Kit and Viren in Indrasena to desert of heretics

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Kitsune106d
Arena Lieutenant
Posts: 953
Joined: Fri Mar 19, 2021 9:03 pm
Location: Florida, US

Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

[quote = Kit stats]
Kit Timeshadow (kitsune106)-
Level 79
Planetary, Hope & Magic & Glitz & Time
HP- 20,250
MP- 29,625
STR- 2,132 (27)
AGI- 1,185 (15)
CON- 810 (10)
MIN- 1,185 (15)
SPI- 3,641 (39)
Fame- 107
Worshipper of Sereyn-
Divine Healing- Spells cast by possessor that possess a Magical Attack bonus and Heal gain +(25 * Possessor Level) Magical Attack, Worshipper Benefit
Sereyn's Purification- Possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Channel Magical Light- If possessor is Level 10 or greater, possessor may change any of possessor's 'Magical Attack' actions to be solely Light element, Worshipper Benefit
Purge Toxin- If possessor is Level 5 or greater, possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Sereyn's Fury- If possessor is Level 25 or greater and any of possessor's opponents are Devout Worshippers of Nathreyn or Zereyn, possessor and possessor's allies who are Devout Worshippers of Sereyn or Vereyn gain +3,600 to all stats as a non-stacking bonus, Worshipper Benefit

*THOU SHALT NOT EAT THE FLESH OF HUMANS
Until Kit breaks this commandment in an RP thread (battle threads do not count), Kit gains +50% Minor Negative Status Effect Resistance.

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Change Stance
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive

flickers:

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys

Abjurer:
Abjurant Mummy-Curse Deflecting Aura- (Stance Ability, Abjurer) Possessor and possessor's allies cannot obtain debuffs from non-unique individuals below Level 60 whose name includes 'Mummy'
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Ablative Self-Screen- (Passive Ability, Abjurer) Up to 20 times per thread when possessor would acquire a debuff that reduces possessor's stats, possessor may choose for that instance of the debuff to reduce the amount it reduces each of possessor's by by 500, to a minimum of 0
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Broadened Abjuration Magic- (Passive Ability, Abjurer) Possessor's 'Broaden Casting' ability may count Abjuration Magic spells as Wizard Magic spells for its purposes (though not the purposes of other aspects of actions it is involved in)
Erosion-Resistant Spell- (Technique Ability, Abjurer) Possessor may use 'Erosion-Resistant Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs placed by said action may not be removed by Water element sources below Level 40.
Expert Protection Magic Attunement- (Passive Ability, Abjurer) Protection Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Protection Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Gloriously Problem-Deflecting Spell- (Technique Ability, Abjurer) Possessor may use 'Gloriously Problem-Deflecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs applied by said action may not be removed by opposing sources below Level 40.
Hyped-Up Spellshield- (Technique Ability, Abjurer) Possessor may use 'Hyped-Up Spellshield' in conjunction with a 'Cast a Spell' action so long as an Abjuration spell is cast and no other technique is used. Said action is delayed 5 rounds. If its caster is not Glory element, all Defense buffs that it provides are increased by 1 point as a non-stacking effect across all buffs on the same individual. If its caster is Glory element, all Defense buffs that it provides are increased by 5,000 points as a non-stacking effect across all buffs on the same individual.
Protector's Sacrifice- (Active Ability, Abjurer) Possessor may, as a counter in response to any enemy attack, before targets (other than self) take damage, spend any amount of Max HP or Max MP, one target takes that much less damage, Possessor may, as an action, reduce any of possessor's stats' maxes by a number, this amount of stat damage is healed (from the same stat) on target ally
Spell-Attaching Art: Golden Flame-Shield- (Technique Ability, Abjurer) Possessor may use 'Spell-Attaching Art: Golden Flame-Shield' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, gives its target a non-stacking buff that provides 15% Fire Resistance and +200 Defense against Fire.
Spell-Attaching Art: Hyper-Unlikely Electricity Cancellation- (Technique Ability, Abjurer) Possessor may use 'Hyper-Unlikely Electricity Cancellation' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, has a 1 in 15,000,000 chance of giving its target a non-stacking buff that gives it Immunity to Electrical against individuals below Level 60 for 1 round.
Spell that Blocks the Wind Guillotine- (Technique Ability, Abjurer) Possessor may use 'Spell that Blocks the Wind Guillotine' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Any buff applied by said action gains the additional effect 'possessor obtains 10% Instant Death Resistance against Air element actions'
Squid-Reprotecting Spell- (Technique Ability, Abjurer) Possessor may use 'Squid-Reprotecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. If said action applies an abjuration buff from a spell worth under 500,000 Gold, said action applies a copy of said buff to any one Aquatic that previously possessed any number of Abjuration buffs with caster as their source, provided that said buff could have been applied to said Aquatic
Zone Screen- (Passive Ability, Abjurer) Whenever possessor casts an Abjuration spell, possessor may, to a max of once per round, attach an non-stacking effect to a Zone, Terrain, or Phantom Terrain that gives all of possessor's allies, including possessor, in said Zone +(100 * Possessor Level) Defense and makes said allies unable to have their stats scanned by sources below (possessor Level - 10, to a max of 60)

Arcane Vizier:
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element

Architect:
Chip Away Mental Defenses- (Passive Ability, Architect) If possessor is wielding a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock', whenever possessor would deal MIN Damage that is not Healing to a target, possessor applies a debuff to that target that stacks 200 times that provides -200 Defense against MIN Damage
Excavate Insanity- (Technique Ability, Architect) Possessor may use 'Excavate Insanity' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains a 30% chance of inflicting or curing Insanity and an optional 100% chance of curing Confusion.
Excavate the Heart's Contents from the Pathways of the Mind- (Passive Ability, Architect) Possessor's 'Excavate Insanity' technique may gain a 30% chance of inflicting or curing Dominion and a 100% chance of inflicting or curing Charm
Eyes Honed In the Brain Mines- (Passive Ability, Architect) Possessor gains +15% To Hit against Mindshadows
Knowledge-To-Ingots Pickaxe-Strike- (Technique Ability, Architect) Possessor may use 'Knowledge-To-Ingots Pickaxe-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +60,000 Melee Attack and destroys a non-unique Spell worth under 120,000,000 equipped by its target, giving its performer an amount of Temporary Gold equal to the destroyed spell's Gold value.
Knows a Secret Method of Tooth-Brushing that is Highly Intimidating to Geese- (Passive Ability, Architect) If wielder would cure itself of a negative status effect or debuff that came from a Food or Drink consumable and wielder is wielding a Tool or Wand whose name includes 'Toothbrush', wielder may choose to have a 30% chance of inflicting Confusion: Fear on all opposing Aerials, with this infliction chance being increased by 170% against entities whose name includes 'Goose', Wielder's 'Erotically Brush Teeth' techniques may inflict Confusion: Fear instead of Charm: Lust on targets that are Aerials, Entities who are not Aerials who check wielder's Hygiene Value count it as being 1 point higher
Mindblast-Deflecting Pickaxe Spin- (Passive Ability, Architect) Up to once per round, if possessor is wielding an Axe or Tool, possessor may choose to have a 20% chance of cancelling a hit of an attack that is Psychic element that is targeting possessor that is coming from a source that is not greater Level than possessor
Mind-Shattering Strike- (Technique Ability, Architect) Possessor may use 'Mind-Shattering Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +60,000 Melee Attack, a 200% chance of inflicting Confusion, a 100% chance of inflicting Mindblasted, and a 30% chance of inflicting Insanity and removes all Psychic element buffs from sources below Level 60 from its target.
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
Professionally-Licensed Jackhammer Guy- (Passive Ability, Architect) Possessor gains +1 Fame, Possessor may count Hammers as Tools if their name includes 'Jack', Possessor may choose to count any Hammer that possessor is wielding, carrying, or attempting to acquire from a Shop as having 'Jack ', 'Jack'O'', or 'Jack's ' preceding its name
Psyche-Manifesting Pickaxe Blow- (Technique Ability, Architect) Possessor may use 'Psyche-Manifesting Pickaxe Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Tool or Axe whose name includes 'Pick', 'Shovel', or 'Mattock' equipped. Said action gains +35,000 Melee Attack, may deal no Damage, may deal 3,500 MIN Damage, cures all Possession and Haunting effects on target from Mindshadows below user's Level that are below Level 80, allows the target to optionally summon up to 5 Mindshadows of lower Level than the target that are normally fightable for drops on the Enemy List (with a max of 5 summoned per target).
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Thought Prospector- (Passive Ability, Architect) Possessor's 'Mine Brain' technique deals an additional 1,500 MIN Damage, applies a +15,000 Melee Attack bonus to actions it is involved in, and, if it deals at least 1 MIN Damage, gives its performer a buff that stacks 5 times that provides +1,500 MIN, with this buff being able to be transferred to any single willing target by its possessor at the start of any round.

Astromancer:
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation

Auramancer:
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said actionBaleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Empathic Backlash I- (Passive Ability, Auramancer) If ability's possessor takes stat damage from a foe under level 10, said foe takes half said amount of damage to the same stat
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Lurid Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Poison on its source at the end of said action
Numbing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Paralyzed on its source at the end of said action
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

Bard:
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast

Beastmaster:
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Sturdy Turtle Shell- (Passive Ability, Beastmaster) Possessor gains +500 Defense and 35% Resilience

Blessing:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Arkel's Wellness- (Passive Ability, Blessing) Possessor gains Diseased Immunity and 30% Plague Resistance
Blessed by Greatness-(Passive Ability, Blessing, can't be used in combos) +10 Max HP
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Holy Foresight-(Passive Ability, Blessing) +1% Dodge, Can't be used in combo
Holy Foresight II-(Passive Ability, Blessing) +5% Dodge, +20% additional dodge for characters over level 15, Can't be used in combos
Holy Strikes-(Passive Ability, Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
Mana Spark Blessing 15- (Passive Ability, Blessing) +35 to all stats, 4% Minor Status Effect Resistance, 3% Dodge
Mana Spark Blessing 16- (Passive Ability, Blessing) 4% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Strength in the Face of Certain Death- (Passive Ability, Blessing) Possessor gains +500 to all stats as an uncapped bonus when in battle against one or more opponents 10 or more Levels greater than possessor and all of possessor's allies if possessor has 5 or fewer non-pet, non-summon allies.
Tiny Strength Blessing- (Passive Ability, Blessing) +1 STR

Botanist:
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Knows Both the Scientific and Common Names of Over Five Million Plants and Fungi- (Passive Ability, Botanist) +500 MIN, Possessor's Level is counted as being 5 higher for the purpose of stat-scan-attempt success as an effect that does not bypass Level-based Immunities

Captain:
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Channeler:
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast

Chef:
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Improved Mircrowave Gaze- (Passive Ability, Chef) If possessor possesses a Chef ability called 'Microwave Gaze', then any ability called 'Microwave Gaze' that it grants its possessor gains '30% inflicts Burning', '30% may inflict Poison: Irradiated', and 'Deals 2,000 CON Damage'
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Retroactive Chef- (Passive Ability, Chef) Possessor may, once per round as an ability that cannot be reset by the round resetting, before one of possessor's actions, reset the round to the round's start (if no entity of Level 60 or greater objects), obtaining the result of a Secret Formula that possessor possesses and possesses the appropriate ingredients for, provided said Formula makes a Food or Drink Consumable, expending said ingredients as part of said reset
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

Chronicler of Eternity:
Chronomancer- (Passive Ability, Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
First Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)

Counselor of Faerie:
Prince of Faerie- (Passive Ability, Counselor of Faerie) +80,000 SPI, +40,000 AGI, +40,000 Magical Attack, +20% Dodge, 20% Fae Resistance, Possessor gains a 200% chance of optionally inflicting Charm on Fae, Possessor gains a 45% chance of optionally inflicting Dominion on Fae, Possessor may control the actions of lower Level Fae that are below Level 60 and non-unique

Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
tempo
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
♢Heaven's Hammer- (Passive Ability, Crusher) Possessor gains +(50 * Possessor Level) Melee Attack and +(100 * Possessor Level) SPI if wielding a Hammer, Wielder's 'Melee Attack', 'Melee Overdrive' and 'Powerful Attack' actions may use Strength or Spirit as their Prime Attribute, and possessor may base 'Melee Attack' bonus capping on either Strength or Spirit for purposes of said actions
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
♢Like A Hammer From the Heavens- (Passive Ability, Crusher) Possessor's first attack of each thread, if performed during the first round of battle and performed targeting a single Demon, Devil, or Daemon that is not 5 or more Levels greater than possessor that has not yet acted, deals double Damage (to a max of (Possessor Level * 1,000,000,000 additional Damage) if possessor is wielding a Hammer and has a greater SPI or CON than said target's CON
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
♢Shattering the Dark Fortress- (Passive Ability, Crusher) If possessor is wielding a Hammer, possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may each remove a Defense-increasing or Resistance-increasing/granting buff that comes from a Demon, Devil, or Daemon source that is not 20 or more Levels greater than possessor

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.
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 II- (Stance Ability, Defender) +200 Defense
Defensive Stance- (Stance Ability, Defender) +50 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.
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
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

Diplomat:
Gregarious- (Passive Ability, Diplomat) Possessor's chance of inflicting minor positive status effects on allies are increased by 30%
Prompt- (Passive Ability, Diplomat) Possessor gains +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle
Unflappable- (Passive Ability, Diplomat) Possessor is Immune to minor negative status effects from sources 10 or more Levels below possessor if possessor is wearing a Clothing worth at least 40,000,000 Gold

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Driver:
Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Timecraft Driver- (Passive Ability, Driver) Possessor's Time element Vehicle transformations gain +500 AGI and 40% Dodge


Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus


Enchanter:
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round

Engineer:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats

Eternal Champion:
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element

Evermason:
Form of Discarded Cigarette Butt- (Stance Ability, Evermason) Possessor obtains -1 to all base stats, Possessor's actions have a 50% chance of being skipped, with things that would occur before and after those actions still occurring, Possessor's element becomes solely Fire & Air & Junk, Possessor's subtype becomes solely Golem
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Sculptor of Primordial Clay- (Passive Ability, Evermason) When possessor would summon an entity from the Enemy List that is a Golem whose name includes 'Clay', possesor may choose to summon an instance of said entity whose name naturally includes the word 'Primordial ' before the word 'Clay' and that naturally possesses the following Constant Effect:
Sculpted from Primordial Clay- Possessor is Immune to individuals below Level 39, gains +1,750,000 HP, gains +11,500 to all stats, and gains the subtypes Shapeshifter and Elemental, Possessor's transformations gain +10,000 to all stats, gain +1,000,000 HP, gain +1,000,000 MP, and deal 20,000 additional Damage, Possessor may, up to once per round, at the start of the round, transform into a Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the Enemy List and detransforms when killed in said form instead of dying, with this transformation counting as being a Polymorph Effect, Constant Effect

Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in
Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Flux Shifter- (Passive Ability, Flux Baron) Shapeshifted Forms may counts as Shapeshifters for purposes of possessor's Flux Baron abilities
Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Lord of the Silverfur Pack- (Passive Ability, Flux Baron) If possessor summons an entity whose name includes 'Werewolf' or that is a Shapeshifter whose name includes 'Were', possessor may choose for its name to gain the word 'Silverfur' as a prefix, for said entity's stats to naturally be 3,000 points higher, and for said entity to naturally possess no Earth Weakness
Shapeshifter Instruction I- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +20 to all stats
Shapeshifter Instruction II- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 to all stats
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Friendship:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Anti-HEKATONKHERIE Resistance Leader- (Passive Ability, Friendship) Possessor gains 15% Metahuman Resistance, Possessor's Metahuman allies gain 15% Metahuman Resistance, Possessor and possessor's allies gain, as a non-stacking conditionally-applied bonus, +15% Resilience against entities that possess an ability, Constant Effect, or Boss Effect whose name includes 'Titan's Head', 'Titan's Hand', 'HEKATONKHERIE Super-Weapon', or 'Agent of HEKATONKHERIE', Possessor counts as possessing 5 additional Superhero abilities for prerequisite purposes
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Enemy of Decan Cassus- (Passive Ability, Friendship) Possessor may not be on the same side of battle as individuals named 'Decan Cassus', Whenever an individual named 'Decan Cassus' damages possessor, that individual deals 5,000 additional points of HP or MP damage to possessor, individuals named 'Decan Cassus' gain +200 to all stats if possessor is on an opposing side of battle from them (Bound to Seirei)
Has A Small Fan Club- (Passive Ability, Friendship) +1 Fame
Has Attracted Attention and Fans in the Battle Arena- (Passive Ability, Friendship) Possessor gains +1 Fame, Possessor gains +300 to all stats if possessor has at least 20 Fame
Menace from the Disaster Trio- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Menace from the Disaster Trio', all three become solely the element Null, each deal every other individual in the same Battlespace 50,000 Null Damage at the start of each round, and count as being in a guild named 'Disaster Trio'
Used to be Famous- (Passive Ability, Friendship) Possessor has 10 extra unmodified stat points and has chosen to place them like this: (+10 con)

Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes

General:
Also Named 'Fred'- (Passive Ability, General) Possessor's name counts as including 'Fred'
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Marshall's March- (Passive Ability, General) Possessor's Human allies gain +1 Move
Offensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 50 points
Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Predicted to Be a Great Hero- (Passive Ability, General) Possessor gains +2 Fame
Somehow Knows Hundreds of Popes Born with Wooden Feet- (Passive Ability, General) Possessor gains +1 Fame; Whenever possessor summons a Pontiff from the Enemy List, possessor may append 'Wooden-Footed ' before its name, and, if possessor chooses to do so, have it Naturally additionally possess following Constant Effect:
Wooden Feet- If possessor is in a Zone of Earth, possessor gains the element Wood, Constant Effect

Geomancer:
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle


Gigas Knight:
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has an Aura equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
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
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
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
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

Guardian:
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
♢Arbiter's Just Raiment- (Passive Ability, Guardian) Possessor takes 50% Damage from entities afflicted with Entombed: Incarcerated if possessor is wearing Heavy Armor and is a Celestial
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
♢Bearing the Raiment of Justice- (Passive Ability, Guardian) Possessor gains +(50 * Possessor Level) Defense, +(100 * Possessor Level) CON, and +(100 * Possessor Level) SPI if wearing a Heavy Armor, Possessor may choose at the beginning of a thread (as a non-buff effect) to make its HP-Determining stat Constitution or Spirit and to make its per-item Defense capping based on either Constitution x 2 or Spirit x 2
Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
♢Bulwark Against Impurity- (Passive Ability, Guardian) If possessor is wearing Heavy Armor, possessor gains (Possessor Level /4, rounded up)% Demon Resistance, Devil Resistance, and Daemon Resistance
Droplet of the Enduring Nature of the Iron Dream- (Passive Ability, Guardian) Possessor gains +5,000 Max HP
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Further Meditation Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 20
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
♢Impenetrable Status Bulwark- (Passive Ability, Guardian) If possessor is wearing Heavy Armor, possessor's Resistances cannot be ignored by lower-Level Demons, Devils, and Daemons
♢Inviolable Heavenly Girding- (Passive Ability, Guardian) If possessor is a Celestial and has a Heavy Armor equipped, possessor may, up to once per thread, cause a Critical against possessor to no longer be a Critical
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
♢Sublimely Undiminishible Heavenly Form- (Passive Ability, Guardian) If possessor is a Celestial and wearing Heavy Armor, possessor may, up to (Possessor Level / 25, rounded up) times per thread, when possessor would be afflicted with a negative status effect by an entity that is not more than 5 Levels greater than possessor, choose to not be afflicted by said status effect
Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience

Gunslinger:
Basic Gunslinging Attunment- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor

Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Knoweldge of Electroshock Therapy- (Passive Ability, Healer) Possessor's Electrical-element, Non-Offensive actions may gain '15% cures any one minor negative status effect'
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Restorative Power that Cures Illness- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may have a 30% chance of curing any of its targets of any one minor status effect whenever it would otherwise heal something
Restorative Power that Heals Agility- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of AGI Damage whenever it would otherwise heal something
Restorative Power that Heals Mind- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of MIN Damage whenever it would otherwise heal something
Restorative Power that Heals Stats- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 200 points of stat damage from each stat whenever it would otherwise heal something
Restorative Power that Heals Spirit- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of SPI Damage whenever it would otherwise heal something
Restorative Power that Heals Strength- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of STR Damage whenever it would otherwise heal something
Restorative Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
♢Shining Aura of Pacifism- (Stance Ability, Healer) Possessor may not conduct offensive actions, Possessor may not place debuffs or negative status effects on individuals or deal non-healing Damage, HP and MP Healing dealt by possessor's is doubled, Possessor's opponents of equal or lower Level deal half Damage to possessor if possessor possesses any unique allies
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action


Heavenly Protector:
Crisis Overcrash: Golden Rapture- (Technique Ability, Heavenly Protector) Possessor may use 'Crisis Overcrash: Golden Rapture' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor is an Angel, Celestial, or Deva. Said action gains +400,000 Magical Attack, gains '1 hit against all', may move its targets who are not equal Level to or greater Level than user to the existing battlespace of user's choice, unsummons its targets who are Daemons, Devils, and Demons, removes buffs and debuffs from its targets that grant their possessors the subtype Undead, ignores the Resistances and Immunities of non-unique entities below Level 80 and unique entities below Level 60, and has a 100% chance of inflicting Cursed: Damned and Vanished on opponents of user who are not greater Level than user. Said action sets its user's MP to 0 for the remainder of the thread.


Hero:
Hero's Resolve- (Passive Ability, Other: Hero) Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor, Possessor gains Dominion Immunity
Soul-Puncher- (Passive Ability, Other: Hero) Possessor gains +15,000 Magical Attack and Melee Attack, Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal", Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect

Hunter:
Ghost Hunter- (Skill Tree, Hunter)
[][][][][]- Possessor gains +5% To Hit against Undead whose name includes 'Ghost' or who possess a Constant Effect whose name includes 'Incorporeal' for each box marked; each box costs 1 Skill Point
[][][][][]- Possessor gains +3% Critical against Undead for each box marked; each box costs 1 Skill Point
[]- Possessor may spend an action to scan the stats of an Undead whose name includes 'Ghost' or who possesses a Constant Effect whose name includes 'Incorporeal'; the box costs 3 skill points
[]- Possessor ignores Dodge bonuses provided by Constant Effects whose name includes 'Incorporeal'; the box costs 8 skill points
[X]- Possessor is Immune to debuffs that come from abilities whose name includes 'Possess' or 'Possession' that result in possessor's actions being controlled or possessor being treated as a transformation; the box costs 10 skill points
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles

Lancer:
Lances of the Far Heavens- (Technique Ability, Lancer) Possessor may use 'Lances of the Far Heavens' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +117,000 Melee Attack, gains +117,000 Ranged Attack, gains +117,000 Magical Attack, gains '17 hits against 1', becomes solely the element Astral, and cannot miss targets who are below Level 65 who are not Astral Beings.
Stargate-Banishment Single-Point Implosion-Strike- (Technique Ability, Lancer) Possessor may use Stargate-Banishment Single-Point Implosion-Strike' in conjunction with an 'Attack with Finesse' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +140,000 Melee Attack, gains a 15% chance of inflicting Vanished, and unsummons targets that are either below Level 60 or that are Astral Beings
Star-Gate Rift-Detonation- (Technique Ability, Lancer) Possessor may use 'Star-Gate Rift-Detonation' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +200,000 Melee Attack, gains +200,000 Ranged Attack, gains +200,000 Magical Attack, uses its target's CON as its Prime Attribute, becomes solely Astral & Spatial element, and, so long as it deals at least 1 Damage, allows its wielder and up to 30 of its wielder's allies to move to another preexisting battlespace so long as no entity of Level 80 or greater in either the battlespace being entered or the battlespace being left objects.
Warpspeed Jousting- (Technique Ability, Lancer) Possessor may use 'Warpspeed Jousting' in conjunction with a 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Spear weapon called '*The Star Lance from Elgath'Thronginn'. Said action gains +135,000 Melee Attack, deals full Damage to the back row, cannot miss targets who are below Level 80, and may, if no entity of Level 80 or greater or that is both Level 60 or greater and greater Level than wielder in either wielder's current battlespace or wielder's chosen destination battlespace objects, wielder may, at the beginning of said action, move to another battlespace and target entities in that battlespace with said action.
War-Seamstress- (Skill Tree, Lancer)
[][][][][]- Possessor gains +5% To Hit when wielding a Spear whose name includes 'Needle'; each box costs 1 Skill Point
[][][][][]- Possessor gains +5% Critical when wielding a Spear whose name includes 'Needle'; each box costs 1 Skill Point
[][][][][]- Possessor gains +1% Defense from Clothes; each box costs 3 Skill Points
[]- Possessor may spend an action to repair a broken Clothes, Hat, Gloves, or Shoes while wielding a spear whose name includes 'Needle'; the box costs 3 skill points
[]- Possessor's Golem summons gain +5,000 Defense if possessor is wearing Clothes and wielding a Spear whose name includes 'Needle' at the time of summoning; the box costs 5 skill points
[]- Possessor's attacks gain 'May Heal Golems' while possessor is wielding a Spear whose name includes 'Needle'; the box costs 5 skill points
[]- Possessor may treat every Spear's name as though it includes 'Needle'; the box costs 5 skill points
Lawbringer:
Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
♢Awesome Blows- (Passive Ability, Lawbringer) Whenever possessor kills an opponent while wielding a Mace or Hammer, said opponent's allies have (should possessor desire such) a 100% chance of being afflicted with Awestruck
Bad Cop Stance- (Stance Ability, Lawbringer) Possessor's attacks gain 25 additional points of their relevant attack bonus and deal 20 additional points of any type of stat damage they would inflict; These bonuses increase to 500 points and 50 points, respectively, should one of possessor's allies be in Good Cop Stance
♢Banishing Verdict- (Passive Ability, Lawbringer) When possessor inflicts Entombed: Incarcerated on an entity that is not 10 or more Levels greater than possessor, possessor may unsummon it if possessor is wielding a Hammer or Mace
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Dizzying Bash- (Technique Ability, Lawbringer) Possessor may use 'Dizzying Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Confusion.
Dual Mace-Wielding- (Passive Ability, Lawbringer) Possessor gains +50 Melee Attack if possessor has two Maces or a Mace that is a Weaponx2 equipped
Fist of Civilization- (Active Ability, Lawbringer) Possessor may use Fist of Civilization in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +60 Melee Attack for this attack; this bonus increases to +2,500 Melee Attack if possessor is allied with a Large Structure. This attack gains an additional +250 Melee Attack against Humanoids
Forces of Justice- (Stance Ability, Lawbringer) Possessor and all of possessor's allies who either have at least 5 Lawbringer abilities or are Celestials, Illuminated, or Daemons, gain +50 to all stats, stacks 4 times
Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Good Cop Stance- (Stance Ability, Lawbringer) Possessor's attacks that have a chance of inflicting Charm have a 5% greater chance of doing so, Possessor acts as though possessor were 2 levels higher for purposes of scanning targets; These bonuses increase to 10% and 5 levels, respectively, should one of possessor's allies be in Bad Cop Stance
Handcuff 'Em- (Active Ability, Lawbringer) Possessor may use Handcuff 'Em in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. This character gains a 15% chance of inflicting Paralysis and a 5% chance of inflicting Entombed: Incarcerated with this attack. Alternately, possessor may choose to spend an action to have a 15% chance of inflicting Paralysis and a 5% chance of inflicting Entombed: Incarcerated on one target.
♢Heaven-Judge's Banishing Hammerblow- (Technique Ability, Lawbringer) Possessor may use 'Heaven-Judge's Banishing Hammerblow' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as possessor has a Mace or Hammer equipped. Said action gains +2,000 Melee Attack and unsummons up to 40 entities below Level 60 that are Demons, Devils, or Daemons that are not 20 or more Levels greater than its performer.
♢Heaven's-Justice Strike- (Technique Ability, Lawbringer) Possessor may use 'Heaven's-Justice Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as a Mace or Hammer is equipped. Said action gains a Melee Attack bonus equal to the Magical Attack bonus of one Celestial Magic or Holy Magic spell equipped by its performer (with said spell not counting as being cast as part of said action to provide said bonus)
♢Heaven Shockwave Rain- (Passive Ability, Luminary) Whenever possessor unsummons an opposing Demon, Devil, or Daemon, to a max of 200 times per round, possessor may deal (10,000 * Possessor Level, to a max of 2,000,000) Flat Light element Damage to all of said unsummoned entity's allies
Impairing Bash- (Technique Ability, Lawbringer) Possessor may use 'Impairing Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Impaired.
Judicious Smackdown- (Active Ability, Lawbringer) Possessor may use Judicious Smackdown in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +150 Melee Attack for this attack and has a 5% chance of inflicting Fatigued: Stunned with it
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
♢Judge of the Heavens- (Passive Ability, Lawbringer) If possessor is a Celestial, possessor gains +(Possessor Level * 100) Melee Attack while wielding a Mace, Possessor may choose to inflict Awestruck instead of Entombed: Incarcerated or Entombed: Incarcerated instead of Awestruck if wielding a Mace, Possessor may treat Hammers as Maces for purposes of Lawbringer abilities if possessor is a Celestial
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Mace of Law- (Passive Ability, Lawbringer) Possessor gains +80 to all stats when opposing Devas, Abstracts, or Demons so long as possessor has a Mace equipped; possessor gains +100 Melee Attack against Devas, Abstracts, and Demons so long as possessor has a Mace equipped
Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Paralytic Bash- (Technique Ability, Lawbringer) Possessor may use 'Paralytic Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack
♢Retributive Sentence- (Passive Ability, Lawbringer) If possessor is wielding a Mace or a Hammer and is a Celestial, up to once per round, when an entity inflicts a debuff or negative status effect on an ally of possessor, possessor may choose to have a 200% chance of inflicting Entombed: Incarcerated on said entity
♢Sublime Overcrash: Insurmountable Verdict- (Technique Ability, Lawbringer) Possessor may use 'Sublime Overcrash: Insurmountable Verdict' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has a Mace or Hammer equipped. Said action gains +50,000 Melee Attack, unsummons all Demons, Devils, Daemons, Arch-Demons, Arch-Daemons, Arch-Devils, and Fiends, and gives all entities in caster's battlespace a non-stacking debuff that makes its possessors unable to summon Demons, Devils, Daemons, Arch-Demons, Arch-Daemons, Arch-Devils, or Fiends, with said debuff not being removable without user's permission if user is alive. Said action sets its user's MP to 0 for the remainder of the thread.
♢Wielding the Heavenly Judge's Gavel- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack while possessor is a Celestial and is wielding a Mace or Hammer, Possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may use Spirit as their Prime Attribute if possessor is a Celestial and is wielding a Mace or Hammer, Possessor may use Spirit to determine possessor's per-item Melee Attack bonus caps if possessor is a Celestial and is wielding a Mace or a Hammer

Luminary:
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Armored by Heavenly Magic- (Passive Ability, Luminary) Possessor obtains +(500 * the number of Holy Magic or Celestial Magic buffs present on possessor) Defense, to a max of 100,000 Defense
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Celestial Magic Casting I- (Passive Ability, Luminary) Celestial Magic spells cost possessor 20 less MP to cast
Celestial Magic Casting II- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast
Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
♢Insurmountable Holiness- (Passive Ability, Luminary) Possessor gains +(100 * Possessor Level) SPI if possessor is not afflicted with Voidstruck and has at least 5 Celestial Magic spells equipped, Possessor gains Voidstruck Immunity if possessor possesses no SPI-reducing debuffs or curses, is a Celestial, and has at least 5 Celestial Magic spells equipped
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast
Purifying Spell- (Active Ability, Luminary) This character may use Purifying Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. The spell gains a 20% chance of curing any one minor status effect.
Radiant Wings of Holy Magic- (Passive Ability, Luminary) Possessor gains 20% Earth Resistance and +120 AGI for the remainder of each round possessor casts a Celestial Magic spell and the duration of the next round
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI

Mad Scientist:
Can Grow Tumors on a Farm- (Passive Ability, Mad Scientist) Possessor gains +200 MIN, Possessor's Bio-Horror pets and summons have their chances to inflict Diseased increased by 5%
Organ-Farm Mastery- (Passive Ability, Mad Scientist) Possessor gains +300 MIN, Possessor's Bio-Horror pets and summons gain 50% Stat Drain Resistance
Preserve Extracted Brain- (Passive Ability, Mad Scientist) Once per round, possessor may choose to place a buff on a dying individual that prevents (dying or being dead) from removing MIN increasing buffs, but that, if removed, removes all MIN-increasing buffs on its possessor if its possessor is dead at the time of its removal

Magewright:
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped
Wielder of the Old Powers of Hunting- (Passive Ability, Magewright) Possessor, if wielding the item '*Anchor of Ordered Knowledge' and choosing to use a Damage Formula provided by it, deals 1,000,000 additional Damage per action to unique opponents

Magus:
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Mystic Toss- (Technique Ability, Magus) Possessor may use Mystic Toss in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack may use the Ranged Attack bonus of any one equipped Accessory that shares an element with at least one equipped Orb as though it were a Magical Attack bonus

