Ave Selim (Pathaky)
Level 39
Human, Water
HP: 26,225
MP: 1,950
STR: 1,086 (24)
AGI: 429 (11)
CON: 1,049 (21)
MIN: 78 (2)
SPI: 78 (2)
XP- 2,376,544
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 30
Gold- 29,182,604,741
Bonus Weeks: 133 (+1 Temporal Primarch-Only, +1 Evermason-Only, +1 Keeper of the Depths-Only, 7 Warrior Bonus Weeks, +1 Coinlord-Only,)
learning:
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Channeler:
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects
Coinlord:
Apprentice Wealth Synchronization- (Passive Ability, Coinlord) Possessor gains +50 to all stats for each Wealth element item equipped, Possessor's Wealth element pets and summons gain +250 to all stats
Basic Command of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Wealth- (Passive Ability, Other: Coinlord) Possessor's Wealth element allies gain +10 to all stats
Basic Wealth Synchronization- (Passive Ability, Other: Coinlord) Possessor gains +25 to all stats if possessor is Wealth element
Control of Wealth- (Passive Ability, Other: Coinlord) Possessor has a 20% chance of being able to cancel the actions of Wealth element individuals below Level 20, with things that would occur before and after said actions still occurring
Empowered By Wealth- (Passive Ability, Coinlord) If possessor is Wealth 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 Wealth
Lays Golden Eggs- (Passive Ability, Other: Coinlord) Every week possessor produces one of the item 'Golden Egg'
Screw the Rules, I Have Money!- (Passive Ability, Other: Coinlord) If possessor is Wealth element and is carrying 500,000,000 Gold or more, possessor's stat caps are raised by 5,000 points
Wealth Manipulation- (Passive Ability, Other: Coinlord) Possessor may choose one of the following at the beginning of each round if Wealth element: Create a Zone of Wealth, Remove a Zone of Wealth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Wealth by either possessor or a source below Level 20, Add Wealth 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 Wealth element on a Wealth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Wealth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Wealth, 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 Wealth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Wealth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Wealth, 5% Wealth Resistance, or +50 Defense against Wealth and 1% Wealth Resistance until the end of the round as a non-stacking buff
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- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
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
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Defender:
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Ice Shield Stance- (Stance Ability, Defender) +50 Defense against Ice if a non-Ice element Shield is equipped or +500 Defense against Ice if a Ice element Shield is equipped, 10% Ice Resistance, 20% Fire Weakness
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Steadfast Legion's Shieldwall Stance- (Stance Ability, Defender) Possessor, if possessor has a Shield equipped, gains +100 Defense for every ally who is also in Steadfast Legion's Shieldwall Stance with a Shield equipped, to a max of 20 such allies.
Stone Shield Stance- (Stance Ability, Defender) +50 Defense against Earth if a non-Earth element Shield is equipped or +500 Defense against Earth if an Earth element Shield is equipped, 10% Earth Resistance, 20% Air Weakness
Stunning Shield-Slam- (Technique Ability, Defender) Possessor may use 'Stunning Shield-Slam' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Shield equipped. Said action gains +500 Melee Attack and a 40% chance of inflicting Fatigued: Stun.
Thunder Shield Stance- (Stance Ability, Defender) +50 Defense against Electrical if a non-Electrical element Shield is equipped or +500 Defense against Electrical if an Electrical element Shield is equipped, 10% Electrical Resistance, 20% Earth Weakness
Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.
Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense
Wind Shield Stance- (Stance Ability, Defender) +50 Defense against Air if a non-Air element Shield is equipped or +500 Defense against Air if an Air element Shield is equipped, 10% Air Resistance, 20% Earth Weakness
Diplomat:
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Maid (2)- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mech Engineer- (Passive Ability, Engineer) Possessor's Mech transformations gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Enslaver:
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
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.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
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
Assumption of the Essence of the Golem- (Passive Ability, Evermason) Possessor may, at the beginning of a thread, choose to become the subtype Golem
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
Evermason- (Passive Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Familiarity with Common Golem Types- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +60 to all stats, Possessor's level is considered to be 1 higher for stat-scanning purposes when targetting Golems
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Programming I- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +20 to all stats
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Iron Skin- (Passive Ability, Evermason) Possessor gains +1,000 Defense, 30% Resilience, and +10,000 HP
Gigas Knight:
Adept Grand Armor Mastery- (Passive Ability, Gigas Knight) Grand Armor armors equipped by possessor can provide an additional +10,000 Defense before capping, Grand Armor 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 Grand Armor
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Armadillo Charge- (Technique Ability, Gigas Knight) Possessor may use 'Armadillo Charge' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action gains +210 Melee Attack, gains a 40% chance of inflicting Fatigued: Stun, and gives its user a non-stacking buff that provides +300 Defense that lasts 1 round.
Armadillo Pingpong- (Passive Ability, Gigas Knight) If possessor uses 'Bull Rush' and 'Armadillo Charge' as part of the same action, possessor gains a 25% chance of being able to target up to 4 additional targets
Armadillo Rush- (Passive Ability, Gigas Knight) Possessor may use 'Bull Rush' and 'Armadillo Charge' as part of the same action.
Armor Slam- (Passive Ability, Gigas Knight) Possessor gains +100 Melee Attack if possessor is wearing Grand Armor
Armored Resilience- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, possessor obtains +15,000 HP and 20% Resilience
Armored Trample- (Passive Ability, Gigas Knight) Possessor may deal 60,000 Flat Physical element Damage to individuals in the front row targeted by actions involving possessor using possessor's 'Overrun' technique
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Blade-Breaking Frame- (Passive Ability, Gigas Knight) When possessor is wearing a 'Grand Armor' and is attacked by an individual who has one or more weapons equipped that provide a Melee Attack bonus, if said weapons are worth under 500,000 Gold, they have a 15% chance of breaking at the end of said attack
Bowling Charge- (Passive Ability, Gigas Knight) Possessor may use either 'Overrun' and 'Armadillo Charge' or 'Overrun', 'Armadillo Charge', and 'Bull Rush' as part of the same action
Brace- (Technique Ability, Gigas Knight) Possessor may use 'Brace' in conjunction with a 'Defend' so long as possessor is wearing a Grand Armor and no other technique is used. During said action, possessor chooses an opponent and gains +500 Defense against that opponent as a non-stacking buff until the end of the round.
Bull Rush- (Technique Ability, Gigas Knight) Possessor may use 'Bull Rush' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action moves targets below Level 20 who have a lower Strength than possessor to the back row and gains '30% inflicts Fatigued: Stun' and '30% inflicts Fatigued: Prone'.
Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Crash Through Enemy Ranks- (Passive Ability, Gigas Knight) If possessor is wearing Grand Armor and possessor's only opponents in the front row are below Level 10 and an opposing front row exists, possessor deals full Damage to the back row
Deflective Armor- (Active Ability, Gigas Knight) Possessor gains a 5% chance of Reflecting Physical from sources below Level 20 if possessor is wearing Grand Armor
Earth-Shaking Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 5% chance of inflicting Fatigued: Prone on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Earth-Shattering Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts an offensive 'Melee Attack', 'Powerful Attack', 'Melee Overdrive', or 'Charge' action while wearing a 'Grand Armor', possessor may choose to have a 20% chance of inflicting Entombed on up to 30 chosen opponents who are in a row-order formation shared by at least one target of said action
Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Grand-Armor Body Slam- (Technique Ability, Gigas Knight) Possessor may use 'Grand-Armor Body Slam' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +300 Melee Attack, +300 STR, and a 40% chance of inflicting Fatigued: Stun.
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Grand Armor Wearer III- (Passive Ability, Gigas Knight) Possessor gains +200 to all stats when possessor has a Grand Armor equipped, Possessor gains +200 Defense when possessor has a Grand Armor equipped, Possessor gains +1% Resilience when possessor has a Grand Armor equipped
Grand Assault Stance- (Stance Ability, Gigas Knight) If possessor has a Grand Armor equipped, possessor obtains +300 Melee Attack, +500 STR, +300 AGI, and +500 CON. If possessor has a Grand Armor equipped, possessor's infliction chances of Fatigued: Knocked Out, Fatigued: Stun, and Fatigued: Prone are increased by 15%.
Gigas Fortitude- (Passive Ability, Gigas Knight) Possessor takes 5% less Damage from sources that are not 20 or more Levels greater than possessor if possessor is wearing a Grand Armor.
Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Heavy Strikes- (Passive Ability, Gigas Knight) Possessor's chances of inflicting Fatigued: Stun are increased by 15% if possessor is wearing a Grand Armor.
