope, Ki, Light, Magic, Physical, Psychic Immunity of targets below Level 11

Treats the Weaknesses of possessor's opponents as being 25% higher, Possessor may ignore up to 25% Resilience from each source that is an Armor or a buff with at least one base subtype that is granting one of possessor's opponent's an increased Resilience value


+50 Melee, Magical and Ranged Attack against Celestials, Devas, and Angels
Pierces 500 Defense of Large Structures

Damage possessor deals to individuals cannot be reduced or ignored by sources that are both below Level 80 and below possessor's Level (with Resistances, Immunities, Reflections, and Absorptions otherwise applying normally to non-damage aspects of things they effect, but specifically failing to reflect/absorb/ignore/reduce Damage)

Possessor deals 240,000 additional Damage to individuals who possess at least one base Spell subtype buff (excluding Hypertech, Biomancy, Leadership, Combat Arts, Thief Arts, Archery, Gunslinging, Psychic Power, and Ethereal Magic)

Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance

Amounts of Darkness, Fury element Damage possessor deals are increased by 40,550 points
Quantities of Ki, Light, Truth, War Element Damage dealt by possessor are increased by 5,550
Quantities of Physical Element Damage dealt by possessor are increased by 50

Possessor's offensive actions scan the stats of entities who possess a Constant Effect whose name is 'Living Rumor'
Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Possessor's chance of inflicting Hexed is increased by 10%

Physical element actions and attacks have their chances of inflicting Paralyzed, Fatigued: Knocked Unconscious, and Fatigued: Prone increased by 30% as a non-stacking effect

'Attack with Finesse' actions may gain 'Deals HP Drain'
Whenever possessor deals HP Drain to an entity, possessor may choose to have a 300% chance of inflicting Hexed on it.

Up to once per round, when possessor kills a target with an attack that incorporates possessor's Melee Attack bonus, possessor may scan its stats, and, if possessor either had already scanned its stats or said scan is successful, possessor may replicate a buff from said target (before it is removed due to the target's death if it would be removed upon the target's death) onto possessor

---------------------Healing---------------------

Natural per-round chance of recovering from Wounded increases by 5%

May choose to regenerate 5,000 HP whenever an individual dies in the battlespace possessor is in, to a max of 200 times per round

---------------------Start of Thread---------------------

Immunity to 2 chosen minor negative status effects
May choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent


---------------------Start of Battle---------------------

May set the Phantom Terrain to Battlefield or Caverns
May create a Zone of Darkness, Energy or Fire if no other Zones are present.


---------------------Start of Round---------------------

Air, Darkness, Earth, Electrical, Energy, Fire, Fury, Hope, Ice, Ki, Light, Magic, Technology, Truth, War Manipulation


---------------------Start of Action---------------------


---------------------Passive Effects---------------------

WORLD LAWS- Affect Undead with 'Vampire' or 'Vampiric' in their name, and Demons. Check active Laws of Rage.

While possessor is in 'Dol-Quorsii World-Artisan Mode', bonuses possessor obtains from having a particular World Art set as possessor's Active World Art are uncapped

Spells cost possessor 340 less MP to cast

Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use
Enchanted Items, Gatestones, Lethal Items, Potions, Scrolls have a 5% Chance of not expending the first charge that they would expend for said use.

Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 61,000 points

When possessor enters a battlespace, possessor may obtain and optionally equip an item carried or equipped by a willing ally in that battlespace

Possessor's Level is counted as 7 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Ignores up to 59 Levels' worth of Level-doubling that bossess possess for purposes of resisting having their stats scanned
Counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Possessor's scan attempts are rolled twice, with possessor choosing which of the two results to take

May treat Fiend as a base subtype

Possessor may bring up to 99 of up to 99 different items into threads unequipped

---------------------Ally Bonuses---------------------

Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
+20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

When a PC ally of possessor enters the battlespace possessor is in, possessor may, if that ally is willing, trade that ally an item that possessor is carrying or has equipped and let them optionally equip it

Dead allies count as having been dead for one less round, to a minimum of 0 rounds


---------------------Pet, Summon and Transformation Bonuses---------------------


---------------------Zone and Terrain Effects---------------------
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