Matrix Keeper:
Alien-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Alien-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Mastery- (Passive Ability, Matrix Keeper) Technique Abilities from the Matrix Keeper class whose name includes 'Assault' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Bio-Horror-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bio-Horror-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Clockwork-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Clockwork-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Clockworks and gains +5% To Hit against Clockworks.
Critical Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Critical Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +5% Critical.
Machine-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Machine-Hunting Assault' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Assault Matrix equipped. Said attack gains +200 Ranged Attack and Magical Attack against Machines and gains +5% To Hit against Machines.
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI

Mentalist:
Basic Psychic Arts Attunement- (Passive Ability, Mentalist) All Psychic Arts spells gain +10 Magical Attack and cost 10 less MP
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Arts spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

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.
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Merchandising Deal: Officially Licensed Kit Plushies with 10 Phrases- (Passive Ability, Merchant) +1 Fame, Possessor may spend 20,000 Gold in the shop or an RP thread to create 1 'Officially Licensed Kit Plushie with 10 Phrases', Possessor may post in the shop up to once per month to claim 2,000,000 Gold
Merchandising Deal: Timefox Star Lances- (Passive Ability, Merchant) +2 Fame, Possessor may spend 20,000,000 Gold in the shop or an RP thread to create 1 'Timefox Star Lance', Possessor may post in the shop up to once per month to claim 20,000,000 Gold
Obtained the Prophesied Face-Flavored Coffee Sponsorship Deal- (Passive Ability, Merchant) +1 Fame, Possessor may spend 600 Gold in the shop or an RP thread to create 1 ''Kit's Face' Flavor Coffee', Possessor may post in the shop up to once per month to claim 600,000 Gold; This ability's name additionally counts as being 'Merchandising Deal: 'Kit's Face' Flavor Coffee'
Obtained the Prophesied Face-Flavored Pie Sponsorship Deal- (Passive Ability, Merchant) +1 Fame, Possessor may spend 600 Gold in the shop or an RP thread to create 1 ''Kit's Face' Flavor Pie', Possessor may post in the shop up to once per month to claim 600,000 Gold; This ability's name additionally counts as being 'Merchandising Deal: 'Kit's Face' Flavor Pie'
Obtained the Prophesied Face-Flavored Tea Sponsorship Deal- (Passive Ability, Merchant) +1 Fame, Possessor may spend 600 Gold in the shop or an RP thread to create 1 ''Kit's Face' Flavor Tea', Possessor may post in the shop up to once per month to claim 600,000 Gold; This ability's name additionally counts as being 'Merchandising Deal: 'Kit's Face' Flavor Tea'
Vend!- (Active Ability, Merchant) Possessor may spend an action to pay for and create an item from possessor's Vending List
Vending List wrote: Flat Soda- (Consumable, Drink, Acid & Technology & Water, 1 Charge, 80 Gold) +1 to a random stat, -1 to a random stat, does not stack
Metamorph:
Basic Shapeshifed Form User- (Passive Ability, Metamorph)- All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Form of Fox- (Stance Ability, Metamorph) +30 AGI

Paladin:
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All holy Magic spells gain +10 Magical Attack and boost stats by 5 more
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
♢Benevolent Celestial Shielding- (Passive Ability, Paladin) At the start of a thread, if possessor is wearing a Heavy Armor and is a Celestial, possessor may choose one Resistance to an element that possessor possesses and grant said Resistance to possessor's allies as a constantly-applied effect, with this element-selection effect being present on possessor as a non-stacking buff
Calming Touch- (Passive Ability, Paladin) 15% Confusion Resistance, Possessor's Lay on Hands ability cures Confusion
Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Comforting Touch- (Passive Ability, Paladin) 15% Pain Resistance, Possessor's Lay on Hands ability cures Pain
Connected to the Orb of Light- (Passive Ability, Paladin) Possessor may, a single time, at any point where triggers are checked, choose to lose this ability to immediately auto-resurrect and gain 30 bonus weeks out of any combination of the classes Luminary, Radiant Hierophant, Priest, Healer, Paladin, Justicar, and Magus, This ability cannot be prevented from being lost or be replicated by sources below Level 500
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
♢Holy Celestial Light- (Passive Ability, Paladin) If possessor is a Celestial and is Light element, possessor may equip and cast Holy Magic spells as though they were Celestial Magic spells and may cast Celestial Magic spells as though they were Holy Magic spells
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
♢Shared Holy Bulwark- (Passive Ability, Paladin) At the start of a thread, if possessor is wearing a Heavy Armor and is a Celestial, possessor may choose one Heavy Armor that possessor has equipped and apply its effects it possessor's allies as a constantly-applied effect that is subject to capping as though it came from an item equipped by each individual it is affecting (with capping being on a per-individual basis), with this armor-selection effect being present on possessor as a non-stacking buff

Priest:
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Has Studied the Holy Scriptures of Sereyn- (Ability, Priest of Sereyn) All Divine Magic spells cost 40 less MP, All Divine Magic spells that heal restore 300 more HP, Character (for RP purposes) has knowledge of Sereyn's scriptures and can recite parts if necessary.
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Pious- (Passive Ability, Priest) Possessor's Level counts as being 1 higher, to a max of 99, for purposes of Worshiper Benefits, with said effect being unable to bypass 'Immune to Under Level X' effects
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Priestess of Sereyn- (Passive Ability, Priest) +500 Damage to all healing Divine Magic spells, All Divine Magic spells cost 30 less MP, Prayers Unto Sereyn takes 2 less turns
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

Protector:
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Health-Restoring Protection Stance- (Stance Ability, Protector) Each individual who obtains a Defense bonus from possessor's 'Guard Back Rank' actions may be healed for 5,000 points of Flat Light element HP Healing

Radiant Hierophant:
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element

Roboticist:
Destructolaser- (Passive Ability, Roboticist) If possessor is a Robot, possessor gains the ability:
Destructolaser- 20,000 Damage, 15% inflicts Antimatter, 15% applies a debuff that provides -300 to all stats that stacks 5 times, This action's Prime Attribute is Agility, Technology & Destruction, 23,000 MP
Living Vending Machine- (Passive Ability, Roboticist) Possessor may purchase items from possessor's Vending List in the Shop
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Repair Destructobot- (Technique Ability, Roboticist) Possessor may use 'Repair Destructobot' in conjunction with a 'Melee Attack' action. Said action Heals Robots and increases the Damage values of the abilities of Robots it targets by 2,500 Points as a buff that stacks 4 times. Said action does not effect non-Robots.
Robot Dragon Engineer- (Passive Ability, Roboticist) Whenever possessor summons or replicates an effect from a Dragon below Level 80 from the Enemy List that only naturally possesses the subtype Dragon, possessor may choose for said entity to naturally be named 'Robo-<Its name>', with said entity, in said case, naturally gaining the subtype Robot and naturally possessing the following Constant Effect:
Masterfully Mechanized- Possessor's turn-order-determining stat sum is increased by 20,000 for turn-order-determining purposes as a non-stacking effect, Constant Effect

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Can Recite Works of Literature from Memory- (Passive Ability, Scholar) +500 MIN, If possessor unequips a Book or Tome or has a Book or Tome forcibly unequipped, possessor may obtain a non-stacking buff that allows its possessor to count that Book or Tome as still being equipped
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Secret Lecture (and Debate) Technique: Lull them Into Vaguely-Unhappy Boredom with Long, Meandering Anecdotes about Dead Animals, Then Surprise 'Em With Sudden, Loud, Insulting Rappers Accompanied by Posses of Vaping Clowns with Laser Vision- (Technique Ability, Scholar) Possessor may use 'Secret Lecture (and Debate) Technique: Lull them Into Vaguely-Unhappy Boredom with Long, Meandering Anecdotes about Dead Animals, Then Surprise 'Em With Sudden, Loud, Insulting Rappers Accompanied by Posses of Vaping Clowns with Laser Vision' in conjunction with a 'Cast a Spell' action so long as no other Technique is used and possessor has a Book equipped. Said action gains a 100% chance of inflicting Fatigued: Tired and a 50% chance of inflicting Confusion: Depression, and generates a buff on its performer that allows its performer, at the end of the round said buff was acquired, to deal 3,000,000 Flat Sonic & Psychic & Air & Energy & Moon element Damage to all opponents, with this Damage being being multiplied by 10 (to a max of 30,000,000 additional points) against targets that are afflicted with Fatigued: Tired, and to have a 100% chance of infliction Confusion and Confusion: Berserk on all opponents; the acquisition of this buff, if its possessor is engaged in a Hyper Debate, results in the loss of Debate Momentum and attempts to provoke an Attention Lull while conducting a Focused Attack on the Current Point with an amplified Factualness of 3; the expenditure of this buff may, if its possessor is engaged in a Hyper Debate, to, up to once per Topic Field and up to three times per Hyper Debate, gain control of Debate Rhythm, with this effect ignoring Combination Chains, Debate Momentum, Diplomacy Comparisons, and Attention Lulls, but with this effect not overruling Codified Debate Strictures.
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60

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

Skykeeper:
Exceptional Balloonist- (Passive Ability, Skykeeper) Possessor's Transformations whose name includes 'Balloon', 'Hot-Air', 'Blimp', 'Dirigible', or 'Zeppelin' gain +7,000 to all stats and +7,000 to their turn-order-determining stat sum for turn-order-determining purposes, Possessor gains +40% Dodge and +3 Move if possessor is in a Grid-Tracked Balloon Race
Form of Landhawk- (Stance Ability, Skykeeper) Possessor gains +75 AGI, Possessor's Fatigued: Stun infliction chances are increased by 5%, Possessor's subtype solely becomes Aerial
Knows Birds with Lips- (Passive Ability, Skykeeper) Whenever possessor summons an Aerial, possessor may choose for it to naturally have ' with Lips' appended to the end of its name, and, if possessor chooses to do so, possessor additionally causes its attack abilities to naturally gain a 50% chance of inflicting Confusion: Disconcerted and to have an optional chance of dealing HP Drain and/or having a 200% chance of inflicting Confusion: Chorm
Radiant Dove Wings- (Passive Ability, Skykeeper) Possessor gains +500 AGI, 15% Light Resistance, and 35% Dodge, Possessor may choose to obtain a buff that makes its possessor the element Light at the start of any round
Zippity Mode- (Stance Ability, Skykeeper) Possessor's turn-order-determining stat sum is increased by 3,000 for turn-order-determining purposes

Shrine Maiden:
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Keeper of the Afterlife- (Passive Ability, Shrine Maiden) Whenever possessor summons a Human, Humanoid, or Fae, possessor may summon an instance of said entity that naturally possesses the subtype Spirit in addition to its other subtypes, that naturally possesses stats that are 6,000 points higher than they otherwise would be, that naturally possesses the prefix 'Returned Champion ' before its name, that naturally possesses Physical Immunity, that naturally possesses a Constant Effect named Incorporeal that increases its possessor's Dodge value by 100% if it does not already possess a Constant Effect of said name, and that naturally possesses 15% Necromancy Resistance
Priestess of the Mist-Kitsune- (Passive Ability, Shrine Maiden) Whenever possessor summons an entity whose name contains 'Kitsune', possessor may choose to append 'Mist ' naturally to the beginning of its name and naturally give it the following Constant Effect:
Mist Body- Possessor gains the element Air, +50% Dodge, and may count as being 0 entities for row-order-purposes as long as at least one other entity is in the same row as possessor and counting as present in it for row-order-purposes, Constant Effect

Smith:
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.
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Swordsman:
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.

Warlord:
Knows Some Smelly Goblins- (Passive Ability, Warlord) Humanoids and Fae summoned by possessor whose name includes 'Goblin' may natrually have their names gain the prefix 'Smelly ' and, if they do, naturally gain the effect 'Smells Vile- Entities in the same battlespace as possessor who do not possess the Constant Effect 'Smells Vile' have a 50% chance of being afflicted with Pain: Nauseous at the start of each round and when possessor enters their battlespace, Constant Effect'
PC Skin: Kit With Lemon Wedge- (Stance Ability, Warlord) Possessor's element becomes solely Acid & Water, Possessor's actions count as involving an additional Food & Drink Consumable, Possessor gains +5 Fame if the Terrain or Phantom Terrain is 'Virtual Reality'
Whistle for the (Inevitably Either Drunk or Hungover) Goblin Servants- (Active Ability, Warlord) Possessor may spend an action to summon 5 Goblin from the Enemy List that are afflicted with either (Confusion and Poison: Drunk) or (Fatigued and Pain), Max 200 summoned

Warrior:
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission

Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

Other: Living Legend:
A Companion Remembered Forever- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each thread, possessor may choose a non-unique pet that possessor is carrying, said pet as a buff becomes unique and has its name changed to ''s Companion the '
Actualized Legend-Titan Body- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to count as up to (possessor's number of allies) individuals in possessor's row for row-order purposes if all of possessor's opponents are non-unique
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Name To Be Feared- (Passive Ability, Ohter: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Awesome Blow- (Technique Ability, Other: Living Legend) Possessor may use 'Awesome Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Powerful Attack' action if possessor is Glory element. Said action gains '60% inflicts Charm: Impressed' and '30% inflicts Fatigued: Stun'
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Companions Forever Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique allies are afflicted with Elevated at the start of every round
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory 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 Glory
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the
same battle as possessor possesses an equal or greater number of abilities from said class
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values

Other: Superhero:
Catastrophically-Late Inbuilt Super-Communicator- (Active Ability, Superhero) Possessor may spend an action to summon up to 15 Metahumans from the Enemy List that are below Level 80 and below possessor's Level or (entirely separately) to move up to 15 willing Metahuman allies or allies who possess at least one Superhero ability from other battlespaces into possessor's battlespace; there is a 95% chance that the action is delayed 100 rounds
Interdimensional Eyeballs- (Passive Ability, Other: Superhero) Possessor may, up to three times per round, before or after an action occurs, choose to announce "I... I THINK I SEE SOMETHING WITH MY INTERDIMENSIONAL EYEBALLS!", and, if wielder does so, choose to scan the stats of any entity in any battlespace
Tortoise Empathy- (Active Ability, Superhero) Possessor may spend an action to have a 30% chance of inflicting charm against any Animal or Aquatic who is no more than 5 levels higher than possessor, is not above level 70, and either has AGI as its lowest stat or has the word 'Tortoise', 'Turtle', or 'Terapin' in its name

Other: Time Mage:
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of
spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +2,000 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 500 points
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.