Hip Check- (Passive Ability, Gigas Knight) If possessor is wearing a Grand Armor, once per round, if possessor is in the front row and an opponent that is not 10 or more Levels greater than possessor targets one of possessor's allies in the back row with an action that does not also target possessor, possessor may choose to deal 5,000 Flat Physical element Damage to said individual and have a 15% chance of inflicting Fatigued: Stun on said individual; if said individual is afflicted with Fatigued: Stun, said attack (but not the action it is part of) is cancelled.
Impenetrable Gigas Defense- (Passive Ability, Gigas Knight) Possessor is Immune to individuals below Level 20 if possessor is wearing a Grand Armor
Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Improved Bull Rush- (Passive Ability, Gigas Knight) Actions involving possessor's 'Bull Rush' technique may not be countered by individuals below Level 20, and the chances of said action inflicting Fatigued: Stun and Fatigued: Prone are increased by 10%.
Improved Overrun- (Passive Ability, Gigas Knight) Actions involving possessor's 'Overrun' technique may not be countered by individuals below Level 20, and said actions gain a 30% chance of inflicting Fatigued: Stun.
Juggernaut Fury- (Passive Ability, Gigas Knight) Possessor may use Gigas Knight techniques that possessor could use in conjunction with 'Melee Attack' actions in conjunction with 'Charge' actions
Juggernaut Offensive- (Technique Ability, Gigas Knight) Possessor may use 'Juggernaut Offensive' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +500 Melee Attack, +500 STR, and +500 CON. Said action cannot be countered by individuals below Level 40. Said action's user cannot use 'Defend', 'Guard Other', or 'Guard Back Rank' actions for 5 rounds.
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Overrun- (Technique Ability, Gigas Knight) Possessor may use 'Overrun' in conjunction with a 'Melee Attack', 'Melee Overdrive', or 'Powerful Attack' action if possessor is wearing a Grand Armor and no other technique is used. Said action's normal hits are replaced with said action hitting one individual in the front row and one in the back row (with additional hits being unable to be added to the action), with said action having a 75% chance of inflicting Fatigued: Prone on the front-row target and dealing 3/4 (instead of 1/2) Damage to the back-row target.
Pre-Strike Shockwave Stomp- (Technique Ability, Gigas Knight) Possessor may use 'Pre-Strike Shockwave Stomp' in conjunction with a 'Melee Attack', 'Charge', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action gains a 60% chance of inflicting Fatigued: Prone on each of the individuals who would be a target of the first attack it generates before said attack is generated.
Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Reckless Rush- (Technique Ability, Gigas Knight) Possessor may use 'Reckless Rush' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +300 Melee Attack and +300 STR and applies a debuff that lasts 1 round and provides -300 Defense to its user. Said action's user may not use 'Guard Other', or 'Guard Back Rank' actions for 3 rounds.
Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Rook Assault- (Technique Ability, Gigas Knight) Possessor may use 'Rook Assault' in conjunction with a 'Charge' action so long as no other technique is used and a Grand Armor is equipped. Said action cannot gain bonus hits against any of its targets or against additional targets and may only hit each of its targets a max of once; said action hits either all targets in one row or one target in each row of target row-order formation.
Shifting Gigas-Size- (Stance Ability, Gigas Knight) Possessor may choose at the start of any round to gain, as a non-stacking buff that only applies while its possessor has a Grand Armor equipped and is halved if its possessor is not in 'Shifting Gigas-Size' Stance, +(a chosen value from 1 to 5,000) STR and/or CON
Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Slamming Attack- (Technique Ability, Gigas Knight) Possessor may use 'Slamming Attack' in conjunction with a 'Melee Attack', 'Charge', 'Powerful Attack', or 'Melee Overdrive' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action uses Constitution as its Prime Attribute.
Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Superior Charge- (Passive Ability, Gigas Knight) Possessor's 'Charge' actions cannot be countered by individuals below Level 40
Superior Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +250,000 HP if possessor is wearing a Grand Armor
Takedown- (Technique Ability, Gigas Knight) Possessor may use 'Takedown' in conjunction with a 'Charge', or 'Melee Overdrive' action so long as possessor has a Grand Armor equipped and no other technique is used. Said action gains +500 Melee Attack, a 30% chance of inflicting Fatigued: Knocked Out, and a 50% chance of inflicting Fatigued: Prone.
Wall-Breaking Juggernaut Rush- (Active Ability, Gigas Knight) Possessor may use 'Wall-Breaking Juggernaut Rush' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Grand Armor equipped. Said action pierces 2,000 Defense of Large Structures.
Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor
Guardian:
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Mech Jockey:
Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Mechanized Weaponry Training- (Passive Ability, Mech Jockey) +500 damage to all damage-dealing Mech attacks for possessor's Mech transformations
Battle Armor Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Armor' in the name
Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Eject- (Active Ability, Mech Jockey) Possessor may spend an action, if in a Mech transformation, to detransform and move to the back row.
Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Mech Weapon Targetting- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1% To Hit, to a max of 175% To Hit
Mech Weaponry Training- (Passive Ability, Mech Jockey) The Damage values of all abilities possessed by possessor's Mech transformations are increased by 250 points
Overheat- (Passive Ability, Mech Jockey) Possessor, if in a Mech transformation, may choose at the beginning of a round or of any of possessor's actions to gain +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes and deal 2,000 additional Damage as a non-stacking buff that lasts until the end of the round, and if possessor does so, possessor inflicts Fatigued: Overheated on itself at the start of the next round
Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Merchant:
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
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
Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
Material Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Materials
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Transformation Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Transformations
Musician:
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is 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
Noble:
Absorb Nobility- (Passive Ability, Other: Noble) Possessor Absorbs Nobility against sources below Level 20 if Level 20 or greater
Adept Nobility Synchronization- (Passive Ability, Other: Noble) Amounts of Nobility element Damage possessor deals are increased by 10,000 points, Nobility 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 Nobility element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility 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 Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense against Nobility
Apprentice Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 5% Nobility Resistance
Apprentice Nobility Synchronization- (Passive Ability, Noble) Possessor gains +50 to all stats for each Nobility element item equipped, Possessor's Nobility element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +100 to all stats
Apprentice Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility
Away, Peasants- (Passive Ability, Other: Noble) If possessor is Nobility element, at the beginning of each round, possessor may unsummon up to 30 individuals below Level 20 who are non-unique and are not Nobility element or Universe element
Basic Acceleration Within Nobility's Dominion- (Passive Ability, Other: Noble) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Nobility
Basic Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element pets and summons gain +50 to all stats
Basic Defenses Against Nobility- (Passive Ability, Other: Noble) Possessor gains +50 Defense against Nobility
Basic Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 1% Nobility Resistance
Basic Nobility Synchronization- (Passive Ability, Other: Noble) Possessor gains +25 to all stats if possessor is Nobility element
Basic Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +50 to all stats while in a Zone of Nobility
Call Forth the Living Nobility- (Active Ability, Other: Noble) Possessor may spend an action to summon 5 Elementals that are Nobility element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Nobility- (Passive Ability, Other: Noble) Possessor has a 20% chance of being able to cancel the actions of Nobility element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +500 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Nobility element and no other technique is used. Said action becomes solely the element Nobility.