Other: Temporal Primarch:
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Call Forth the Living Time- (Active Ability, Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Clock-Gear Wings- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +300 AGI for turn-order-determining purposes, Possessor's turn-order-determining stat sum may not be specifically and directly reduced by sources below Level 40, Possessor gains Impaired: Slow Immunity, and Chances of inflicting Augmented: Haste on possessor are increased by 10%
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Detect Time- (Passive Ability, Temporal Primarch) Possessor gains +1% To Hit against Time element targets
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Elemental Attack-Conversion: Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Time element and no other technique is used. Said action becomes solely the element Time.
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Time
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Establish Defensive Timewall- (Active Ability, Other: Temporal Primarch) Possessor may, if possessor is Time element, spend an action to give a target a non-stacking buff that provides its possessor with +50,000 Defense and that makes entities below Level 60 unable to target its possessor with offensive Time-element actions
Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Slowing- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Improved Time Elemental Emanation- (Passive Ability, Temporal Primarch) Possessor's 'Call Forth the Living Time' ability may summon entities up to Level 20
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Mastery of Nullified Time- (Passive Ability, Other: Temporal Primarch) Possessor, if Time element, cannot have that element changed or removed by Null element actions, items, spells, attacks, or entities unless said change is coming from a source 20 or more Levels greater than possessor
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Project Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose for possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Time
Prosperous Venting of Excess Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element and performs an 'Elemental Attack' action that is solely Time element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Rapidly Age Self to Shrug Status Effects- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to immediately check for automatic per-round recovery from negative status effects 5 times
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Slowing Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Stability Within Time- (Passive Ability, Other: Temporal Primarch) Possessor gains 25% minor negative status effect resistance while in a Zone of Time
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Time Body Form- (Stance Ability, Temporal Primarch) Possessor gains +200 Defense against Time, Possessor gains 15% Time Resistance, Possessor may deal 5,000 Flat Time element Damage to any individual who conducts an offensive action that targets possessor
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Understanding of the Bonds of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Time element individual
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Uplifted By Time- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Time
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP
Zonal Time Control- (Passive Ability, Other: Temporal Primarch) Possessor may, at the start of each round, choose one Zone of Time that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

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
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
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
Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Mindscape-Boring Movement- (Passive Ability, Wanderer) Possessor gains Mindblasted: Lost in Thought Immunity, Possessor may, up to once per round, when possessor moves from one row to another row, destroy a Zone of Psychic created by a lower-Level entity or remove an effect attached to a Zone of Psychic that comes from a lower-Level entity, Effects attached to Zones of Psychic by entities below Level 60 cannot prevent possessor from moving to other rows or battlespaces
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
Thought-Spelunker's Mind-Gas Immunity- (Passive Ability, Wanderer) Possessor gains 30% Psychic Resistance, 75% Suffocation Resistance, 120% Mindblasted Resistance, and Stat Drain: MIN Drain Immunity; Possessor gains 60% Dodge if possessor is in a Zone of Psychic
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warp Step- (Passive Ability, Wanderer) Possessor gains +35% Dodge, Possessor gains +3 Move, Possessor's Movetype becomes Warp

Worldbound God:
Bestow Divine Relic- (Passive Ability, Other: Worldbound God) Possessor may, in the Ability Shop, give a target PC that is a devout worshiper a customized Worshiper Benefit, selecting a unique item that requires that its wielder be a deity with this ability's possessor's name; The Worshiper Benefit's text follows the following format: Worshipper Benefit: Bearer of the [Item Name], as Ordained By [Possessor Name]- Possessor may equip and use the unique item [Item Name] as though possessor were a deity named '[PC Deity's Name]', Worshipper Benefit
Bestow Worshipper Benefit: Attendant Animal Host- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Attendant Animal Host- At the start of each round, possessor may summon up to (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) Animals below Level (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) - 5, to a minimum of 1) that are normally fightable for drops on the Enemy List, Worshipper Benefit
Bestow Worshipper Benefit: Blessed Brilliance- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Blessed Brilliance- If possessor is in a Zone of Light, possessor obtains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level-1))*200 MIN
Bestow Worshipper Benefit: Blessed Crop Growth- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Blessed Crop Growth- Possessor's Plant summons deal +(Possessor's Level (to a max of Possessor's granting Patron Deity's Level))*100) additional HP Healing, gain a buff that stacks 20 times that provides +(Worshiper Benefit's Possessor's Level (to a max of Worshiper Benefit's Possessor's granting Patron Deity's Level))*100) HP, and Regenerate (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))*100) HP at the start of each round, Worshipper Benefit
Bestow Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second- Possessor may, at the start of any of possessor's actions, choose to be cured of Fatigued and gain Invigorated: Zesty, Worshipper Benefit
Bestow Worshipper Benefit: Destined for Lasting Romance- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Destined for Lasting Romance- Possessor's stat values may not be delinked by sources below (Possessor's Level, to a max of possessor's granting Patron Deity's Level) without possessor's permission, Worshipper Benefit
Bestow Worshipper Benefit: Disjoined From Time- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Disjoined From Time- Possessor gains Petrified: Time Stop Immunity, Dissolving: No Future Immunity, and 40% Time Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Divinely-Long-Lived Poison- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divinely-Long-Lived Poison- Instances of Poison with possessor as a source gain the text 'The first ((Inflictor's Level, to a max of possessor's Inflictor's Patron Deity's Level -1)/20, rounded up) times this status effect would be naturally recovered from by a source that is not above (Inflictor's Level, to a max of possessor's Inflictor's Patron Deity's Level -1) or cured by a source that is not above (Inflictor's Level, to a max of possessor's Inflictor's Patron Deity's Level -1), the status effect is instead not recovered from or cured', Worshipper Benefit
Bestow Worshipper Benefit: Divine Rewind- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divine Rewind- Up to ((Possessor Level, (to a max of Possessor's granting Patron Deity's Level)/2, rounded up) / 20, rounded down) times per thread, at the end of an action that possessor performed, possessor may immediately choose to have the action re-processed, with rolls and decisions that are part of it (aside from the initial choice to use that particular action as opposed to a different action or skipping the action) being processed again unless an opponent of Level equal to or greater than either 95 or Possessor's granting Patron Deity's Level objects, Worshipper Benefit
Bestow Worshipper Benefit: Divine Swiftness- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divine Swiftness- Possessor may gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) uncapped points to possessor's turn-order-determining stat sum for turn-order-determining purposes, Worshipper Benefit
Bestow Worshipper Benefit: Divinely-Enhanced Poison- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divinely-Enhanced Poison- Instances of Poison with possessor as a source cause ((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*1,000) additional points of HP Reduction, Worshipper Benefit
Bestow Worshipper Benefit: Excellent Lover- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Excellent Lover- At the start of each round, possessor may select a willing target to cause to regenerate (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) * 1,000) HP and have a (Possessor's Level (to a max of Possessor's granting Patron Deity's Level) *4)% chance of inflicting Charm, Charm: Lovestruck, and Charm: Lust, Worshipper Benefit
Bestow Worshipper Benefit: Fortified Bodily Structure- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Fortified Bodily Structure- Possessor gains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))% Resilience, Worshipper Benefit
Bestow Worshipper Benefit: Glows With Inner Light- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Glows With Inner Light- Possessor's presence counts as the presence of (Possessor's Level (to a max of Possessor's granting Patron Deity's Level)/10, rounded up) Zones of Light
Bestow Worshipper Benefit: Harmonious Madness- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Harmonious Madness- Instances of Confusion that would cause possessor to act randomly instead have a (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))% chance of not doing so each time they otherwise would, Worshipper Benefit
Bestow Worshipper Benefit: Plant Harmonization- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Plant Harmonization- Possessor gains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))/2, rounded down)% Plant Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Protection from Base Elements- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Protection from Base Elements- Possessor gains 5% Base Element Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Rapid Prayer- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Rapid Prayer- Possessor may declare at the start of a round that possessor is praying rapidly; if possessor does so, possessor broadcasts the message '<Possessor> is praying rapidly!', gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) to possessor's turn-order-determining stat sum for turn-order-determining purposes, may only conduct one action during the round, and may only perform 'Cast a Spell' actions that involve the casting of a Divine Magic spell during the round, Worshipper Benefit
Bestow Worshipper Benefit: Served by Singing Plants- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Served by Singing Plants- Possessor may, at the start of a round, summon a Plant that is below (Possessor's Level (to a max of Possessor's granting Patron Deity's Level))*.75, rounded down) that is normally fightable for drops on the Enemy List, Max 5 summoned, Each of these summons counts as casting a Bardic Music or (Bardic Music & Divine Magic) spell at the start of each round, Worshipper Benefit
Bestow Worshipper Benefit: Sheltered by Divine Light- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Sheltered by Divine Light- If possessor is in a Zone of Light, possessor obtains (Possessor's Level (to a max of Possessor's granting Patron Deity's Level)/2, rounded up)% Base Element Resistance
Bestow Worshipper Benefit: Temporally Hasted- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Temporally Hasted- Possessor is afflicted with Augmented: Haste at the start of each round and gains the element Time, Worshipper Benefit
Bestow Worshipper Benefit: Unaging- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unaging- Possessor gains Fatigued: Elderly Immunity and 15% Time Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Unbreakable Familial Bonds- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unbreakable Familial Bonds- Instances of Charm from sources below (Possessor's Level, to a max of possessor's granting Patron Deity's Level) cannot force possessor to conduct offensive actions against other entities within its summon-generation-tree, Worshipper Benefit
Bolstered By Worship- (Passive Ability, Other: Worldbound God) Possessor is afflicted with Stat Boost at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace
Can Link to Multiple Planets- (Passive Ability, Other: Worldbound God) Possessor suffers no negative effects from failing to meet requirements of Worldbound God abilities regarding what Zones, Terrains, or Phantom Terrains possessor must be in (but does not count as being in them for other purposes when not in them)
Empowered by the Chorus of Beasts- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Animal Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Empowered by the Praise of Mankind- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Human Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Enjoys Being Worshipped- (Passive Ability, Other: Worldbound God) Possessor is afflicted with Elevated or Invigorated at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace
Focus of Worship- (Passive Ability, Other: Worldbound God) Possessor's pets and summons may choose, when summoned, when equipped, or at the start of a round, if they possess no Patron Deity, for possessor to become their Patron Deity
Improved Divine Relic Bestowment- (Passive Ability, Other: Worldbound God) Entities granted customized Worshiper Benefits by possessor's 'Bestow Divine Relic' ability may, at possessor's discretion, as part of said ability's benefit creation, elect to cause the granted benefit to cause its possessor to count as having possessor's devout worshippers as its own devout worshippers
Intermediate Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor's chances of inflict Petrified: Time Stop are increased by 15%, Possessor may act as a Shop to train individuals who possess at least one Domain some abilities connected to this Domain, Possessor may suppress the RP powers connected to this divine domain of equal or lower-Level individuals who only possess the Lesser version


Kit's Deity-Training Shop Currently Includes:

Lesser Deific Domain: Time
Prerequisites: At least one Domain
Cost: 10 Weeks, 1,000,000,000 Gold

Bestow Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Bestow Worshipper Benefit: Disjoined From Time
Prerequisites: Lesser Deific Domain: Time
Cost: 4 Weeks, 500,000,000 Gold

Bestow Worshipper Benefit: Divine Rewind
Prerequisites: Lesser Deific Domain: Time
Cost: 4 Weeks, 500,000,000 Gold

Bestow Worshipper Benefit: Divine Swiftness
Prerequisites: Lesser Deific Domain: Time
Cost: 4 Weeks, 500,000,000 Gold

Bestow Worshipper Benefit: Rapid Prayer
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Bestow Worshipper Benefit: Temporally Hasted
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Bestow Worshipper Benefit: Unaging
Prerequisites: Lesser Deific Domain: Time
Cost: 2 Weeks, 30,000,000 Gold

Lesser Deific Domain: Animals- (Passive Ability, Other: Worldbound God) Possessor's Animal allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Animal Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Drugs- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 4)% Inflicts Confusion: High, Possessor gains 40% Acid Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Light- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 2)% Inflicts Awestruck, Possessor gains 40% Light Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Love- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Charm: Lovestruck, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Madness- (Passive Ability, Other: Worldbound God) Possessor's actions may gain (Possessor Level * 3)% Inflicts Confusion, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Nature- (Passive Ability, Other: Worldbound God) Possessor's Aerial, Animal, Aquatic, Astral Being, Cthonian, Insect, Plant, and Reptile allies gain +(Possessor Level * 150) to all stats, Possessor gains 5% Aerial Resistance, 5% Animal Resistance, 5% Aquatic Resistance, 5% Astral Being Resistance, 5% Cthonian Resistance, 15% Druid Magic Resistance, 5% Insect Resistance, 5% Plant Resistance, and 5% Reptile Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Plants- (Passive Ability, Other: Worldbound God) Possessor's Plant allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Plant Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Poison- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Poison infliction chances, Possessor gains Poison Immunity, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies are afflicted with Augmented: Haste at the start of each round, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Wards- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain +(200* Possessor's Level) Defense, Possessor gains 40% Warding Resistance, Possessor has RP powers connected to this divine domain
Mad God's Breath- (Passive Ability, Other: Worldbound God) When possessor summons an entity, if that entity chooses when summoned to become a Devout Worshipper of possessor or otherwise a Devout Worshipper of possessor at the time of its summoning, possessor may choose to afflict that entity with an instance of Insanity that gives its possessor Immunity to Major Negative Status Effects from sources that are below possessor's Level in addition to its other effects
Manifest Avatar- (Passive Ability, Other: Worldbound God) Possessor obtains a +1 bonus to all base stats. Possessor obtains an uncapped 25% bonus to possessor's Max HP. Possessor may, up to once per thread, at the start of a thread, at the start of a battle, or at the start of a round. create a replicated copy of itself that counts as unique but is allowed to exist alongside possessor, which does not possess this ability, transfer any number of its equipped and/or carried items to that copy, allow that copy to equip whatever subset of those it choses that it would be allowed to equip, then remove itself from being directly present in battle, entering a Numinous State. This copy does not have to travel in a summon slot and may persist between battles without being in one. This copy cannot be unsummoned by entities that are not either 20 or more Levels greater than possessor or are Level 99. This copy counts as being an additional owner, creator, and controller of any effects, entities, or items that possessor is owner, creator, or controller of if possessor desires such, and possessor may count as being an additional owner, creator, or controller of any effects, entities, or items that said copy is, respectively, an owner, creator, or controller of. If this replicated copy is killed, as an effect that blocks the checking of battle victory/loss conditions (but stops doing so if a 200-cycle loop is achieved or the following effect fails to resolve), possessor exits the Numinous State, obtains any number of its equipped and/or carried items from that copy, is allowed to equip whatever subset of those it choses that it would be allowed to equip, and then blocks the resurrection of the copy or undoing of its death. While this ability's possessor is in a Numinous State, it may act in turn order, but may only perform Worldbound God Active Abilities and 'Cast a Spell' actions as actions. While in a Numinous State, possessor may count as being in any battlespace that at least one of possessor's Devout Worshippers is in. Possessor may not be targeted while in a Numinous State by things that could not target either specifically things that are in Numinous States or that could target Haunting or Possessing entities. The replicated copy of possessor counts as being a Devout Worshipper of possessor even if possessor is normally not; this is in addition to any other deity or pantheon that possessor is a devout worshipper of.

Relaxed By Worship- (Passive Ability, Other: Worldbound God) Possessor is cured of Fatigued: Stress at the start of each round when possessor possesses at least 5 Devout Worshippers in the same battlespace

Misc:
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads
List of Applicable Curses wrote:Prone to Severe Frostbite- (Passive Ability, Curse) At the start of each round that possessor is in a Zone of Ice or whenever possessor is targeted by an Ice element action or suffers an Ice element source of Damage outside of an action, possessor is afflicted with Frozen, Stat Drain: STR Drain, Stat Drain: CON Drain, and Stat Drain: AGI Drain
Bascaradine Soulsculpture-Variant Tsayyikproofing- (Passive Ability, Controller) Possessor may use SPI in place of SAN, INF, and RES and may choose to take SPI Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Basic Spirit Form User- (Passive Ability, Medium)- All Spirit Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Competitive Gamer- (Passive Ability, Monk) Possessor gains +250 AGI and +250 MIN
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Contact Shadow Kitsune- (Passive Ability, Binder) Whenever possessor summons or replicates an effect from a 'Kitsune' or 'Nine-Tailed Kitsune' from the Enemy List, possessor may choose for said entity to naturally be named 'Shadow <Kitsune or Nine-Tailed Kitsune, as is appropriate>', with said entity, in said case, naturally gaining the element Darkness and naturally possessing the following Constant Effect:
Shadowed- Possessor gains +20% Dodge, Constant Effect
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Elected President of Mayors- (Passive Ability, Wind Duke) Possessor gains +5 Fame, Possessor may, at the start of any round, choose to have a 60% chance of inflicting Dominion on any entity whose name includes 'Mayor', Possessor may, at the start of any round, choose to give any willing entity of lower Level's name the prefix 'Mayor ', Possessor may, at the start of any round, choose to give any entity of lower Level a debuff that removes the word 'Mayor' from its possessor's name
Fast Typing- (Passive Ability, Other: Reality Coder) +15 AGI, Possessor gains +60 to possessor's turn-order-determining-stat-sum if MIN is one of possessor's turn-order-determining stats
Flaming Punches- (Passive Ability, Blazing Sultan) +5,000 Melee Attack, Possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may gain the element Fire, Possessor's 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions may become solely the element Fire if possessor does not have any weapons equipped or solely has Fist Weapons equipped
Fleet Footed Messenger- (Skill Tree, Monk)
[X][X][X][X][X]- Possessor gains +5% Dodge for each box marked; each box costs 1 Skill Point
[]- Possessor gains +500 to possessor's turn-order-determining stat sum if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Switch Rows' action if the box is marked; the box costs 5 skill points
[]- Possessor may gain an additional action once per battle that may only be a 'Trade' action if the box is marked; the box costs 5 skill points
[]- Once per thread possessor may gain an additional action after completing a 'Trade' action if the box is marked; the box costs 12 skill points
Form of Giant Octagon- (Stance Ability, Walker From Beyond) If possessor is an Abstract, possessor has a non-stacking 5% chance of cancelling the actions of lower-Level opponents that are below Level 80 and non-unique
Form of Hydra- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains +5,000 STR, gains +5,000 CON, and regenerates 50,000 HP at the start of each round
Form of Raw Energy- (Stance Ability, Conjurer) Possessor gains the subtype Elemental, gains +2 Base SPI, obtains only 5 HP per point in possessor's HP-determining-stat, gains 40% Resistance to all non-Universe elements that possessor is, gains +80% Dodge, deals 15% more Flat Damage if the Damage is solely possessor's exact combination of elements (to a max of 400,000,000 additional Damage), and takes 50% less Damage from moderate negative status effects
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance
Joy-Chanter's Chorus Leader Stance- (Stance Ability, Drifter Within Fantasy) At the start of each round, possessor's Fantasmic allies each regenerate (the total number of minor positive status effects, including duplicates, possessed by allies of possessor (including possessor) * 1,000) HP
Kitsune Vampirizer- (Passive Ability, Deathless One) When possessor summons a Vampire Lord from the Enemy List, possessor may append 'Kitsune ' before its name, and, if possessor chooses to do so, have it Naturally additionally possess all the Constant Effects and Abilities of the Kitsune from the Enemy List
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knows Hand Gestures that Signal the Sky to Lay Down the Smackdown- (Passive Ability, Commander) +145,000 Ranged Attack, +112,000 Magical Attack, Possessor's Air element Elemental allies are Immune to Confusion while possessor is present, Possessor's Air element allies gain +50% Critical as a non-stacking Constantly Applied effect, if possessor is in a Grid-Tracked Balloon Race and has performed an attack at a distance of 2 or more (or that invokes a Weather Effect, whether Tile-Based or otherwise), possessor may, to a max of once per round, Move 7, then conduct an 'Ranged Attack' action (provided possessor is normally capable of performing said action type) with a minimum Distance of 3 and a Maximum Distance of 5, with Weather-Synchronized Moderate Negative Status effects (and their sub-status effects) having a 50% greater chance of being inflicted, with this infliction chance having any Synchronized Auto-Pop Proc Chances increased by 5% (to a max of 98%) and any Synchronized Forced Movements having their Magnitude increased by a chosen number from 5 to 8
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Remembers What War Was Like Back In The Day- (Passive Ability, Other: Warmaster) Possessor treats War as a base element
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Speaker for the Pontiffs of the Blood-Sun- (Passive Ability, Deathless One) When possessor summons a Pontiff from the Enemy List, possessor may append 'of the Blood Sun' after its name, and, if possessor chooses to do so, have it Naturally additionally possess all the Constant Effects and Abilities of the Vampire Lord from the Enemy List
Summoner of Spirit-Dragons- (Passive Ability, Binder) Whenever possessor would summon a Dragon from the Enemy List, possessor may summon an instance whose name naturally begins with 'Spiritual ' that naturally possessess an additional (500 * the summon's Level) SPI, that naturally additionally possesses the subtype Spirit, and that naturally possesses Diseased Immunity
Summons Fat Animals- (Passive Ability, Summoner) Whenever possessor summons an Animal, possessor may make its name naturally start with "Fat " and give it 5,000 more natural HP, 200 less natural AGI (to a minimum of 1), and 200 more natural CON
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Unfathomable Undercrash: Cool Thy Numbers and Thy Tits, Thot- (Technique Ability, Other: Cosmic Mathematician) Possessor may use 'Unfathomable Undercrash: Cool Thy Numbers and Thy Tits, Thot' in conjunction with an 'Overdrive' or 'Ultimate Attack' action so long as possessor has not previously used an Undercrash during the thread, no other Technique, Undercrash, or Overcrash is being used, and possessor has a unique Container named 'Yeet Boi Ebineezer's Skateboard Protractor' equipped. Said action gains +49,000 Melee Attack, becomes solely the elements Ice & Numerals, and applies an unremovable debuff to one of its targets that prevents its possessor's stats from being altered by buffs, debuffs, or status effects from sources that are not 5 Levels greater than its source, prevents its possessor from benefiting from minor positive status effects, and that prevents its possessor from inflicting Charm. Said action's user may not, as an effect that is not a debuff, use Overcrashes the remainder of the thread.
Unfathomable Undercrash: Gonna Heckin' Shred Those Nines Till They Twerk Like Sixes - (Technique Ability, Other: Cosmic Mathematician) Possessor may use 'Unfathomable Undercrash: Gonna Heckin' Shred Those Nines Till They Twerk Like Sixes' in conjunction with an 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor has not previously used an Undercrash during the thread, no other Technique, Undercrash, or Overcrash is being used, and possessor has a unique Container named 'Yeet Boi Ebineezer's Skateboard Protractor' equipped. Said action gains +96,699.6 Melee Attack, becomes solely the elements Numerals & Physical & Devastation, and applies an unremovable debuff to one of its targets that causes all nines in its possessor's stats to count as sixes for purposes of calculations that are part of their possessor's actions. Said action's user may not, as an effect that is not a debuff, use Overcrashes the remainder of the thread.
Viceduke of Vice- (Passive Ability, Pactmaker) Possessor's infliction chances of Charm: Lust, Poison: Drunk, and Poison: High are increased by 30%, Possessor may prevent lower Level entities from inflicting Charm: Lust, Poison: Drunk, and Poison: High, Possessor may choose to sextuple the HP and MP costs of Dark Magic and Demon Magic for lower Level individuals
Wielder of Glanfloojdottmundr- (Passive Ability, Other: Legend) Possessor may equip 'Glanfloojdottmundr: Cannon-Shield of the Landhawk Lord'


Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 Con, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Bundt Cake"- (Passive Ability, Permanent Item Effect) +25 to all stats, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Cranberry Mousse"- (Passive Ability, Permanent Item Effect) +200 HP, +200 MP, Cannot be used in combos
Has Consumed 3 of the Permanent Consumable "Holy Festival Snack Mix"- (Passive Ability, Permanent Item Effect) +10 HP, Cannot be used in combos
Has Consumed 2 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity and Charm Immunity
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed Time Pills- (Passive Ability, Permanent Item Effect) Possessor obtains +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, This ability cannot be used in combos

Permits:
Permitted to Battle Avenger- (Passive Ability, Clearance) Possessor may fight the enemy Avenger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'List of People Who Need to Die' for 5,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Circle of Wardens- (Passive Ability, Clearance) Possessor may fight the monster Circle of Wardens for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Druidic Power Emission Location Documents' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dread Vicar- (Passive Ability, Clearance) Possessor may fight the monster Dread Vicar for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding the Vicar and His Eerie Shadow' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dynamic Weaponsmaster- (Passive Ability, Clearance) Possessor may fight the monster Dynamic Weaponsmaster for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to Battle' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Elastic Goop- (Passive Ability, Clearance) Possessor may fight the monster Elastic Goop for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Papers About A Strange Rubber Plantation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Emissary of Peace- (Passive Ability, Clearance) Possessor may fight the monster 'Emissary of Peace' for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Polite Letter Written In Flowing Script Encouraging You To Join A Nonviolent Protest' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Flicker of Essence- (Passive Ability, Clearance) Possessor may fight the monster Flicker of Essence for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Research Notes on the Nature of Essence' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fortified Bunker- (Passive Ability, Clearance) Possessor may fight the monster Fortifed Bunker for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Star Marine War Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fourpart Elemental Dragon- (Passive Ability, Clearance) Possessor may fight the monster Fourpart Elemental Dragon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Book Written to Warn the Dragonslayer' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gobbling Minion of Mr. P. H. Turkey- (Passive Ability, Clearance) Possessor may fight the monster Gobbling Minion of Mr. P. H. Turkey for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Notice that the Feast has Gone Wrong' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Grandfather of Silver and Neon- (Passive Ability, Clearance) Possessor may fight the monster Grandfather of Silver and Neon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Datafile Regarding Changes In the World's Technomagical Leylines' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Permitted to Battle the MacArwalt Brothers- (Passive Ability, Clearance) Possessor may fight the monster The MacArwalt Brothers, Infamous Band of Thieves in the Event Match "An Infamous Gang of Thieves!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Reports About An Amazing Band of Thieves' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mage's Tower- (Passive Ability, Clearance) Possessor may fight the monster Mage's Tower for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Map of the Mage's Lands' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Matron of Creeping Hours- (Passive Ability, Clearance) Possessor may fight the monster Matron of Creeping Hours for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Record of Graces Thrice Rotten' for 500,000 XP, 200,000,000 Gold, and 5 weeks spent in the ability shop
Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mechanized Steam Giant- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Giant for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Second Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 Week spent in the ability shop
Permitted to Battle Mechanized Steam Ogre- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Ogre for drops, possessor's allies also gain drops from this battle, Possessor create the item 'First Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Monster Trainer- (Passive Ability, Clearance) Possessor may fight the monster Monster Trainer for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Monster Trainer League Rules' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portal Mimic- (Passive Ability, Clearance) Possessor may fight the monster Portal Mimic for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Note About Some Closed Portals' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Realmfather- (Passive Ability, Clearance) Possessor may fight the monster Realmfather for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to the God's Throne' for 1,000,000 XP, 15,000,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Solar Fleet Dropship- (Passive Ability, Clearance) Possessor may fight the monster Solar Fleet Dropship for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Solar Fleet Troop Movement Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle The Lord of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Emperianus, The Lord of the Gold Leaf Throne in the Event Match "At the Foot of the Gold Leaf Throne", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Single Leaf of Radiant Gold that Whispers to the Mind' for 400,000 XP, 20,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Time Elemental- (Passive Ability, Clearance) Possessor may fight the monster Time Elemental for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Ninth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Trapped Fortress- (Passive Ability, Clearance) Possessor may fight the monster Trapped Fortress for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Information on How the Siege Progresses' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Utu'Ratak- (Passive Ability, Clearance) Possessor may fight the monster Dread Monster: Utu'Ratak, the Large, Angry Condor in the Event Match "A Massive Condor Appears!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Condor Document' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Void Window- (Passive Ability, Clearance) Possessor may fight the monster Void Window for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding a Peculiar Window and Its Terrible Secrets' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Watch Dog (2)- (Passive Ability, Clearance) Possessor may fight the monster Watch Dog (2) for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eighth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Were-Master- (Passive Ability, Clearance) Possessor may fight the monster Were-Master for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Newspaper Clip Regarding the Mayor's Beastly Secret" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop

World Law:
Animals are Good at Hiding in the Woods- (World Law, Beastmaster) Animals gain +10% Dodge if the Terrain or Phantom Terrain is Forest
Animals Can Howl to Summon Help from More of their Kind- (World Law, Beastmaster) Animals from the Enemy List that are normally fightable for drops may spend an action called 'Howl' to summon 5 more instances of that entity from the Enemy List, Max 200 summoned per entity on the Enemy List per side of battle
Animals Can All Secretly Speak, But Know When Humans Are Looking At Them- (Passive Ability, World Law) At the start of each round, if in a battlespace that contains no Humans, each Animal may transfer a single stacked instance of any one replicatable buff to one of its Animal allies; Animals gain +15% Dodge and To Hit against Humans and are informed at the start of each round if any Human is in the same battlespace
Animals Hunt in Packs- (World Law, Beastmaster) Animals gain +200 to all stats for every ally possessor has that shares that Animal's name or that possesses a Constant Effect named 'Pack Hunter', to a max of 200 such allies, Constant Effect; Animals count as possessing a Constant Effect named 'Pack Hunter'
Animals Serve As Loyal Companions to Their Masters- (Passive Ability, World Law) Animals are never summoned uncontrolled, are Immune to Charm, and, if items, cannot be stolen
Foxes are Too Cute to Attack- (World Law, Beastmaster) Animals whose name includes 'Fox' have a 30% chance of preventing attacks from equal-or-lower-Level sources below Level 60 that are not Immune to (or Absorb or Reflect) either Charm or Dominion that target them from occurring

Curse:

^Curse of the Wendigo's Hunger- (Passive Ability, Curse) Possessor is afflicted by Fatigued: Starvation at the start of every round as an effect that ignores possessor's Resistances, Immunities and Absorptions and that can stack up to 10 times and cannot be removed by sources that do not count as a Food Consumable. If possessor's first action of each round would not deal HP Drain or involve the use of a Food consumable on possessor, possessor has a (10* the number of instances of Fatigued: Starvation afflicting possessor)% chance of instead performing a 'Melee Attack' action targeting a random single individual in caster's battlespace, not counting caster, with said action gaining 'deals HP Drain'; if possessor performs this replacement action, additional actions assigned to possessor during the same round automatically become 'Melee Attack' actions targeting a random single individual in caster's battlespace, not counting caster, with said action gaining 'deals HP Drain'; if possessor cannot perform these actions or does not possess the ability 'Melee Attack', any such actions that would be forced in this manner are instead skipped, with things that would occur before and after those actions still occurring; if any of possessor's actions during a round would be skipped in this manner, the remainder of possessor's actions in that round, including actions not yet assigned to possessor at the time of the skipped action, are also skipped, with things that would occur before and after those actions still occurring; if possessor performs an attack that successfully drains HP, possessor may remove an instance of Fatigued: Starvation from possessor as if coming from a Food Consumable, to a maximum of one such instance removed per attack; this ability has RP effects
(Only applies on Seirei)
Earned the Ire of the Genie Sultan- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Genies and Wish-empowered mercenaries between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Weirdworker Bonus Weeks, 20 Elementalist Bonus Weeks, and 20 Conjurer Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Foe of the Wind Dukes- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Celestial, Illuminated, Daemon, and Law-and-Air-element entities between Level 40 and Level 80; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Lawbringer Bonus Weeks, 20 High Judge Bonus Weeks, and 40 Wind Duke Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated

Keeps Having Anything She Drinks Become the Flavor of Her Own Face- (Passive Ability, Curse) Whenever a non-unique Drink consumable would be used in a manner that targets possessor by an entity that is not one of possessor's opponents, that item becomes replaced with a ''Kit's Face' Flavor Coffee' from the Shop that is still being used with the same targets
It will go away if Kit sets up five franchise locations in different cities selling that coffee.


Weapons-
*White Armageddon's Witness- (Weapon Aspect- The Grace and the Glory, Assault Matrix, Good & Devastation & Glory, X Gold) +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, 156% Critical, +156% Critical, 256% To Hit, +156% To Hit, 777% inflicts Awestruck, 60% inflicts Smitten, The greatest of AGI and SPI becomes wielder's Prime Attribute for 'Ranged Attack', 'Snipe', 'Point Blank', and 'Magical Attack' actions, twice the greatest of AGI and SPI becomes wielder's Prime Attribute for 'Ranged Overdrive' and 'Overdrive' actions, wielder's per-item Ranged Attack and Magical Attack bonus caps become based on the greater of wielder's AGI and SPI, Entities damaged by attacks that incorporate one of this item's attack bonuses are afflicted with an instance of Impaired: Blind that cannot be cured by sources below Level 79 without wielder's permission that additionally makes its possessor unable to scan stats or to deal damage to its inflictor or its inflictor's allies

*The Unstoppable Boulder- (Weapon, Stone, Earth, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Ranged Attack, +800,000 Magical Attack, Paralyzed Immunity, +50% Petrified Resistance, Wielder ignores the Resistances, Immunities, Reflections, and Absorptions of lower-Level entities below Level 80; At the start of each round, if none of wielder's other attacks or actions have yet repeated, wielder may, at the same cost as the previous use, repeat a non-Overcrash attack that incorporated one of this item's attack bonuses, being able to choose different targets for this repeated attack; This item additionally counts as possessing the subtypes Deadly Item, Throwing Weapon, and Orb, Wielder must be Level 60 or greater

*Flying Temporal Battle-Bison-Head of the Timeshadow Goddess- (Weaponx0, Assault Matrix, Time & Energy, 600,000,000 Gold) +600,000 Ranged Attack, +600,000 AGI, +6,000,000 MP as a non-stacking bonus, 200% inflicts Stat Drain: AGI Drain, 200% inflicts Stat Drain: SPI Drain, 100% inflicts Dissolving: No Future, 2 hits against 800,000, Wielder's attacks may count as including an additional two Guns, Wielder's actions may count as involving an additional Legionairre, an additional Animal, an additional Robot, an additional Mask, and/or an additional Gadget, Wielder may, up to once per thread, place a non-stacking buff on this item that transforms it into a copy of the item *Frederick the Laser Bison, referencing the stats of said item at the start of the most recent thread said item entered, with this item and that item both being able to coexist despite both being instances of the same unique item, Wielder must be a deity named 'Kit Timeshadow'