Elemental Invocation of Nobility- (Technique Ability, Other: Noble) Possessor may use 'Elemental Invocation of Nobility' in conjunction with an 'Elemental Attack' action so long as possessor is Nobility element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Nobility- (Passive Ability, Other: Noble) Whenever possessor absorbs Damage that is Nobility element Damage, Possessor may choose to deal 10,000 Flat Nobility element Damage to up to 10 targets
Empowered By Nobility- (Passive Ability, Noble) If possessor is Nobility 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 Nobility
Improved Affinity to Healing Via Nobility- (Passive Ability, Other: Noble) Whenever possessor obtains Nobility element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility 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 Nobility- (Passive Ability, Other: Noble) Possessor gains +5,000 Defense against Nobility
Improved Defenses that Utilize Nobility- (Passive Ability, Other: Noble) Possessor gains +2,000 Defense if possessor has any Nobility-element items equipped that provide a Defense bonus
Improved Nobility Elemental Emanation- (Passive Ability, Other: Noble) Possessor's 'Call Forth the Living Nobility' ability may summon entities up to Level 20
Improved Nobility Resistance- (Passive Ability, Other: Noble) Possessor gains 10% Nobility Resistance
Improved Understanding of the Heart of Nobility- (Passive Ability, Other: Noble) Possessor's Nobility element allies gain +250 to all stats
Improved Weaponization of Nobility- (Passive Ability, Other: Noble) Quantities of Nobility element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Nobility- (Passive Ability, Other: Noble) Possessor gains +1,000 to all stats while in a Zone of Nobility
Improved Zonal Nobility Empowerment- (Passive Ability, Other: Noble) Possessor gains +500 to all stats while in a Zone of Nobility, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Nobility
Meditative Assumption of Nobility- (Passive Ability, Other: Noble) Possessor may choose, at the beginning of a thread, to become solely Nobility element
Nobility Battle-Aura- (Stance Ability, Other: Noble) Possessor deals 10,000 Flat Nobility element Damage to each opponent at the start of each round
Nobility Body Form- (Stance Ability, Other: Noble) Possessor gains +200 Defense against Nobility, Possessor gains 15% Nobility Resistance, Possessor may deal 5,000 Flat Nobility element Damage to any individual who conducts an offensive action that targets possessor
Nobility Immunity- (Passive Ability, Other: Noble) Possessor gains Nobility Immunity against sources below Level 20 if Level 20 or greater
Nobility Manipulation- (Passive Ability, Other: Noble) Possessor may choose one of the following at the beginning of each round if Nobility element: Create a Zone of Nobility, Remove a Zone of Nobility created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Nobility by either possessor or a source below Level 20, Add Nobility 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 Nobility element on a Nobility element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Nobility, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Nobility, 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 Nobility element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Nobility to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Nobility, 5% Nobility Resistance, or +50 Defense against Nobility and 1% Nobility Resistance until the end of the round as a non-stacking buff
Noble- (Passive Ability, Other: Noble) Possessor ignores (1 * (Possessor Level/5), rounded down)% Nobility Resistance, Possessor ignores Nobility Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Noblesse Oblige- (Passive Ability, Other: Noble) If possessor is Nobility element and performed an action that either was offensive and targetted an opponent or was non-offensive and targetted a non-Nobility-element ally during the last 5 rounds, possessor may, at the start of each round, cure up to three debuffs or minor negative status effects (with the three being across all targets and not per target) from lower-level sources that are not Nobility or Universe element from allied non-Nobility-element individuals
Nonsynchronous Elemental Attack-Conversion: Nobility- (Passive Ability, Other: Noble) Possessor may use the Technique 'Elemental Attack-Conversion: Nobility' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Nobility element.
Nourish Nobility- (Passive Ability, Other: Noble) Whenever possessor deals HP or MP healing to an Nobility element individual, possessor deals 300 additional points
Nourished By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Nobility
Predict the Flow of Nobility- (Passive Ability, Other: Noble) Possessor gains +5% Dodge against Nobility element individuals
Project Nobility- (Passive Ability, Other: Noble) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Nobility
Prosperous Venting of Excess Nobility- (Passive Ability, Other: Noble) If possessor is Nobility element and performs an 'Elemental Attack' action that is solely Nobility element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Training Cost? My Family Name is All that Matters!- (Passive Ability, Other: Noble) The first 50,000,000 Gold worth of payment possessor spends when using possessor's 'Training Time? I Have Money!' ability is automatically provided by this ability
Training Time? I Have Money!- (Passive Ability, Other: Noble) Possessor may reduce the cost in weeks of Noble abilities by 1 week for every 50,000,000 Gold possessor spends doing so, to a max of 10 weeks reduction and to a minimum of a cost of 1 week
Understanding of the Bonds of Nobility- (Passive Ability, Other: Noble) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Nobility element individual
Uplifted By Nobility- (Passive Ability, Noble) If possessor is Nobility element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Nobility
Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Scholar:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
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 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.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Temporal Primarch:
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
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
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
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
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Darkness element, up to 10 times per round
Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Light Chaser- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack, Ranged Attack, or Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack, Ranged Attack, or Magical Attack action, with said Melee Attack, Ranged Attack, or Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round
World Merchant:
Apprentice Commerce Synchronization- (Passive Ability, World Merchant) Possessor gains +50 to all stats for each Commerce element item equipped, Possessor's Commerce element pets and summons gain +250 to all stats
Apprentice Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 500 points
Basic Affinity to Healing Via Commerce- (Passive Ability, Other: World Merchant) Whenever possessor obtains Commerce element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element pets and summons gain +50 to all stats
Basic Commerce Synchronization- (Passive Ability, Other: World Merchant) Possessor gains +25 to all stats if possessor is Commerce element
Basic Understanding of the Heart of Commerce- (Passive Ability, Other: World Merchant) Possessor's Commerce element allies gain +10 to all stats
Basic Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 50 points
Commerce Manipulation- (Passive Ability, Other: World Merchant) Possessor may choose one of the following at the beginning of each round if Commerce element: Create a Zone of Commerce, Remove a Zone of Commerce created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Commerce by either possessor or a source below Level 20, Add Commerce 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 Commerce element on a Commerce element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Commerce, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Commerce, 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 Commerce element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Commerce to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Commerce, 5% Commerce Resistance, or +50 Defense against Commerce and 1% Commerce Resistance until the end of the round as a non-stacking buff
Control of Commerce- (Passive Ability, Other: World Merchant) Possessor has a 20% chance of being able to cancel the actions of Commerce element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Commerce- (Technique Ability, Other: World Merchant) Possessor may use 'Elemental Attack-Conversion: Commerce' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Commerce element and no other technique is used. Said action becomes solely the element Commerce.
Empowered By Commerce- (Passive Ability, World Merchant) If possessor is Commerce 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 Commerce
Improved Weaponization of Commerce- (Passive Ability, Other: World Merchant) Quantities of Commerce element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Commerce- (Passive Ability, Other: World Merchant) Possessor may use the Technique 'Elemental Attack-Conversion: Commerce' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Commerce element.