Armor-
*The Grace and the Glory- (Armor Aspect - The Grace and the Glory, Aura, Good & Light & Air & Glory, X Gold) +700,000 Defense, +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, 156% Dodge, +156% Dodge, The greatest of AGI, CON, and SPI becomes wielder's HP-determining stat, wielder's per-item Defense bonus caps become based on the greater of wielder's AGI, CON, and SPI, Wielder gains the subtype Holy One and the ability 'Holy One Traits', Wielder is Immune to sources below Level 74, 'Overdrive' actions possess no inherent MP cost for wielder, Wielder may, at the start of each round, choose between Dominion and Smitten, become Immune to the chosen status effect for the round's duration as a buff, and then select any number of opponents, having a 60% chance of inflicting the chosen status effect on each chosen opponent, Wielder may inflict a chosen minor positive status effect on each ally (including wielder) at the start of each round, choosing separately for each ally
w/ *Integrated Mirrored Bastion-Projector of Kyngill-Vhros- +2,300,000 Defense, Wielder may, up to three times per thread, choose to Reflect an attack from an equal or lower Level source, This Modular Upgrade takes 2 Upgrade Slots on items that have Upgrade Slots and uses standard Enhancement rules for items that do not, This Modular Upgrade may be moved to another item that it would be eligible to have been attached to by the application methods present on the Permanent Consumable '*The Mirrored Bastion-Projector of Kyngill-Vhros' for 6 weeks and 230,000,000 Gold, Modular Upgrade

Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +77,650 Melee Attack, +77,239 Magical Attack, +76,999 AGI, +76,200 MIN, 100% inflicts Paralysis: Temporal Stasis, 100% inflicts Suffocation: No Future, 25% inflicts Petrified: Time Stop, 150% may inflict Fatigued: Elderly, 150% may inflict Stat Drain: AGI Drain, 150% may inflict Stat Drain: CON Drain, 100% may inflict Stat Drain: SPI Drain, 15% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 30% Time Resistance, +86,500 Defense against Time, Deals 7,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 6,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 3,000 CON Damage and 3,000 AGI Damage

Accessories-
*Twelve-Winged Radiance of the Unknowable Empyrean- (Accessory Aspect - The Grace and the Glory, Bioaugmentation, Good & Light & Air & Glory & Illusion & Knowledge, X Gold) +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, The greatest of AGI and SPI becomes wielder's turn-order-determining stat, Angels, Celestials, and Devas below Level 80 that are not Immune to Dominion have their decisions made by wielder if wielder decides to do so, Wielder may summon up to 2,000 entities from the Enemy List that are below Level 80 that are normally fightable for drops that are Angels, Celestials, or Devas at the start of each round, with a max of 4,000 summoned, Wielder's stats cannot be scanned by effects from sources below Level 80 that do not come from a Tier 3 or greater entity or spell, Wielder may spend an action to enter any battlespace so long as no entity of Level 80 or greater in any battlespace objects, Wielder may choose to count as up to 200,000,000,000 additional entities for row-order purposes, Wielder may choose to count as possessing a Constant Effect named either 'Supermassive' or 'Hypermassive', If wielder dodges all the hits of an attack, wielder may choose, at the end of said attack, to have a 100% chance of inflicting Smitten on the attacker

*Prism of the Liberated Sun- (Accessory, Crystal, Light, X Gold) +5 Base SPI, Dominion Immunity, Wielder may treat Solar Being and Radiant as base subtypes and may summon up to 100 Solar Beings or Radiants of equal or lower Level that are normally fightable for drops on the Enemy List at the start of each round, Max 200 summoned


*Belt that Improves Kit- (Accessory, Belt, Magic & Physical, 300,000,000 Gold) +30,000 to all uncapped stats, +30,000 Defense against Stat Damage, 100% Minor Status Effect Resistance, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must be a unique Battle Arena Member whose name includes 'Kit' and does not include 'Fake' or 'Clone'

Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater


Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +377,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, 40% Time Resistance, +371,900 Defense against Time, +372,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed or at the time the action is performed, Wielder has a 65% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 99 for 24 rounds, with this effect not stacking with itself or with identically worded effects from other items or abilities, Time-element spells cost wielder 3,750,000 less MP to cast, Wielder's Chronomancy summons gain +37,000 to all stats as a non-stacking effect that is present on this item, Chronomancy spells cost wielder 3,850,500 less MP to cast, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 80 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action

Time only accesorry slot:

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +377,600 to the stat that determines wielder's turn order, 4 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 240 rounds under the normal rules for delaying actions, 40% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +376,100 Defense against Time, +376,790 AGI, +376,000 SPI, +312,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 240 higher or up to 240 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +384,200 additional Magical Attack, Wearer may not be forced by sources below Level 99 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects



Spells-
A Season of No Birth- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 whose Level is not greater than caster's Level may not summon without caster's permission, this effect may either be attached to its caster as a buff or to a Zone, Terrain, or Phantom Terrain, Caster must be Level 40 or greater
Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
Variable Fading Call: Great Beast- Tonsett-Dorne, 'Great Camel of the Thousand Crystalline Volcanoes'- (Spell, Druid Magic, Earth & Fire & Crystal, 1,480,000 MP, 148,000,000 Gold) Replicates the effect of any ability performable by a 'Tonsett-Dorne, Great Camel of the Thousand Crystalline Volcanoes' from the Boss List as though an instance of said entity were performing it, This spell additionally counts as a Summoner Magic spell, Caster must be Level 60 or greater and must possess the ability 'Triumphed Against the Second Trial of Tonsett-Dorne's Key'
Mass Confuse- (Spell, Wizard Spell, Magic, 70 MP, 20,000 Gold) +2 Magic Attack, 15% Confusion, 1 hit against 19
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

30 Abjurer only spells-
Abjurant Warding- (Spell, Protection Magic, Physical, 200 MP, 200,000 Gold) +220 Defense, Stacks 4 times
Anti-Atom-Bomb Ward- (Spell, Abjuration, Atomic & Magic, 120,000 MP, 60,000,000 Gold) Targets gain a non-stacking buff that provides +60,000 Defense, +6,000 Defense Against Stat Damage, Poison: Irradiated Immunity and 35% Atomic Resistance, 1 hit against 600,000, Caster must be Level 20 or greater
Improved Bolster Toughness- (Spell, Protection Magic, Physical, 100 MP, 100,000 Gold) +100 Defense, Stacks 3 times
Lesser Abjurant Warding- (Spell, Protection Magic, Physical, 39 MP, 21,000 Gold) +80 Defense, Stacks 4 times
Protector's Warding- (Spell, Protection Magic, Magic & Light, 500 MP, 100,000 Gold) +SPI Defense, provides a max of +2,000 Defense, does not stack

10 Chronsomacy only spells-
*Cascading Temporal Unsummoning- (Spell, Other: Time Magic, Time, 320,000 MP, 160,000,000 Gold) Caster unsummons target summon below Level 80 that was summoned on a previous round of battle; all of that summon's summons (and their summons, so on down the line) that are below Level 80 are also unsummoned
Aggressively Prune Timeline- (Spell, Other: Chronomancy, 800,000 MP, 80,000,000 Gold) +80,000 Melee Attack, 100% inflicts Suffocation: No Future, Target loses 1 extra action that was granted to it by a source below Level 80 that was not itself, Caster must be Level 40 or greater
Haste (3)- (Spell, Chronomancy, Time, 4,000 MP, 400,000 Gold) Inflicts Augmented: Haste
Impending Doom- (Spell, Other: Time Magic, Darkness & Time, 40,000 MP, 20,000,000 Gold) 15% inflicts Instant Death: Doom, 100% inflicts Instant Death: Doom on targets below Level 60 that are lower Level than caster, this action may be delayed up to 5 rounds, Caster must be Level 20 or greater and must possess the ability 'Adept Time Magic Attunement'
Strike from Earlier (Improved)- (Spell, Chronomancy, 300 MP ,Time, 300,000 Gold) +200 Melee Attack, +200 Ranged Attack, +200 Magical Attack, Actions this spell is involved in may be delayed two rounds
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
Rewind Wounds- (Spell, Chronomancy, Time & Light, 1,000 MP, 1,000,000 Gold) +1,000 Magical Attack, Heals
Timeclone- (Spell, Other: Chronomancy, Time, 10,000,000 MP, 90,000,000 Gold) Caster gains 2 additional actions (to a max of two actions per round across all copies of this spell) so long as no opponent of Level 90 or greater or that is 10 or more Levels greater than caster, objects, Caster may be targeted as up to 2 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, until the end of the round, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Attunement'

5 time only spells-
Unleash the Watch Dog- (Spell, Summoner Magic, Time, 7,000 MP, 4,500,000 Gold) Summons 1 Lesser Watch Dog, Max 2 Summoned
Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster

Consumables-
*The Legendary Sprig of Everythyme- (Consumable, Other: Additive, Earth & Time & Dopple, Unlimited Charges, 1,000,000,000 Gold) Charges are not consumed from this item in a normal manner, and this item may not be used as a standard consumable; Whenever this item's wielder uses a Food or Drink consumable as part of an action, it may expend a charge from this item to make it so that said use of a Food or Drink consumable repeats at the start of every round on the same targets unless 10 or more other consumable uses were already replicated by this item on the same round
*Seasoning of the Endless Seasons- (Consumable, Other: Additive, Electrical & Energy & Acid & Ice, Unlimited Charges, 1,000,000,000 Gold) Charges are not consumed from this item in a normal manner, and this item may not be used as a standard consumable; Whenever this item's wielder uses a Food or Drink consumable as part of an action, it may expend a charge from this item to make it so that said use of a Food or Drink consumable provide a buff that is seperate from other buffs that it would provide that stacks 12 times, with each instance providing a +100,000 bonus to STR, AGI, MIN, or SPI, with the first instance providing a bonus to STR, each bonus cycling to the next stat in the order at the start of each round, and each subsequent stacked instance of the buff iterating through the cycle of positions, so that whenever the first stacked instance is set to STR, the second stacked instance would be set to AGI, then when the first stacked instance cycles to AGI, the second stacked instance would then in turn cycle to MIN
Book of Ohdegubabbsbakk- (Consumable, Libram, Air, Unlimited Charges, 200,000,000 Gold) All unique opponents of user are, to a max of three times per round across all wielders across all instances of this item, dealt 20,000,000 Flat Air element Damage


Pets-

Nine-Tailed Kitsune
Level 76
Shapeshifter, Magic
HP- 4,800,000
MP- 5,400,000
STR- 29,450
AGI- 33,310
CON- 29,110
MIN- 33,590
SPI- 35,500
XP- 0
Defense- 20,000, +20,000 against Darkness
Defense against Stat Damage- 3,500, +5,300 against SPI Damage
Critical Chance- 71%
Resilience- 70%
To Hit- 190%
Dodge- 83%
Resistances and Immunities- 70% Darkness Resistance, 70% Magic Resistance, 70% Base Element Resistance, Poison Immunity, Confusion Immunity, Hexed Immunity, Minor Status Effect Immunity, Moderate Status Effect Immunity, 50% Major Status Effect Resistance
Prime Attribute- Spirit
Constant Effects-
Legendary Power- Possessor is immune to individuals below Level 35, Possessor takes half damage from individuals below Level 56, Constant Effect
Assume Human Form- Possessor may, at the start of any round, choose to replace its subtype with Human, Constant Effect
Assume Fox Form- Possessor may, at the start of any round, choose to replace its subtype with Animal, Constant Effect
Assume Spirit Form- Possessor may, at the start of any round, choose to replace its subtype with Spirit, Constant Effect
Assume True Form- Possessor may, at the start of any round, choose to replace its subtype with Shapeshifter, Constant Effect
Assume Plant Form- Possessor may, at the start of any round, choose to replace its subtype with Plant, Constant Effect
Assume Moon Form- Possessor may, at the start of any round, choose to replace its subtype with Astral Being and to make any inactive Constant Effect is possesses named 'Hypermassive' active, Constant Effect
Uncanny Wisdom- Possessor gains +10,000 MIN, Possessor is considered to be 20 Levels higher for stat-scanning purposes, Constant Effect
Mystic Flight- Possessor gains +10,000 AGI, 30% Earth Resistance, and Entombed Immunity, Constant Effect
Space-Bending Art- Possessor may target individuals below Level 96 who are in different battles, Possessor deals full damage to the back row, Constant Effect
Vexatious Mystic Field- Possessor may, at the beginning of battle, remove up to one Constant Effect or Ability from each individual in battle who is below Level 60, Constant Effect
Hypermassive- Possessor gains an amount of HP equal to (100x Possessor's Listed HP on the Enemy List or Boss List), provided that possessor is present on either the Enemy List or Boss List, Possessor may be targetted as up to 10 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targetted, This ability is set as inactive at the beginning of battle and has no effect while inactive, Constant Effect
Knowledge of All Lands- Possessor scans the stats of every individual that possessor can target at the start of each round, Possessor may remove any Zone, Terrain, or Phantom Terrain that was created by an individual below Level 40, from battle at the start of any round or at the start of any of possessor's actions, Constant Effect
Abilities-
Bite- 60,000 Damage, Physical, 0 MP
Absorb Life- 50,000 Damage, Drains HP, Darkness, 0 MP
Absorb Mystic Energy- 50,000 MP Damage, Drains MP, Darkness, O MP
Absorb Power- 60,000 Damage, Deals both HP Drain and MP Drain, Darkness, 60,000 MP
Fox Fire- 60,000 Damage, inflicts Burning, may inflict Hexed, 1 hit against 500, Fire, 190,000 MP
Breathe Lightning- 60,000 Damage, inflicts Electrocuted, may inflict Paralyzed, 1 hit against 500, Electrical, 190,000 MP
Invade Dream- 9,000 MIN Damage, May Heal MIN Damage, Scans target's stats, May inflict or cure any any number of minor status effects, Psychic & Magic, 200,000 MP
Alluring Form- Inflicts Charm, may inflict Charm: Impressed, may inflict Charm: Lovestruck, may inflict Charm: Infatuation, may inflict Charm: Lust, 1 hit against 70, Light, 25,000 MP
Turn Invisible- Caster gains +75% Dodge as a non-stacking buff, Air, 250,000 MP
Craft Grand Illusion- Inflicts Confusion, target gains -25% To Hit and -25% Dodge, stacks 4 times, 1 hit against 50,000, Psychic & Magic, 650,000 MP
Possess- Caster begins treating target as a Transformation that caster is in, Target's actions are controlled by caster and caster may not be targetted as though caster were transformed into target, does not work against individuals above Level 40 or individuals who are immune to Charm, Caster re-enters battle upon target's death or de-transformation, Magic, 50,000 MP
Maddening Gaze- Inflicts Insanity, Psychic & Air, 520,000 MP
Meteor Rain- 35,000 Damage, 5 hits against 800, Fire & Physical & Destruction, 500,000 MP
Great Magic- 10,000 Damage, may Heal, may inflict any one minor and any one moderate positive or negative status effect, 5 hits against 50, Magic, 300,000 MP
Great Curse- Inflicts Cursed and any number of minor negative status effects, Darkness & Magic, 550,000 MP
Rewind- If no individual above Level 59 desires otherwise, caster may reset the state of the current thread to the state it was in at the start of the current round, with caster's MP being reduced by the cost of this ability after said resetting, This ability may not be used if it would unsummon its user, This ability may not (as an effect that does not reset as part of this round-reset or other round-resets) be used to reset a round more than once across all copies of itself, Time, 3,000,000 MP
Timeskip- If no individual above Level 59 desires otherwise, the current round ends, Time, 200,000 MP
Doublespeed- Target gains an additional action every round, with said action being assigned a place in turn-order immediately after target's first other action's assigned position, does not stack, Time, 300,000 MP
Spatial Distortion Wave- 30,000 Damage, may shift target to either the front row or the back row, 1 hit against 40,000, Spatial, 300,000 MP

modded stats wrote: Kit Timeshadow (kitsune106)-
Level 79
Planetary & Holy One, Hope & Magic & Glitz & Time
base stats
HP- 20,250
MP- 29,625
STR- 2,211 (28)
AGI- 1,975 (25)
CON- 889 (11)
MIN- 1,264 (18)
SPI- 4,826 (54)

modded stats:

Kit Timeshadow (kitsune106)-
Level 79
Planetary & Holy One, Hope & Magic & Glitz & Time
base stats
HP- 24,506,500
MP- 24,506,500
STR- 22,110 (28)
AGI- 19,750 (25)
CON- 8,890 (11)
MIN- 14,144 (18)
SPI- 48,260 (54)

HP- 24,506,500
MP- 24,506,500
STR- 66,330 (28)
AGI- 59,250 (25)
CON- 26,670 (11)
MIN- 42,432 (18)
SPI- 144,780 (54)





ATTACK


+ 244,880 magical Attack
+15,000 Melee Attack
+189,880 Ranged Attack
, 156% Critical,
+156% Critical,
256% To Hit,
+156% To Hit,
777% inflicts Awestruck,
60% inflicts Smitten,

Possessor's actions may gain (Possessor Level * 2) 158% Inflicts Awestruck,
Possessor's actions may gain (Possessor Level * 3)237% Inflicts Charm: Lovestruck
Possessor gains a 200% chance of optionally inflicting Charm on Fae,
Possessor gains a 45% chance of optionally inflicting Dominion on Fae,
'Overdrive' actions possess no inherent MP cost for wielder,
Entities damaged by attacks that incorporate one of this item's attack bonuses are afflicted with an instance of Impaired: Blind that cannot be cured by sources below Level 79 without wielder's permission that additionally makes its possessor unable to scan stats or to deal damage to its inflictor or its inflictor's allies

Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal",
Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect
Wielder ignores the Resistances, Immunities, Reflections, and Absorptions of lower-Level entities below Level 80;
At the start of each round, if none of wielder's other attacks or actions have yet repeated, wielder may, at the same cost as the previous use, repeat a non-Overcrash attack that incorporated one of this item's attack bonuses, being able to choose different targets for this repeated attack;
Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect,
Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater

Defense:
+201,240 defense
+500 defense against Time
+120 Defense against Stat Damage
15% resilence
156% Dodge,
+156% Dodge,
20% Fae Resistance,
Paralyzed Immunity,
+50% Petrified Resistance,
ime element Damage dealt to possessor (not including healing) is halved,
Time element Stat Damage (not including healing) dealt to possessor is halved
Possessor may control the actions of lower Level Fae that are below Level 60 and non-unique
Wielder is Immune to sources below Level 74,
Possessor is Immune to Time element debuffs from sources below Level 60
Possessor gains Diseased Immunity
30% Plague Resistance
Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor,
40% Light Resistance,
Possessor gains Dominion Immunity
Possessor's Defense may not be pierced by sources below Level 40,
Individuals below Level 40 may not inflict negative status effects on possessor
Possessor may not be replicated by individuals below Level 60 without possessor's permission
Angels, Celestials, and Devas below Level 80 that are not Immune to Dominion have their decisions made by wielder if wielder decides to do so,
Wielder may summon up to 2,000 entities from the Enemy List that are below Level 80 that are normally fightable for drops that are Angels, Celestials, or Devas at the start of each round, with a max of 4,000 summoned,
Wielder may treat Solar Being and Radiant as base subtypes and may summon up to 100 Solar Beings or Radiants of equal or lower Level that are normally fightable for drops on the Enemy List at the start of each round, Max 200 summoned
Wielder may, at the start of each round, choose between Dominion and Smitten, become Immune to the chosen status effect for the round's duration as a buff, and then select any number of opponents, having a 60% chance of inflicting the chosen status effect on each chosen opponent,
Wielder may inflict a chosen minor positive status effect on each ally (including wielder) at the start of each round, choosing separately for each ally


Awards-
Completed 'Towers of Darkness' Quest
Completed 'Time and Rebirth' Quest
Fought on Gadigan's side in the March of Gardener
Award: Rebirth and Awakening Tournament Participant
Member of the Fish of the Month Club
Aided in the Destruction of Khalsubarr
Was Involved in the Castle Pelronde Incident
'Has Donated Money to the Irrbid Hoopsig Memorial Fund
Has completed (2) Forays into the Temple of Orithon for Lady Thelrain
Saved Licia (and a Castle) from Oblivion
Ventured Beyond The Barrier as a Projection
Involved in the Final Siege of Avandos
Slayer of Lord Avandos, Master of the Crimson Citadel
500 Empire of Thandolman Faction Points
Slayer of Lyrandora, Crimson Priestess of Avandos
Has Completed the Task 'Water Shortage in Sildriza'
250 House Al'Sildriz Reputation Points
25 Church of Phalerin Reputation Points
"Has Completed the Task 'It's Geology Time Time!'"
300 Pendelwood Geological Society Reputation Points
Has Unlocked the Warehouse Category "Rare Materials"
Has Unlocked the Warehouse Category "Imported Goods"
Has Unlocked the Warehouse Category "Elaborate Spells"
Has Unlocked the Warehouse Category "Bascaradine Brand Items"
Has Unlocked the Warehouse Category "Secrets of the Undead"
Has Unlocked the Warehouse Category "Special Fights"
Has Unlocked the Warehouse Category "Weapon Filled Armory"
Has Unlocked the Warehouse Category "Botanical Bonanza"
Has Unlocked the Warehouse Category "The Frozen North"
Has Unlocked the Warehouse Category "Chef's Selection"
Has Unlocked the Warehouse Category "Special Fights II"
Has Unlocked the Warehouse Category "Days of War"
Has Unlocked the Warehouse Category "From Distant Realms"
Has Unlocked the Warehouse Category "Take to the Skies"
Has Unlocked the Warehouse Category "Ranged Weapons"
Has Unlocked the Warehouse Category "Baked Goods"
Has Unlocked the Warehouse Category "Ability-Granting Objects"
Has Unlocked the Warehouse Category "Realms and Holdings"
Has Unlocked the Warehouse Category "Trinkets and Baubles"
Has Unlocked the Warehouse Category "Ocean's Bounty"
Has Unlocked the Warehouse Category "Creature Collection"
Has Unlocked the Warehouse Category "Objects From Prior Eras (Requires Level 20+)"
Has Unlocked the Warehouse Category "Special Fights X-1"
Has Unlocked the Warehouse Category "Secret Formulas"
Has Unlocked the Warehouse Category "Items Of The Upper Planes (Requires Level 20+)"
Has Unlocked the Warehouse Category "Items Of The Lower Planes (Requires Level 20+)"
Has Unlocked the Warehouse Category "Nature's Heartbeat (Requires Level 20+)"
Has Unlocked the Warehouse Category "Classic-Stat Bossfights"
Has Unlocked the Warehouse Category "Unvisited Futures (Requires Level 20+)"
Has Unlocked the Warehouse Category "Nonbase Arsenal (Requires Level 40+)"
Has Unlocked the Warehouse Category "Garage of Legends (Requires Level 20+)"
Has Unlocked the Warehouse Category "From the Discs of Nexus (Requires Level 20+)"
Has Unlocked the Warehouse Category "Secret Gadgets"
Has Unlocked the Warehouse Category "Somewhat Odd (Requires Level 20+)"
Has Unlocked the Warehouse Category "Corruption Double-Pick"
Has Unlocked the Warehouse Category "Alcohol Double-Pick"
Has Unlocked the Warehouse Category "Divine Relics (Requires a Patron Deity)"
Has Unlocked the Warehouse Category "Recent, By Some Vague Approximation Of The Word"
Has Unlocked the Warehouse Category "Of the Tales (Requires Level 40+)"
Has Unlocked the Warehouse Category "Assumptions of Form (Requires Level 60+)"
Has Unlocked the Warehouse Category "Cosmic Thievery (Requires Level 40+)"
Has Unlocked the Warehouse Category "Invocations (Requires Level 40+)"
Has Unlocked the Warehouse Category "Somewhere Different"
Has Unlocked the Warehouse Category "Bulk Orders"
Has Unlocked the Warehouse Category "Pimp My Guild (Requires Level 40+ and a Guild)"
Has Unlocked the Warehouse Category "Thralls to the Cause (Requires Level 40+ and a Guild)"
Has Unlocked the Warehouse Category "Weird Subsystem Liferaft"
Has Unlocked the Warehouse Category "Trapmeister's Workshop"
Has Unlocked the Warehouse Category "Masks and Shapes"
Has Unlocked the Warehouse Category "Matryoshka Mayhem"
Has Unlocked the Warehouse Category "From the Year 2020"
Has Unlocked the Warehouse Category "Literature Collection"
Has Unlocked the Warehouse Category "Bucketful O' Rage"
Has Unlocked the Warehouse Category "Space of The Father"
Has Unlocked the Warehouse Category "Heralds of the Octagonal Star"
Has Unlocked the Warehouse Category "Faces of Nexus"
Has Unlocked the Warehouse Category "Bears and Motorcycles" at the Standard Warehouse
Has Unlocked the Warehouse Category "Things that Start with 'J'" at the Standard Warehouse
Has Unlocked the Warehouse Category "Alligator Zydeco Showdown (Requires Level 40+)"
Has Unlocked the Warehouse Category "Old Man Carl's Battle Spa (Requires Level 20+)"
Has Unlocked the Warehouse Category "Ask The Audience?"
Has Unlocked the Warehouse Category "Towers of Rust and Regret"
Has Unlocked the Warehouse Category "Adventures in the Ultra-Zone!"
Has Unlocked the Warehouse Category "Balls, Both Large and Small" at the Standard Warehouse
Has Unlocked the Warehouse Category "It's Collectable!" at the Standard Warehouse
Has Unlocked the Warehouse Category "The Subtree Bonsai Garden"
Has Unlocked the Warehouse Category "A Feast for the Buzzards"
Has Unlocked the Warehouse Category "The Noisy Category"
Has Unlocked the Warehouse Category "Bound to Be Something (Requires Level 40+)"
Has Unlocked the Warehouse Category "The Trophy Room (Requires Level 60+)"
Has Unlocked the Warehouse Category "Doctor Stapler's Cosmic Party Palace"
Has Unlocked the Warehouse Category "Gift Delivery Service"
Has Unlocked the Warehouse Category "Business Boosters"
Has Unlocked the Warehouse Category "Seeds of Wealth and Hunger"
Has Unlocked the Warehouse Category "Demesne of the Plagiristic Monkey-Spirit"
Has Unlocked the Warehouse Category "My Favorite New Addiction!"
Has Unlocked the Warehouse Category "Wooden Robo-Dragon Parade"
Has Unlocked the Warehouse Category "The Cosmic To-Do List"
Has Unlocked the Warehouse Category "Enigmatic Well of Fate"
Has Unlocked the Warehouse Category "Entombed With Ancient Lords"
Has Unlocked the Warehouse Category "A Bullseye On My Forehead"
Has Unlocked the Warehouse Category "Commandments of the Seething Idol"
Has Unlocked the Warehouse Category "Exodus of Self (Requires Level 60+)"
Has Unlocked the Warehouse Category "Effortlessly Divine (Requires Level 60+ and Deity status)"
Has Unlocked the Warehouse Category "Temple of the Fallen Beast (Requires Level 60+)"
Has Unlocked the Warehouse Category "Key to Realms Beyond (Requires Level 40+)"
Has Unlocked the Warehouse Category "Magically-Fun Nonlethal Adventures"
Has Unlocked the Warehouse Category "Double Box Category Scramble"
Has Unlocked the Warehouse Category "Doris the Mechanical Detective's Story Hour"
Has Unlocked the Warehouse Category "Cursemeister's Closet"
Has Unlocked the Warehouse Category "Tsundere Stuff"
Has Unlocked the Warehouse Category "Not Really A Vacation"
Has Unlocked the Warehouse Category "Triple-Item Dating Service"
Has Unlocked the Warehouse Category "Bosshunter's Armory"
Has Unlocked the Warehouse Category "Tower of the Elephant"
Has Unlocked the Warehouse Category "Granny's Weird Recipe Book"
Has Unlocked the Warehouse Category "That Doesn't Sound Right"
Has Unlocked the Warehouse Category "Tables and Chairs"
Has Unlocked the Warehouse Category "Metatemporal Archaeology"
Has Unlocked the Warehouse Category "Very Classy (Requires Level 20+)"
Has Unlocked the Warehouse Category "Empty Boxes"
Has Unlocked the Warehouse Category "This is the Way the World Works"
Has Unlocked the Warehouse Category "That One Warehouse Category's Title (Requires Level 40+)"
Has Unlocked the Warehouse Category "Skillful Patterns (Requires Level 20+)"
Has Unlocked the Warehouse Category "Cool Supplies"
Has Unlocked the Warehouse Category "Landhawks and Cannon-Shields"
Has Unlocked the Warehouse Category "Things That Are On Fire" at the Standard Warehouse
Has Unlocked the Warehouse Category "Can't Stop the Rock" at the Standard Warehouse
Has Unlocked the Warehouse Category "Things Most People Don't Want" at the Standard Warehouse
Has Unlocked the Warehouse Category "Cooking is Magical" at the Standard Warehouse
Has Unlocked the Warehouse Category "Semi-Random Axe of Charity Double-Pick"
Has Unlocked the Warehouse Category "Fuzzy But Dangerous" at the Standard Warehouse
Has Unlocked the Warehouse Category "Heavily Disguised Things" at the Standard Warehouse
Has Unlocked the Warehouse Category "Magic Shoes" at the Standard Warehouse
Has Unlocked the Warehouse Category "Oddly-Sized Sports Memorabilia" at the Standard Warehouse
Has Unlocked the Warehouse Category "Probably Bombs" at the Standard Warehouse
Has Unlocked the Warehouse Category "Related to Goats" at the Standard Warehouse
Has Unlocked the Warehouse Category "Possibly Impossible Trivia"
Has Unlocked the Warehouse Category "Future-Zone Modular Upgrades"
Has Unlocked the Warehouse Category "End-Times at the Outland Battledome"
Has Unlocked the Warehouse Category "A Horrible/Terrible/No Good/Wonderful (haha)/Very Bad Category"
Has Unlocked the Warehouse Category "Stuff That Tastes Weird"
Has Unlocked the Warehouse Category "This Land Is My Land"
Has Unlocked the Warehouse Category "Into the Mountains of Hate and Envy"
Has Unlocked the Warehouse Category "Beasts Unheard"
Has Unlocked the Warehouse Category "Relationship Goals"
Has Unlocked the Warehouse Category "Merchandising Opportunities"
Has Unlocked the Warehouse Category "My New Life as a Vending Machine"
Has Unlocked the Warehouse Category "Diamond Sky Butterfly Dreams"
Has Unlocked the Warehouse Category "Doors Known to Be Weird and/or Ominous"
Has Unlocked the Warehouse Category "Shrine of the Deified Leech-Baron"
Has Unlocked the Warehouse Category "Laws of Rage from the Genesis-Terror Vats"
Has Unlocked the Warehouse Category "The Goat-Enhancement Experience"
Has Unlocked the Warehouse Category "Unevictable Minotaur Apartment Daze"
Has Unlocked the Warehouse Category "Granny Marigold's Secret Fae Spices"
Has Unlocked the Warehouse Category "Famous Professors and Lengthy Lectures"
Has Unlocked the Warehouse Category "Bioborg Factory"
Has Unlocked the Warehouse Category "Uncle Lazy's Frequently-Disappointing Delves"
Has Unlocked the Warehouse Category "Triple-Charity Nonunique Box Bombardment"
Has used 10 Manual of A Thousand Arts
Has Consumed 1 Cookie
This character possesses 96 base stat points
Beat Langidor the Greenspear at the Holy Festival
"Beat The Old Nexus PD at the Holy Festival"
'Accidentally Freed A Demon From the Library of Lorekeepers'
Eliminated in Round One of the Brass Disc Tournament
'Persued by a Semi-Famous Assassin After Touching a Barking Mana Spark'
Defeated The Old, Corrupt Nexus PD in the Second Round of Holy Festival Bonus Fights
Created a Time Clone of Tia
Created a Time Clone of Cael
Created a Time Clone of Herself
Trained Under Ryan the Bowling Wizard
Was involved in a Temporal Adventure in El Bazril
Researched Plants
Researched Rare Plants
Has Beaten 29 Bosses in Boss Rush Mode*
Donated to the Fairy Tale Construction Fund (Mod Run World Award)
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task " 'Third Holy Imperial Challenge of Worth: Test of War'"
Has Completed the Task 'Fourth Holy Imperial Challenge of Worth: Test of Seeking'
Has Completed the Task 'Fifth Holy Imperial Challenge of Worth: Test of Mastery'
Has Completed the Task 'Sixth Holy Imperial Challenge of Worth: Test of Stamina'
Has Completed the Task 'Seventh Holy Imperial Challenge of Worth: Test of Echos'
Has Completed Task "Eighth Holy Imperial Challenge of Worth: Test of Time
Has Completed Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting
Has Completed the Task 'Tenth Holy Imperial Challenge of Worth: Test of Combat'
Has Completed Task 'Eleventh Holy Imperial Challenge of Worth: Test of Remembrance'
Has Completed Task 'Twelvth Holy Imperial Challenge of Worth: : Test of Choices'
'Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)''
Has Completed the Mini Quest 'Trial of Remembrance'
Has Won the "An Infamous Gang of Thieves!" Event Match
Has Won the "A Massive Condor Appears" Event Match
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the "Winter's Grasp" Event Match
Has Won the "Four Elementals" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "The Broken-Winged Dragon" Event Match
Has Won the "Battle Versus the Professor" Event Match
Has Won the "Mr. Groggo Goes to the Race" Event Match
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
Defeated Voalatilis at the Holy Festival
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Gigas Knight
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Guardian
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Lawbringer
Has Consumed 5 Essence Sphere: Luminary
Has Consumed 5 Essence Sphere: Living Legend
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Temporal Primarch
Has Consumed 5 Essence Sphere: Time Mage
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Guardian
Has Consumed 5 Improved Essence Sphere: Lawbringer
Has Consumed 5 Improved Essence Sphere: Luminary
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Temporal Primarch
Has Consumed 5 Improved Essence Sphere: Time Mage
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Flux Baron
Defeated Ze Eggsecutioner in a Special Arena Match
Has Completed The 'First Holy Imperial Challenge of Power: Test of Wealth't
Has Completed The 'Second Holy Imperial Challenge of Power: Test of Talent'
Has Completed The 'Third Holy Imperial Challenge of Power: Test of Slaying'
Has Completed The 'Fourth Holy Imperial Challenge of Power: Test of Hours'
Has Completed The 'Fifth Holy Imperial Challenge of Power: Test of Opposition'
Has Completed The 'Sixth Holy Imperial Challenge of Power: Test of Tenacity'
Has Completed The 'Seventh Holy Imperial Challenge of Power: Test of Essence'
Has Completed The 'Eighth Holy Imperial Challenge of Power: Test of Leadership'
Has Completed the 'Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune'
Has completed The Tenth Holy Imperial Challenge of Power: Test of Versatility
Has Completed The Eleventh Holy Imperial Challenge of Power: Test of Memories
Has Completed The'Twelfth Holy Imperial Challenge of Power: Test of Options'
Learned the Cuppa Joe Formula From Carl
Learned the Dad's Weird Coffee That Has A Tie On The Mug Formula From Carl
Learned the Mystic Figurine: Golden Goat Formula from Idamyiir Luthos
Learned the BOOST! Cherry Formula from Carl
Has Completed 4 Frequent Formula Tasks
Prevented the Assassination of a Fellow Priestess of Sereyn
Killed Herinemous Gantmeyer
Destroyed the Primary Portal from Nexus to Yesleintyr
Destroyed Herinemous Gantmeyer's Base in Grellynbeyr on Yesleintyr
Healed Many Injured Civilians on Yesleintyr
Contributed Large Amounts of Money to the Rebuilding of Yesleintyr
Managed through Random Luck to Tip off City Beaureucrats in Yesleintyr to the Presence of a Conspiracy in their Ranks, Resulting in the Later Arrest and Imprisonment of Its Members
Has used 12 Grandmaster's Text
'Delivered An Impressive Speech In The Warehouse'
Has Completed the Mini Quest 'Trial of Versatility'
'Defeated Nega-Kit in an Arena Match'
'Completed the Quest Career Day'
'Obtained Accolades from Multiple Worlds for stopping the Hippo-Kin Forces'
Reached Round 41 in an Endurance Match
'Defeated Nega-Cael in an Arena Match'
Helped Lili Defeat Nega-Lili in an Arena Match
'Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers'
Determined Doctor Neeley was a Danger to the Unwinnable No Longer Mission
Won the Quest 'Unwinnable No Longer
Lost to the Level 80 Version of Silas from the Fourth Ascension in a Special Battle Arena Match
Fought an Immortal, Afro-Bearing Samurai of Funk On Noix
Has Defeated Three Level 44 Bosses in the Alternative Boss Rush Mode
Solved the Hidden-Object Puzzle "Reptile Bedroom"
Killed Blodwig and Dorog on Noix
Lost a Battle Against Nazril, High Warlock of Roriana that Incerated the Town of Elkie and Most of the Immediate Countryside On Noix
Defeated Twitch the Spriggan Blade-dancer in the Halls of the Fallen on Noix
Gazed Upon the Face of True Evil and Lived
Defied the Eggman
Escaped the Eggman
Explored The Mayline On Noix
Created Eclasiam Within The Mayline With The Help Of The All-Being (Mod-Run World Award)
Deified As The Sustainer In Eclasiam (Mod-Run World Award)
Fought Against Roriana's Generals On Noix
Defeated Nordag On Noix
Defeated Boruk On Noix
Defeated Morun On Noix
Defeated Wulfok and Wulfok On Noix
'Defeated' Jorge the Everyhand On Noix
Trounced The Eggman In His Seat of Power
Involved in Saving the Doombreaker Base in the Second Eggman Quest on Noix
Was Involved in the Partially-Temporally-Shattered Conflict Against Eggxodia on Noix
Blew a Hole in Time to The Epoch's Reflection (Mod Run World Award)
Entered Turris Aecorvum in The Epoch's Reflection (Mod Run World Award)
Entered the Arcane Tower of Turris Aecorvum (Mod Run World Award)
Escaped Echo Providence by Traveling through a Sea of Lava to Disc 785
Participated in a Chaotic Arena-Member-Run Interview Session
Has Completed the Task "First Holy Imperial Challenge of Glory: Test of Expertise"
Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"
Has Completed the Task "Fourth Holy Imperial Challenge of Glory: Test of War"
Has Completed the Task "Fifth Holy Imperial Challenge of Glory: Test of Performance"
Has Completed the Task "Sixth Holy Imperial Challenge of Glory: Test of Ages"
Has Completed the Task "Seventh Holy Imperial Challenge of Glory: Test of Cataloging"
Has Completed the Task "Eighth Holy Imperial Challenge of Glory: Test of Effortlessness"
Has Completed the Task "Eleventh Holy Imperial Challenge of Glory: Test of Legacy"
Has Completed the Task "Twelfth Holy Imperial Challenge of Glory: Test of Focus"
Participated in the Seventh Match of Battle Day #3
Lost to Nira in the Seventh Match of Battle Day #3
Won the Quest 'March of the Mechancial Candles'
Stopped the Mechanical Candles in the Grand Mall of Worlds
Revealed the Presence of the Mastermind Behind the Mechanical Candles
Known as the legendary Mad Magi in the Plains of War
Signed Up For The (First) Nexus Games
Participated In The (First) Nexus Games
Participated In Nexus Games Event 3: Calling All the Bros
Participated In Nexus Games Event 8: Impossible Reaper
Disqualified From Nexus Games Event 10: This Is How We Build It
'Opened A Gate in the Knot that Requested Blood'
'Opened A Gate in the Knot that Requested Time'
Obtains the award 'Sacrificed Her Life To Cure Her Team Of The Silent Torment In the Knot'
Obtains the award 'Was on Selereth's Team in the Impossible Knot'
Watched the 782,199,156th Mega-Celebrity Awards Ceremony of Aetheryis on Noix (Mod Run World Award)
Was Eaten By A Thew-Thew Fox In Nexus (Mod Run World Award)
Met Dutton Beesbury
Produced an Alternate-Self Named Kat Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Produced an Alternate-Self Named Kit with Lemon Wedge Using the Cosmic Self-propagation Studio's Machines at the Holy Festival
Was Involved in the Quest 'A Time to Kill'
Won the Alternate-Side Route of the 'A Time to Kill' Quest
Was Involved With the Defeat of the Cultists of Bez'Bekklin in the Knot of Trelheis
Was Involved With the Defeat of Lureikimo Bekklin in the Knot of Trelheis
Everyone in the first battle gets 'Was Involved With the Defeat of The Thrallcage in the Knot of Trelheis
Everyone in the first battle gets 'Witnessed the Self-Destruction of Neleimo Bekklin in the Knot of Trelheis
Was Involved in the Defeat of Banserro Bekklin in the Knot of Trelheis
Involved in the Rescue of Tzormod the Cursed in the Knot of Trelheis
Bested the Porkman in Holiday Combat
Attacked the Jasmine Tower Directly, Alterting Every Boss Inside (Mod Run World Award)
Killed by an Unprecedented Mass-Attack led by Duchess Jasminae Olea of the Jasmine Throne, Jasmine Throneguard-Commander Lamil, Jasmine High Priestess Astrid Ceala and the Jasmiae Vernat Remalii (Mod Run World Award)
Inadvertantly Provided Valuable Information on the Jasmine Tower to the Seirei Spirit Hunter's Association (Mod Run World Award)
Almost Completely Restored Marefore Through Time Magic, Resurrecting Most of Those That Died in Marefore Bazaar's Nuclear Destruction to Life as Amnesiacs on Seirei
Infused Marefore with Time and Glory Mana on Seirei
Created the Atomos Well in Marefore Bazaar on Seirei
Restored Vernon Pinna's Airship Enterprise Progress on Seirei
Massively Improved the Organisational Procedures and Archives of the Marefore Constabulary Through Celestial Intervention on Seirei
Disbanded the Marefore Misfits Gang of Thieves Before It Could Be Restructured Into A Drug Ring on Seirei
Responsible For The Discovery and Raid of Cisco Wellard's Secret Vault Of Stolen and Illegal Goods on Seirei
Considered by Cisco Wellard to be his Archnemesis due to Ruining Every Single One of His Plans and Designs for Marefore, Along With His Emergency Backup Plans, on Seirei
Is Capable of Reading the Catalogue of the High Mage
Grabbed the Lead Zeppelin Out of Another Timeline
Mazecrafter of the Labyrinthine Tome
Granted Authority to Hold the Bleak Festival
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Indirectly Responsible for Noted Nudist Lennie Praxton Becoming the Pharoah of the Seven Isles
Completed the First 'Of the Tales' Task Related to Unlocking Klureimel's Skillset
Created an Abomination through Inadvisable Absorbs Into A Possession-Susceptible Unique Body in Close Proximity to Seirei
Unleashed the Nameless Ravener on Seirei
Killed And Ate Decan Cassus While Under The Effects of the Curse of the Wendigo's Hunger in the Spirit World of Seirei
Resurrected Decan Cassus Through the Orb of Light's Power, Inadvertantly Mimicking the Narrative Requirements Necessary to Trigger His Repositioning and Growth In The Spirit World of Seirei
Responsible for Decan Cassus Discovering the Lost Cathedral of St. Luexa in the Spirit World of Seirei
Helped Test Santa Sleighers for Noel and Mary
Maxed Out the Score in Santa Sleighers
Delivered Toys on Walrusfest
Triumphed Against the Second Trial of Tonsett-Dorne's Key
Gained 1 Base CON From a Treatise of Exquisite Pain
Enlisted the Help of Disc 94 In an Extensive (and Expensive) Self-Promotion Ad-Campaign
[/quote]
reference:
The Grace and the Glory (Level 79, 0 XP, # XP Required, Standard Multiplier x22 (Raised to x4400 to bypass Level 80 cap)) (Owned by Kit)