Nourished By Commerce- (Passive Ability, World Merchant) If possessor is Commerce element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Commerce
World Merchant- (Passive Ability, Other: World Merchant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Commerce Resistance, Possessor ignores Commerce Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Misc:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Charge- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Does double damage. User immediately moves to the front row. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack may only target foes in the front row. User must be in the back row.
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Janus Initiative Director- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Janus Initiative Director', all three become solely the element Null and gain a +5,000 bonus to uncapped MIN and count as being in a guild named 'Janus Initiative'
Extra-Flashy Bling- (Passive Ability, Crafter) Possessor's Impaired: Blind and Charm infliction chances are increased by 25%
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Invulnra-Bros- (Passive Ability, Friendship) Possessor gains +900 Defense if any of possessor's allies is named 'Invulnerable Bill'
Knowledge of Metalurgy- (Passive Ability, Scientist) Possessor deals 2,000 additional Fire element Damage to Robots and Machines
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Morphsteel Pelvis- (Passive Ability, Roboticist) +1,000 Defense against AGI Damage, 30% Resilience
Mr. White's Workout Bro- (Passive Ability, Friendship) Possessor gains +500 unmodified STR and +1 Fame, Possessor gains +500 STR at the start of each round as a buff that stacks 200 times
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Curse:
Depressed When Not Extra-Fancy- (Passive Ability, Curse) If the total value of the items that possessor has equipped is equal to or lower than the total value of the items that any of possessor's allies have equipped, possessor is afflicted with Confusion: Depression at the start of each round
Itchy Ear- (Passive Ability, Curse) Wielder is afflicted with Pain: Discomfort at the start of each round
Lasts until wielder kills 5 different entities whose name starts with 'K'
Was Pushed Into An Oven By Some Small Children And Suffered Horrifically Scarring Burns- (Passive Ability, Curse) Possessor obtains -10 Diplomacy, may not obtain Fire Resistance, and is afflicted with Confusion: Fear whenever possessor takes Fire element Damage
Devout Worshipper of Bascaradine Corporation
Bascaradine Salary- Possessor gains (500 x Possessor Level) Gold per month, Worshipper Benefit
Bascaradine Employee Discount- Items in the Shop whose name includes 'Bascaradine' cost 5% less Gold for possessor, Possessor, as an RP power, gains a 5% discount on purchases from Bascaradine, Worshipper Benefit
Bascaradine Sponsorship- If possessor is Level 5 or greater, possessor gains 5% more Gold from Arena Matches, Worshipper Benefit
Bascaradine Property Affinity- Guilds that possessor is in count the value of Antiquities and Properties whose name includes 'Bascaradine' that they possess as being doubled for guild purposes as a non-stacking effect, Worshipper Benefit
Bascaradine Item Affinity- If possessor is Level 12 or greater, items that possessor has equipped whose name includes 'Bascaradine' have all stat bonuses they possess increased by 20 points and all Melee, Ranged, and Magical Attack bonuses they possess increased by 100 points, Worshipper Benefit
Bascaradine Transformation Affinity- If possessor is Level 12 or greater, possessor's transformations whose name includes 'Bascaradine' have doubled HP and MP (to a max of 500,000 additional points of each), +2,500 Damage to all of their damage-dealing attacks, and +(500 * Transformation Level) to all stats (to a max of 50,000 additional points), Worshipper Benefit
Weapons-
*Arbeoh's Holy Greatmace- (Weaponx2, Hammer, Physical & Light, 9,000,000 Gold) +21,000 Melee Attack, Wielder deals 1.5 times Damage to Undead below level 40 that are below Wielder's Level as an effect that does not stack with other damage multiplying effects, 90% Critical against Undead
Air Staff- (Weaponx2, Staff, Air, 15,000 Gold) +40 Magical Attack for Air element spells
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
Automated Axe that Chops Off Its Wielder's Limbs and Replaces Them with Switftly-Sewn Landhawk Plushies Made from Reprocessed Internal Organs- (Weapon, Axe, Technology & Agony, 30,000,000 Gold) +30,000 Melee Attack, Inflicts Wounded: Maimed, Wounded: Hobbled, and Impaired: Disarmed on wielder at the start of each round
5 Blue Goose Umbrella- (Weapon, Bladecane, Earth & Magic, 140,000 Gold) +170 Melee Attack, 4% Dodge
Bulwark of Diamondtacular Sunshine- (Weapon, Shield, Light & Fire & Hope, 36,000,000 Gold) +36,000 Defense, +18,000 Melee Attack, +36,000 CON, 50% Resilience, 60% inflicts Impaired: Blind, Impaired: Blind Immunity, 30% Light Resistance, 30% Fire Resistance, 30% Hope Resistance
25 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
Crusader General’s Shield- (Weapon, Shield, Light & Physical,3,050,000 Gold) +2,700 Melee Attack, +3,000 Defense, +3,000 CON, 30% Resilience, 15% Dodge, 20% Darkness Resistance, 20% Light Resistance, 20% Magic Resistance, 50% Voidstruck Resistance, 20% Burning Resistance, 60% Fatigued Resistance, 60% Charm Resistance, 60% Confusion Resistance
196 Dragon-Bane Doomblade- (Weapon, Sword, Darkness & 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 Voidstruck 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
1,932 Eight Hand Mirror- (Weapon, Shield, Glory & Light, 140,000,000 Gold) +140,000 Defense, +35,000 Melee Attack, 50% reflects the actions of individuals below Level 60, 8% reflects the actions of individuals named 'Orochi' who are below Level 100, Wielder must be Level 40 or greater
Fancy Boots With Rocket Attachments- (Accessory, Boots, Fire & Air, 2,500,000 Gold) +2,500 Defense, +2,500 AGI, Wearer gains +250 to their turn-order-determining-stat for turn-order-determining purposes, wielder may not be prevented from changing rows by sources below level 40
Father's Pride- (Weapon, Force, Ice & Hope, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Ranged Attack, +30,000 Magical Attack, Wielder's summons gain +5,000 to all stats when they kill an opponent or remove a status effect from an ally as a buff that stacks 5 times, Wielder's actions gain 'Heals' when targeting wielder's summons who possess at least one buff
Fully-Articulated, Remote-Controlled Bejewlled Guardian War-and-Play Robot- (Weapon, Other: Toy, Wealth & Earth & Technology, 135,000,000 Gold) +135,000 Ranged Attack, 100% inflicts Charm: Impressed, Wielder's 'Ranged Attack', 'Ranged Overdrive', and 'Point Blank' actions may use Mind as their Prime Attribute, Wielder counts as possessing an additional Robot ally, Wielder's attacks involving one of this item's attack bonuses may not be countered by sources below Level 60, This item counts as being worth an additional 100,000,000 Gold
737 Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 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 Air at the start of each round, Possessor may deal 1,800,000 Flat Fire 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
14 Great Sarisscos Shield- (Weapon, Shield, Earth & Physical, 80,000 Gold) +69 Defense, +15 STR, +20 CON
12 Guardian of the Dead Sultan’s Chipped Scimitar- (Weapon, Sword, Physical & Fire, 21,000 Gold) +20 Melee Attack, 15% Deals no Damage
6 Improved Mecha Tank Cannon- (Weaponx2, Gun, Technology & Darkness, 542,500 Gold) +2,094 Ranged Attack, 40% inflicts Fatigued: Stun against targets under level 40
Mirror Realm Shield- (Weapon, Shield, Ice & Spatial, 36,000,000 Gold) +36,000 Defense, +18,000 Melee Attack, +36,000 MIN, 50% Resilience, 30% Magic Resistance, Wielder may choose to have a non-stacking 30% chance of reflecting instances of offensive actions that target wielder that come from sources below Level 40
Sepherys Guardbot Shotgun Type 2- (Weapon, Gun, Technology & Physical, 5,500,000 Gold) +5,500 Ranged Attack, Wielder's 'Point Blank' actions gain '3 hits against 1' against wielder's opponents if targeting only one opponent of wielder and if wielder and said opponent are each in the front row of their respective row-order formations
Soldier's Sword- (Weapon, Sword, Physical, 65,000 Gold) +64 Melee Attack, +48 STR, +48 CON, +48 AGI, Wielder does 1.5 times damage to individuals named 'Unit of Pikemen'
Sunpattern Shield- (Weapon, Shield, Light, 55,000,000 Gold) +55,000 Defense, +27,500 Melee Attack, Wielder has a 60% chance of inflicting Confusion: Hallucinating on any individual who conducts an offensive action against wielder at the end of each such action
Surprisingly-Powerful Car Washer's Fire Hose- (Weapon, Tool, Water, 3,500,000 Gold) +4,000 Ranged Attack, 20% inflicts Drowning
Surprisingly-Powerful Car Washer's Giant Sponge- (Weapon, Tool, Water, 2,500,000 Gold) +3,000 Defense, Wielder may, once per round, negate one attack targeting wielder from a source below level 20, with said negated attack having no effect on any of its targets
Surprisingly-Powerful Car Washer's Power Waxer- (Weapon, Tool, Fire & Earth, 2,500,000) +2,500 Ranged Attack, 75% inflicts Paralysis or Paralysis: Sticky
2 The Trash Can's Angry Looking Cane- (Weapon, Staff, Earth & Magic, 90,000 Gold) +570 Magical Attack, 50% Refuses to work on any given turn
2 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
4 Totally, Absolutely Awesome Dead Walrus, Silver Edition!- (Weapon, Other: Chaos Talon, Water, 240,000 Gold) +240 Melee Attack, +240 Ranged Attack, +240 Magical Attack, +240 to all stats
3 Totally, Absolutely, Completely Awesome Dead Walrus, Gold Edition!- (Weapon, Other: Chaos Talon, Water, 950,000 Gold) +950 Melee Attack, +950 Ranged Attack, +950 Magical Attack, +950 to all stats
Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge
4 Ven-Prauvsdale II- (Weapon, Staff, Light & Magic, 140,000 Gold) +130 Melee Attack, +130 Magical Attack, Healer Magic Spells cast by wielder cost 400 less MP, +140 additional Magical Attack for Healer Magic spells, 20% Confusion Resistance, 20% Paralysis Resistance, 20% Poison Resistance, 40% Fear Resistance, 20% Charm Resistance, 20% Berserk Resistance, 20% AGI Drain Resistance, 20% CON Drain Resistance, 20% SPI Drain Resistance, 20% STR Drain Resistance, 20% MIN Drain Resistance, 20% Hexed Resistance, 20% Pain Resistance, 20% Ill Fortune Resistance, 20% Stunned Resistance, 5% Wounded Resistance
Armor-
*Robert Beamsworth's Spare Herosuit- (Armor, Light Armor, Technology & Energy, 21,000,000 Gold) +10,000 Defense, +15,000 Defense Against Physical, +15,000 Defense Against Fire, 30% Physical Resistance, 30% Fire Resistance, 35% Resilience, +5,000 Additional Defense per superhero ability possessed (to a maximum of +30,000 Additional Defense)
Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
Crusader Paladin’s Armor- (Amor, Heavy Armor, Light & Physical, 1,910,000 Gold) +2,100 Defense, +1,000 STR, +1,100 AGI, +1,700 CON, +1,600 SPI, 30% Resilience, 20% Light Resistance, 20% Darkness Resistance, 20% Physical Resistance, 40% Awestruck Resistance
Ever-Shining Star-Paladin's Warded Diamond Armor- (Armor, Heavy Armor, Light & Hope & Glory, 75,000,000 Gold) +75,000 Defense, +75,000 CON, +750,000 HP as a non-stacking bonus, 70% Resilience, 35% Light Resistance, 35% Hope Resistance, 35% Burning Resistance, 35% Awestruck Resistance, 70% Impaired Resistance, 70% inflicts Charm: Impressed, 60% may inflict Awestruck or Zealblasted, Wearer may gain the element Light or Hope as a buff at the start of any round, Wearer must be Level 40 or greater
Facetastic Superheavy Triplediamond Plate- (Armor, Grand Armor, Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Magic & Technology & Ice & Energy & Acid & Electrical & Metal, 44,000,000 Gold) +88,000 Defense, +88,000 CON, -40,000 AGI, +1 Fame, 90% Resilience, 30% Earth Resistance, 30% Physical Resistance, 30% Metal Resistance, 5% Base Element Resistance, Wearer counts as wearer's own ally, Wearer must be Level 20 or greater
4 Goblin Tux- (Armor, Clothing, Earth, 1,500,000 Gold) +1,000 Defense, +1,000 to all stats, Wearer's non-summon, non-pet, non-PC allies gain +2,000 Defense as a non-stacking buff
Mister Festivalbeast Costume- (Armor, Disguise, Ice & Hope & Wonder, 7,000,000 Gold) +7,000 Defense, +700 Defense against Stat Damage, +7,000 to all stats, +7,000 Melee Attack, +7,000 Defense against Ice, +7,000 Defense against Darkness, Items equipped by wearer or wearer's allies may not be destroyed or stolen by sources below Level 60, Wearer gains the subtypes Animal and Monster
779 Sandstorm Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,200 Melee Attack, +985 Magical Attack, 40% Resilience, 135% To Hit, Wearer ignores the direct negative effects of weather effects in the Desert of Sildriza encounter area, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50
Secret-Agent-Moviestar's Tuxedo- (Armor, Clothes, Glitz, 8,700,000 Gold) +8,700 Defense, +8,700 Ranged Attack, +8,700 AGI, +8,700 SPI, 65% Dodge, +3 Fame
Soldier's Mail- (Armor, Heavy Armor, Physical, 61,000 Gold) +64 Defense, +60 CON
Suit Made of Bills- (Armor, Clothing, Wealth & Acid, 3,500,000 Gold) +3,500 Defense, Wielder deals 350,000 Flat Wealth & Acid element Gold Damage to each entity that attacks wielder at the end of each such attack
Tia Costume- (Armor, Disguise, Fire, 100,000,000 Gold) Wearer's subtype becomes solely Humanoid and wearer's element becomes solely Fire, Wearer's Base STR becomes 5, Wearer's Base AGI becomes 16, Wearer's Base CON becomes 7, Wearer's Base MIN becomes 16, Wearer's base SPI becomes 16, Wearer's name becomes 'Tia Telaria'
Accessories-
*Blank Mask (3)- (Accessory, Mask, Null, 404,000,000 Gold) +400,000 Defense, +50,000 Defense Against Base Elements, 20% Base Element Resistance, +X to wearer's stats as an Uncapped bonus (where (X = 200 + 100*(the number of battles wearer has been in over the course of this thread)), to a max of 5,000), Wearer has an X% chance of being afflicted with Dominion at the beginning of each battle (where X is (10 + 5* (the number of battles wearer has been in over the course of this thread)), to a max of 50,000), Wearer has a .1% chance of being afflicted with Dominion at the beginning of each round, with these instances of Dominion coming from a non-targetable opposing source that counts as being Level 80, with said instances of Dominion additionally causing their possessor to gain the element Null, This item cannot be unequipped by individuals below level 40 and cannot have its text changed through any means by individuals below level 80, Instances of Dominion with this item as a source are cured at the end of non-RP threads, This item automatically unequips at the end of each thread, This item cannot normally be equipped by individuals below level 80 in non-RP threads, This item has RP Effects and instances of Dominion with it as a source are often cured at the end of RP threads
'FAIL' Sign- (Accessory, Trinket, Technology & Null, 9,000,000 Gold) Possessor's offensive actions apply a non-stacking debuff to entities below Level 40 that causes its possessors to have a 25% chance of having their actions fail
'In This Manner, Doth the Tuna Taste Any Grander': An Interpretative Art Installation- (Item, Antiquity, Earth & Water, 36,000,000 Gold)
Amulet of Barkskin- (Accessory, Amulet, Earth & Magic, 1,122,000 Gold) +1,220 Defense, +1,000 CON, 10% Physical Resistance
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
2,031 Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
5 Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
4 Diamond-Man S& Glasses- (Accessory, Eyewear, Chaos & Tacky, 38,500,000 Gold) +38,000 Defense, +380,000 HP as a non-stacking bonus, 30% Chaos Resistance, 30% Law Resistance, Impaired: Blind Immunity, Wearer may always treat the Terrain as though it were Desert and/or Treasury
2,168 Darkness Dragon Mantle- (Accessory, Cloak, Darkness, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Darkness Resistance, 30% Critical for Magical Attack actions
Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats
Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
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 Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance
8 Essence Flux Amulet- (Accessory, Amulet, Magic, 250,000 Gold) Wearer may switch the values of any two modified stats at the beginning of each thread
Eye of the Third Wind- (Accessory, Amulet, Air, 40,000 Gold) +80 AGI, 10% Dodge
6 Fanciest Moustache In The Animal Kingdom- (Accessory, Bioaugmentation, Nobility & Beast, 24,000,000 Gold) +24 Diplomacy against Animals, Wearer's Charm: Impressed infliction chances are increased by 10%, 30% inflicts Charm: Impressed
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
Glacier-Walker's Cloak- (Accessory, Cloak, Ice & Air, 65,000 Gold) +63 Defense, +68 CON, Wearer counts as being Ice element and counts as possessing one addtional Wanderer ability
2 Glasses of Imaginary X-Ray Vision- (Accessory, Eyewear, Magic & Psychic & Air, 12,000 Gold) Wielder may spend an action turn to scan a target’s stats, there is a 50% chance that stats scanned in such a manner are replaced with the stats of a 'Volcano Dragon' from the Enemy List, Has different effects when wrong in RP threads
Golden Bathtub of the Delusion of Drinking Massive Quantities of Supernaturally-Potent Vodka- (Accessory, Container, Psychic & Water, 6,000,000 Gold) Individuals inside Zones of Water created by wielder or who are afflicted with instances of Drowning with wielder as their source, at the start of each round, are dealt 600 Flat Psychic element Mind Damage that cannot reduce an individual's MIN below 1 and have a 110% chance of being afflicted with Poison: Drunk
Golden Crotch-Octopus of Lord Masterburnn- (Accessory, Magic Item, Earth & Wealth, 16,500,000 Gold) +16,500 Melee Attack, +16,000 Defense, +16,000 CON, +8,500 MIN, +160,000 HP as a non-stacking bonus, 40% Resilience
214 Great Calif's Finery- (Armor, Clothing, Magic & Fire, 1,100,000 Gold) +1,200 Defense, +1,200 to all stats, 20% Magic Resistance, 20% Fire Resistance
Improv Armada- (Accessoryx5, Gadget, Technology, 30,000,000 Gold) At the beginning of each round, wielder may select Melee Attack, Ranged Attack, or Magical attack, with this item providing a bonus of +60,000 to said attack type until the end of the round, At the beginning of each round, wielder may choose any two stats, with this item providing a bonus of +60,000 to both of said stats until the end of the round, At the beginning of each round, wielder may choose Critical, Resilience, To Hit, or Dodge, with this item providing 60% to said value until the end of the round if To Hit is not chosen and 160% To Hit until the end of the round if To Hit is chosen, At the beginning of each round, wielder may choose either Defense or Defense against Stat Damage, with this item providing +60,000 Defense if Defense is chosen and +6,000 Defense against Stat Damage if Defense against Stat Damage is chosen, At the beginning of each round, wielder may select a stat (with this selection being independant of the earlier stat selections from this item), with this item dealing 6,000 stat damage to said chosen stat until the end of the round, At the beginning of each round, wielder may select any minor or moderate negative status effect and this item gains the ability to inflict said status effect until the end of the round, At the beginning of each round, wielder may select any one base element and change this item's element to said element, At the beginning of each round, wielder may choose to make all of wielder's actions for said round solely this item's element
Hat that Drills Out Its Wearer's Brain and Replaces It With a Picture of a Landhawk- (Accessory, Hat, Technology & Earth & Air, 30,000,000 Gold) +300 Melee Attack, +300 Defense, 300% inflicts Pain and Wounded: Maimed on wearer at the start of each round, 30% inflicts Instant Death on wearer at the start of each round (with this infliction being automatic if wearer is below Level 40 and a Human or Humanoid), This item is Cursed and cannot be unequipped normally
Medal Engraved With The Phrase 'Ally Of The Galactic Protectors Of Eternal Balance And Of Justice And Balance Itself Who Will Forever Stand In The Way Of Villains Large And Small'- (Accessory, Trinket, Light, 50,000 Gold) +50 Defense, +50 to all stats, 5% Light Resistance
Minor Mystic Crystal Battery- (Accessory, Crystal, Magic, 120,000 Gold) +5,000 MP
3 Mouthy Abstract Antlers- (Accessory, Bioaugmentation, Nobility & Beast & Chaos, 24,000,000 Gold) +24,000 Melee Attack, +24,000 Ranged Attack, 30% inflicts Confusion, Confusion: Fear, Stat Drain: CON Drain, Stat Drain: SPI Drain, Voidstruck, Hexed, Pain: Stomachache, and Impaired: Blind: Constant Glare
4 Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit
5 Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
817 Tomb Dragon's Gem- (Accessory, Crystal, Darkness, 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 Darkness element as a non-stacking effect
Treasure of Supreme Wealth- (Accessory, Crystal, Weatlh & Nobility, 100,000,000 Gold) Wielder obtains +10,000 to all stats and Defense for each 10,000,000 Gold that wielder is carrying (to a max of +200,000 to all stats), +10,000,000 Defense against Gold Damage, The amount of Gold carried by wielder is revealed to all individuals in the same battlespace as wielder at the start of each round, Wielder must be Level 20 or greater and must be carrying at least 10,000,000 Gold
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
Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher
Shoes of the Dancing Wind- (Accessory, Shoes, Air, 30,000 Gold) +20 AGI, 5% Dodge, 15% Dodge against Fey
Smoldering Bolts- (Accessory, Ammo, Fire, 3,190,000 Gold) +3,190 Ranged Attack, Wielder's 'Ranged Attack' actions do 8,000 additional Fire Damage on hit and apply a debuff that stacks 6 times that deals its possessor 20,000 Flat Fire element Damage at the beginning of the round for three rounds, Wielder must either have an item whose name includes 'Crossbow' equipped to benefit from this item or be above level 37
~Suntastic Blingshield Ring- (Accessory, Ring, Light, 8,160,000 Gold) +8,000 Defense, +80,000 Defense against Gold Damage, +4,500 Magical Attack, 30% Resilience, 20% Darkness Resistance, 20% Light Resistance, 60% Fatigued Resistance, 60% Charm Resistance, 60% Confusion Resistance, 80% Impaired: Blind Resistance
Warship-Shaped Codpiece- (Accessory, Trinket, Physical & Water, 600,000 Gold) +600 Defense, 35% Resilience
Weld-On Mustache- (Accessory, Mask, Fire & Technology, 15,500 Gold) Wielder is dealt 150 Flat Fire element Damage when it equips this item (this damage is not dealt to it at thread-start if it starts a thread with this equipped), Wielder's total number of Irony Points counts as 3 higher
4 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
5 Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN
Wonder-Diamond Mouth-Announcement Abstractimal Antlers Announcing Their Bearer as the Most Eligible Bachelor in the Kingdoms of Beasts and Men and Also Announcing Him (Subtly) as a Vigilante Fighting Against Diabolical Forces With Amazing Skill- (Accessory, Bioaugmentation, Wonder & Wealth & Beast, 38,000,000 Gold) +38,000 to all stats, +380,000 HP as a non-stacking bonus, +38,000 Melee Attack, +38,000 Ranged Attack, 60% inflicts Invigorated on wielder at the start of each round, Wielder gains the subtypes Animal and Abstract, +5 Diplomacy against Animals as a non-stacking effect, Wearer's Charm (not including sub-status effects), Charm: Lust, and Charm: Impressed infliction chances are increased by 15% as a non-stacking effect, 80% inflicts Charm on Animals and Abstracts, 40% inflicts Charm: Lust, 40% inflicts Charm: Impressed, 30% Impaired: Blind: Constant Glare, 30% inflicts Awestruck, Wielder gains the abilities 'Monk', 'Ninja', 'Warrior', 'Thief', and 'Merchant', Wielder may cast Thief Arts spells as if they were Ninjutsu spells, Wielder may cast Ninjutsu spells as if they were Combat Arts spells, Wielder must be Level 20 or greater and may not have any base stats below 5
Consumables-
2 50 Item Ticket- (Item, Ticket, Magic, 1 Charge, 500,000 Gold) This item's owner may use it when starting a battle thread or Special Fights thread to bring 50 unequipped items into said thread
10 Canned Zobaculus Tuna- (Consumable, Food, Water, 1 Charge, 900 Gold) +20 HP
13 Caramel Candies- (Consumable, Food, Earth & Darkness, 15 Charges, 9,000 Gold) Heals 700 HP
5 Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
327 Fruit of Life (Non-True)- (Consumable, Food, Earth & Light & Life, 1 Charge, 30,000,000 Gold) Heals 300,000 HP, Inflicts Regeneration
6 Genie Lamp- (Consumable, Enchanted Item, Magic, 3 Charges, 50,000,000 Gold) 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, This item may not be copied by sources below Level 90, Summons created through this spell may not summon
5 Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
113 Simurgh Feather- (Consumable, Summoning Stone, Air & Earth & Fire, 1 Charge, 78,000,000 Gold) Summons 1 Simurgh from the Enemy List
2 Time Battle Ticket- (Item, Ticket, Time, 1 Charge, 500,000 Gold) This item's owner may use it when starting a battle thread or Special Fights thread to make all PCs in said thread solely Time element
14,779 Twelve Purification Sake- (Consumable, Drink, Light & Water, 12 Charges, 12,000,000 Gold) 200% inflicts Poison: Drunk, 50% inflicts Awestruck: Sealed
Items-
11 1/12 Holy Imperial Seal of Power- (Item, Antiquity, Universe, 24,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
Accordant Diamond- (Item, Material, Law & Psychic, 36,000,000 Gold)
Ancient Blue Sand- (Item, Material, Water & Magic & Earth, 4,000 Gold)
Ancient Fish Gift-Box- (Item, Ticket, Wonder, 36,000,000 Gold) Can be opened at the Warehouse for a roll on the Ancient Fish Gift-Box table
Breath of the East Wind- (Item, Material, Air, 69,000 Gold)
2 Caravan Trader's Goods- (Item, Antiquity, Earth & Fire, 5,000 Gold)
Castle (Level 1-20) Spawn Table- (Item, Antiquity, Earth & Physical & Magic & Air, 768,000 Gold)
5,853 Crate of Stolen Desert Supplies and Finery- (Item, Material, Earth, 30,000 Gold)
759 Deactivated Desert Corsair Warship- (Item, Antiquity, Earth, 42,000,000 Gold)
15,736 Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
4 Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
4 Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
Echo Diamond- (Item, Material, Sonic & Spatial, 36,000,000 Gold)
Festive Landscape Giftbox- (Item, Ticket, Ice & Fire & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Festive Landscape Giftbox table
17 Galvanized Plating- (Item, Material, Earth & Technology, 7,000 Gold)
26 Golden Egg- (Item, Antiquity, Earth, 100,000 Gold)
4 High-End Tank Parts- (Item, Material, Technology, 14,000 Gold)
539 Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
Land of Lumberjacks and Licorice- (Item, Property, Earth & Whimsy & Physical, 35,000,000 Gold)
4 Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
4 Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
4 Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
4 Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
Large, Heavy, Obnoxiously-Sequin-Covered Pumpkin Featuring Gratuitous Jewel-Application- (Item, Antiquity, Earth & Tacky, 3,000,000 Gold)
Life Diamond- (Item, Antiquity, Life, 36,000,000 Gold)
14 Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
20 Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
20 Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
50 Mountain Range's Worth of Highly Enchanted Gems- (Item, Material, Earth & Wealth, 90,000,000 Gold)
215 Orochi Plushie- (Item, Antiquity, Darkness & Acid & Water & Fire & Earth & Air & Electrical & Light, 88,888,888 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, 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)
4 Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
4 Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
4 Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
4 Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
Pocket Dimension: Sky of Parachuting Shoes and Laughing Fire- (Item, Property, Air & Whimsy & Fire & Destruction, 75,000,000 Gold)
Random Ultra-Festive Giftbox Plus- (Item, Ticket, Ice & Chaos & Hope, 40,000,000 Gold) Can be opened at the Warehouse for a roll on the Random Ultra-Festive Giftbox Plus table
189 Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
3 Scorched Bones- (Item, Material, Fire & Darkness, 90 Gold)
Signed Letter of Thanks from Prince Charming- (Item, Antiquity, Earth, 20,000 Gold)
209 Square Mile of Desert on a Random World- (Item, Property, Fire, 20,000 Gold)
2 Turret Parts S- (Item, Material, Technology, 2,000,000 Gold)
Twofold Clockwork Volcano Range- (Item, Property, Earth & Technology & Fire & Ice, 97,500,000 Gold)
Spells-
5 Call to the Doublecubist Wild- (Spell, Druid Magic, Chaos & Beast, 800,000 MP, 40,000,000 Gold) Summons 20 Aquatics, Animals, Abstracts, and / or Aerials from the Enemy List who are below Level 50 and are normally fightable for drops, All such summons gain +400,000 HP and the subtypes Abstract and Animal, Max 80 summoned
2,128 Gates of the Necropolis- (Spell, Necromancy, Darkness, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Voidstruck, May deal no damage to Undead, May avoid afflicting negative status effects on Undead, May give target Undead +2,500 to all stats as a non-stacking buff, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
2 Grave Fire- (Spell, Dark Magic, Fire, 40 MP, 67,000 Gold) +68 Magical Attack, 5% inflicts Burning, 1% inflicts Hexed
Knight's Strike I- (Spell, Combat Arts, Physical, 100 MP, 50,000 Gold) +50 Melee Attack, user must have a Sword equipped
113 Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
My Sack is Coming, Brother!- (Spell, Gate Magic, Air, 1,000 MP, 1,000,000 Gold) Caster chooses a target, If caster and target both possess the ability 'Can Sense When Twin Sibling Is In Danger', then the next time that an offensive action is directed at said target and caster is not in the same battle as said target, all items whose name includes 'Sack' that are equipped or carried by caster are traded to target's inventory
3 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
3 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
3 One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
3 One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Pyramidal Necromancy: Call the Guardians of the Dead Sultan- (Spell, Necromancy, Earth & Fire & Darkness, 1,490 MP, 120,000 Gold) Summons 1 Guardian of the Dead Sultan, Max 5 Summoned, Max 12 summoned if caster has the ability Necromancer, Embalmer, or Pyramidic Necromancer, This spell’s summons come from the Enemy List and do not level
2 Pyramidal Necromancy: Grave Guardian- (Spell, Necromancy, Earth & Light & Darkness, 600 MP, 160,000 Gold) Target A gains a buff that causes target A to hit target B with a buff upon target A’s death that causes the first individual who targets target B with an offensive action to immediately be counter-attacked with a Melee Attack performed by a copy of Target A at target A’s time of death, with said copy not dying again until the end of said action, This second buff is not applied if target A is killed by a source of Level 45 or greater, This is a corpse-consuming effect in regards to target A and may not be placed on a target who is already the target of another corpse-consuming effect, This effect may replace corpse-consuming effects from equal or lower level sources, Does not stack on target A, stacks 10 times across all instances for each target B
Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
4 Transform Skeleton Into Burning Skeleton- (Spell, Necromancy, Fire, 200 MP, 80,000 Gold) Target Skeleton from the Enemy List becomes a Burning Skeleton from the enemy list
4 Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) 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, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Pets-
10 Gangster- (Pet, Human, Darkness, Lv.1, 35,000 Gold)
HP- 260
MP- 90
STR- 30
AGI- 31
CON- 22
MIN- 21
SPI- 17
XP- 0
XP Needed- 1,000
Minimum Level- 1
Defense- 10
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength or Agility
Constant Effects-
Legitimate Businessman?- Possessor may choose to become any base element at the start of any round, Constant Effect
Abilities-
Whack 'Em!- 80 Damage, Technology, 0 MP
Cement Shoes- 10% inflicts Drowning, Darkness & Earth & Water, 45 MP
Unexpected Horse Head- 20% inflicts Confusion: Fear, Darkness, 50 MP
An Offer You Can't Refuse- 20% inflicts Charm, Darkness, 50 MP
Launder Money- +500 Defense against Gold damage, does not stack, Technology & Darkness, 80 MP
Transformations-
*Observer-Constructed Voyager-Class Uugnaut: Hyperion- (Bound Transformation, Vessel, Aether & Hax, 12,000,000,000 Gold) (Bound to Noix)
Level 68
HP- 9,500,000
MP- 9,500,000
STR- 100,000
AGI- 100,000
CON- 100,000
MIN- 100,000
SPI- 100,000
XP- 0
XP Needed- ? (Standard Multiplier x6)
Minimum Level- 68
Defense- 45,000
Defense against Stat Damage- 15,000
Critical Chance- 0%
Resilience- 120%
To Hit- 220%
Dodge- 120%
Resistances and Immunities- Astral Immunity, Darkness Immunity, Ice Immunity, 90% Base Element Resistance, 50% Spatial Resistance, 50% Time Resistance, 50% Null Resistance, 50% Void Resistance, 50% Hax Resistance, Minor and Moderate Status Effect Immunity, 35% Major Status Effect Resistance
Prime Attribute- Any One Stat
Constant Effects-
Dynamic Starcraft- Possessor and all passengers may take normal actions while in this transformation, All Passengers may choose to use possessor's status effect immunities in place of their own, Possessor may choose at the beginning of a thread to count as a Machine and / or an Astral Being, Vehicle Trait
Observer's Non-interaction- Possessor and all passengers may not take offensive actions, inflict negative status effects on, or damage any entity in any battlespace, Vow
Passenger Capacity (10)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Concept-Powered Engine- Possessor gains a value called "Conceptual Power Points", this value is equal to (21 - "The number of Conceptual Power Points currently in use by constant effects" - "The number of Conceptual Power Points that have been used up by abilities") at the start of every battle, possessor regenerates one Conceptual Power Point on rounds which are a multiple of 10, Possessor may chose for any number of "Infused With" abilities to become active at the beginning of each round, up to the Conceptual Power Points possessor possesses, Possessor must possess at least 1 unused Conceptual Power Point to take actions, Constant Effect
Infused With Subtlety- Possessor, while this ability is active, may not be scanned by individuals below level 88, with said scans indicating no individual is present, this ability costs 6 Conceptual Power Points to become and remain active, Constant Effect
Infused with Mobility- Possessor, while this ability is active, gains +1,000,000 to possessor's turn-order determining stat for turn-order determining purposes and may not be forced to skip actions, this ability costs 6 Conceptual Power Points to become active, Constant Effect
Infused with Permanence- Possessor, while this ability is active, may not be inflicted with Negative Status Effects or Debuffs by individuals below level 99, this ability costs 4 Conceptual Power Points to become and remain active, Constant Effect
Infused with Imperviousness- Possessor, while this ability is active, has it's defense multiplied by 30, may apply this defense against any sort of damage as if it were Universe-Element Defense, and may not be criticaled by individuals below level 88, this ability costs 8 Conceptual Power Points to become and remain active, Constant Effect
Infused with More Imperviousness- Possessor, while this ability is active, has it's defense multiplied by 30, may apply this defense against any sort of damage as if it were Universe-Element Defense, and may not be criticaled by individuals below level 88, this ability costs 8 Conceptual Power Points to become and remain active, Constant Effect
Infused with Connectivity- Possessor, while this ability is active, may spend an action to enter any battlespace created by an entity below level 100, Possessor, while this effect is active, regenerates 500,000 MP, 500,000 HP, and 5,000 to each stat (to a max of their natual values), this ability costs 6 Conceptual Power Points to become and remain active, Constant Effect
The First Epiphany: Immutability- Individuals below level 88 may not deal possessor or any passengers damage or stat damage unless possessor currently has a debuff, This ability may not be ignored by other abilities that do not include the word Overcrash in their name, This ability is not normally active and only becomes active when Possessor's "Enlightenment" value is greater than or equal to 1, Constant Effect
The Second Epiphany: Tranquiliy- Individuals below level 88 cannot inflict debuffs on or deal stat damage to possessor or passengers unless they have scanned possessor, This ability may not be ignored by other abilities that do not include the word Overcrash in their name, This ability is not normally active and only becomes active when Possessor's "Enlightenment" value is greater than or equal to 2, Constant Effect
The Third Epiphany: Impermanence- Individuals below level 88 cannot scan or count as having scanned possessor unless Null or Hax Element, with said failed scans showing possessor to not be present, Upon this ability first becoming active each thread, possessor ceases to count as having had their stats scanned by all individuals in battle, This ability may not be ignored by other abilities that do not include the word Overcrash in their name, This ability is not normally active and only becomes active when Possessor's "Enlightenment" value is greater than or equal to 3, Constant Effect
The Fourth Epiphany: Apotheosis- Possessor becomes immune to Individuals below level 88 if possessor has not been scanned, Possessor's Conceptual Power Points total is set to 30 while this ability is active, This ability may not be ignored by other abilities that do not include the word Overcrash in their name, This ability is not normally active and only becomes active when Possessor's "Enlightenment" value is greater than or equal to 4, Constant Effect
Indexed Constant Effects-
Meta-Burst Overcannon Grafted On- Possessor may not spend Conceptual Power Points for abilities other than "Quick-Charge Overcannon" while possessor's Meta-Burst Overcannon Charge Counter is greater than 0, possessor may not enter other battlespaces or change rows while possessor's Meta-Burst Overcannon Charge Counter is greater than 0, Constant Effect
Abilities-
Analyze- Possessor obtains a copy of the stats of target, Technology or Light, 0 MP
Replicate- Possessor obtains a temporary copy of any one item worth under 100,000,000 Gold that is for sale in the shop, Technology, 0 MP
Ward- Possessor may ignore the negative effects of the next action used against them as a non-stacking buff that is used up when possessor is next targetted by another individual, Warding, 2,500,000 MP
Establish Node- Attaches an effect to the current battlespace called "Node: Established", This action consumes 100 actions, Spatial, 10,000,000 MP & 10 Conceptual Power Points
Transit to Node- Possessor exits their current battlespace and enters a battlespace that has the effect "Node: Established" on it, This action consumes 10 actions, Spatial, 1,000,000 MP
Phantom Overcrash: Transcendence Through Knowledge- Possessor's Conceptual Power Points total is set to 0, Possessor gains one to their Enlightenment value at the start of each round, possessor's Enlightenment value, upon reaching 10, is set back to 0 and cannot change from that for the remainder of the thread, Knowledge & Hax, 20 Conceptual Power Points
Added Abilities-
Charge Overcannon- Possessor's gains one Meta-Burst Overcannon Charge Counter, This action consumes 25 actions, Destruction, 10,000,000 MP
Quick-Charge Overcannon- Possessor's gains X Meta-Burst Overcannon Charge Counters, Destruction, X Conceptual Power Point
Fire Meta-Burst Overcannon- 5,000,000 x (The number of Meta-Burst Overcannon Charge Counters possessor possesses) damage, This action may ignore the "Observer's Non-interaction" ability, This action deals 30x damage to bosses, this action may ignore the immunities and resistances of individuals below level 90, this action sets possessor's Meta-Burst Overcannon Charge Counter to 0, Destruction, 0 MP
61 Desert Corsair Warship- (Transformation, Vessel, Earth, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 24,000
CON- 22,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 3,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Minor Status Effect Immunity, 50% Moderate Status Effect Resistance, Entombed Immunity, Drowning Immunity
Prime Attribute- Agility
Constant Effects-
Sand Fortress Ship- Possessor counts as a Vehicle and a Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Desert Corsair’ gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Desert Corsair Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- 50% Cured of any negative effect from a source below level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannons- 30,000 Damage, Inflicts Entombed, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +4,000 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50, affects caster only, Earth, 80,000 MP
Sand Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Earth, 80,000 MP
Permanant Consumables-
5 Mad Plumber’s Manual- (Permanent Consumable, Grimoire, Water, 2,000,000 Gold) Teaches the target the ability ‘Mad Plumber’
Might Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Might Increase Potion""
7 Knowledge Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Knowledge Increase Potion""
Soul Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Soul Increase Potion""
Stamina Increase Potion- (Permanent Consumable, Stat Upgrade, Magic, 5 Max Used, 50,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Stamina Increase Potion""
Artifacts-
None
Tasks-
'Tenth Holy Imperial Challenge of Worth: Test of Combat'
Requirements: Complete at least 10 Event Matches
Awards-Alerted Selereth Helios to the Location of Telwhat'Veyr'Khleys, Sphere of the Wishes of Gods
Ally of The Galactic Protectors Of Eternal Balance (Mod Run Award)
Defeated Ikukamonji in the Town of Elkie on Noix
Defeated Orik, Bogward, Herok, Arbolt II, and Arbeoh of the Undefeated on Noix
Defeated Soul Crystal Copy #1 - The Car Washer Kid, in Aundria
Dropkicked Craze Master Nemmard Like A Uranium Chimpanzee Named Amadeus Rockefeller
Drove Off Murphy's Mother
Eaten by a Timefish
Eliminated in the Fourth Round of Don't Touch the Duck
Entered the 15th Annual Muscleman Contest on Disc 415
Entered the 15th Annual Muscleman Contest on Disc 415
Fulfilled a Prediction Made By Arisina
Gave Warmech Annlutius to Bascaradine
Got 1/12 Holy Imperial Seal of Power From Bascaradine For Defeating Craze Master Nemmard
Got a Catchphrase
Had a Really, Really Weird Dream
Had His Personal History Rewritten During An Attempt To Fix A Curse
Has Access to Disc 145,202,315,700,306
Has Beaten 39 Bosses in Boss Rush Mode
Has Completed 1 Frequent Formula Task
Has Consumed 2 Essence Sphere: Coinlord
Has Consumed 3 Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Defender
Has Consumed 5 Essence Sphere: Defender
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Evermason
Has Consumed 5 Essence Sphere: Gigas Knight
Has Consumed 5 Essence Sphere: Mech Jockey
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Gigas Knight
Has Consumed 5 Greater Essence Sphere: Mech Jockey
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Defender
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Evermason
Has Consumed 5 Improved Essence Sphere: Gigas Knight
Has Consumed 5 Improved Essence Sphere: Mech Jockey
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Warrior
Has used 12 Grandmaster's Text
Has used 5 Attunement Book: Commander
Has used 5 Attunement Book: Wanderer
Has Defeated Three Level 40 Bosses in the Alternative Boss Rush Mode
Has Reached Round 21 in an Endurance Match
Has Reached Round 41 in an Pet Endurance Match
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Mr. Groggo's Dilemma" Event Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Won the "Winter's Grasp" Event Match
Helped Celiria Defeat Nega-Celiria in an Arena Match
Holder of the Blank Mask (Mod-Run World Award)
Inadvertently Helped Make Hugo Bekkler Postmaster of Nexus
Indirectly Caused the Incineration of Keeper_Of_Rings
Indirectly Caused the Incineration of the Moon of Yesleintyr
Indirectly Destroyed the Secondary Portal from Nexus to Yesleinty
Know Way Too Much About An Anime Named Mecha Kaiser R that Tia Likes
Learned the Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees Formula from The East Wind
Lept through Time
Located the Warmech Annlutius
Lost to Ave Selim the BA Member in a Replica of the Skystair from Noix in the Parallel Collesseum During the Holy Festival
Participated in Don't Touch the Duck at Walrusfest
Participated in the Quest 'Unwinnable No Longer'
Participated in the Quest Muscles on the Beach
Pulled the Lever in the World of Technology to Redirect the Temporal Train
Retrieved the Blank Mask (Mod-Run World Award)
Retrieved the Magma Records Alongside Invulnerable Bill for Hugo Bekkler in Magmatic Drill Facility Five
Returned Abe's Letter
Saved Robert Beamsworth From Malign Mental Influence (Mod Run Award)
Saved the People of Yesleintyr from the Last Remnants of the Conspiracy
Shocked a Building Janitor With a Bling-Covered Backflip While Vaulting Down a Skyscraper Staircase
Stopped Craze Master Nemmard From Joining Up With Error City
Successfully guessed his Secret Santa at Walrusfest
Visited the 10th Holy Festival
Was Briefly Nelson Montero, The Dividing Line of Night and Slumber
Was in the Walrusfest Secret Santa
Did Not Accept The Lamp on Noix
Has Completed The Fifth Holy Imperial Challenge of Worth: Test of Mastery
Has Completed The First Holy Imperial Challenge of Worth: Test of Fortune
Has Completed The Fourth Holy Imperial Challenge of Worth: Test of Seeking
Has Completed the Mini Quest 'Trial of Memories'
Has Completed The Second Holy Imperial Challenge of Worth: Test of Skill
Has Completed The Seventh Holy Imperial Challenge of Worth: Test of Echoes
Has Completed the Sixth Holy Imperial Challenge of Worth: Test of Stamina
Has Completed The Tenth Holy Imperial Challenge of Worth: Test of Combat
Has Completed The Third Holy Imperial Challenge of Worth: Test of War
Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"
Fortune from Arisina-
"Every car contains a bomb; the opposition is thorough.
The cricket princess will love you if you play her a violin song with enough skill.
Don't hide in the aquarium.
Your new catchphrase should be 'I'm going to dropkick you like a uranium chimpanzee named Amadeus Rockefeller!'
You and your brother are going to get a lot closer rather soon."
Ave Selim
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Ave Selim
MODRAAAAAAAAAAAAAGE