*White Armageddon's Witness- (Weapon Aspect- The Grace and the Glory, Assault Matrix, Good & Devastation & Glory, X Gold) +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, 156% Critical, +156% Critical, 256% To Hit, +156% To Hit, 777% inflicts Awestruck, 60% inflicts Smitten, The greatest of AGI and SPI becomes wielder's Prime Attribute for 'Ranged Attack', 'Snipe', 'Point Blank', and 'Magical Attack' actions, twice the greatest of AGI and SPI becomes wielder's Prime Attribute for 'Ranged Overdrive' and 'Overdrive' actions, wielder's per-item Ranged Attack and Magical Attack bonus caps become based on the greater of wielder's AGI and SPI, Entities damaged by attacks that incorporate one of this item's attack bonuses are afflicted with an instance of Impaired: Blind that cannot be cured by sources below Level 79 without wielder's permission that additionally makes its possessor unable to scan stats or to deal damage to its inflictor or its inflictor's allies

*The Grace and the Glory- (Armor Aspect - The Grace and the Glory, Aura, Good & Light & Air & Glory, X Gold) +700,000 Defense, +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, 156% Dodge, +156% Dodge, The greatest of AGI, CON, and SPI becomes wielder's HP-determining stat, wielder's per-item Defense bonus caps become based on the greater of wielder's AGI, CON, and SPI, Wielder gains the subtype Holy One and the ability 'Holy One Traits', Wielder is Immune to sources below Level 74, 'Overdrive' actions possess no inherent MP cost for wielder, Wielder may, at the start of each round, choose between Dominion and Smitten, become Immune to the chosen status effect for the round's duration as a buff, and then select any number of opponents, having a 60% chance of inflicting the chosen status effect on each chosen opponent, Wielder may inflict a chosen minor positive status effect on each ally (including wielder) at the start of each round, choosing separately for each ally
w/ *Integrated Mirrored Bastion-Projector of Kyngill-Vhros- +2,300,000 Defense, Wielder may, up to three times per thread, choose to Reflect an attack from an equal or lower Level source, This Modular Upgrade takes 2 Upgrade Slots on items that have Upgrade Slots and uses standard Enhancement rules for items that do not, This Modular Upgrade may be moved to another item that it would be eligible to have been attached to by the application methods present on the Permanent Consumable '*The Mirrored Bastion-Projector of Kyngill-Vhros' for 6 weeks and 230,000,000 Gold, Modular Upgrade

*Twelve-Winged Radiance of the Unknowable Empyrean- (Accessory Aspect - The Grace and the Glory, Bioaugmentation, Good & Light & Air & Glory & Illusion & Knowledge, X Gold) +700,000 AGI, +700,000 SPI, +7,000,000 HP as a non-stacking bonus, +7,000,000 MP as a non-stacking bonus, +3 Base AGI, +3 Base SPI, The greatest of AGI and SPI becomes wielder's turn-order-determining stat, Angels, Celestials, and Devas below Level 80 that are not Immune to Dominion have their decisions made by wielder if wielder decides to do so, Wielder may summon up to 2,000 entities from the Enemy List that are below Level 80 that are normally fightable for drops that are Angels, Celestials, or Devas at the start of each round, with a max of 4,000 summoned, Wielder's stats cannot be scanned by effects from sources below Level 80 that do not come from a Tier 3 or greater entity or spell, Wielder may spend an action to enter any battlespace so long as no entity of Level 80 or greater in any battlespace objects, Wielder may choose to count as up to 200,000,000,000 additional entities for row-order purposes, Wielder may choose to count as possessing a Constant Effect named either 'Supermassive' or 'Hypermassive', If wielder dodges all the hits of an attack, wielder may choose, at the end of said attack, to have a 100% chance of inflicting Smitten on the attacker

taking along:
10 Glorious Treasures of the Gold Leaf Throne- (Item, Antiquity, Physical & Magic & Earth & Glory & Wealth, 114,000,000 Gold) (trading goods)
5 Doom-Ink- (Item, Material, Water & Darkness & Mystic, 30,000,000 Gold)
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
5 Goldlumber- (Item, Material, Wood & Wealth, 60,000,000 Gold)
4 Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
*Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +377,650 Melee Attack, +377,239 Magical Attack, +376,999 AGI, +376,200 MIN, 300% inflicts Paralysis: Temporal Stasis, 250% inflicts Suffocation: No Future, 50% inflicts Petrified: Time Stop, 25% may inflict Vanished, 25% may inflict Instant Death, 350% may inflict Fatigued: Elderly, 350% may inflict Stat Drain: AGI Drain, 350% may inflict Stat Drain: CON Drain, 300% may inflict Stat Drain: SPI Drain, 20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 40% Time Resistance, +386,500 Defense against Time, Deals 27,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 18,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 18,000 CON Damage and 18,000 AGI Damage
Parallel Mageblast: Rengineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greate
Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
Official Warehouse-Pull-Holding Box- (Accessory, Container, Universe, X Gold) Wielder may bring any number of items into threads that wielder pulled from the Warehouse within the past 5 years
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
*Banner-Emblem of Knight-Friar Beriddian of Upper Beloze- (Accessory, Holy Symbol, Faith & Warding, 4,200,000,000 Gold) +4,200,000 Defense, +4,200,000 CON, +4,200,000 SPI, +42,000,000 HP as a non-stacking bonus, Entities below wielder's Level who are below Level 80 may not inflict debuffs or negative status effects on wielder's allies (not including wielder), Wielder must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement', the ability 'Expert Warding Synchronization', the ability 'Expert Magewright Proficiency', or the award 'Was Granted the Banner-Emblem of Knight-Friar Beriddian of Upper Beloze'

*Cloak of Yahl-Umetyil, Wanderer of Padrancha- (Accessory, Cloak, Earth & Air & Water & Spatial, 76,450,000 Gold) +75,000 Defense, +72,000 to all stats, Wielder cannot take Flat Damage (excluding Healing) from sources below Level 80 that is dealt due to a trigger that happens at the start of a round, including Damage that comes from effects attached to zones that come from sources below Level 80
*Era Index- (Accessory, Tome, Time, 300,000,000 Gold) If no individual of Level 80 or greater objects, wielder may, at the start of a round, choose, as a constantly-applied effect generated by this item that lasts until the end of the round, count as possessing the effects of the non-Overcrash-generated buffs and debuffs that wielder possessed at the start of a chosen round of battle instead of the effects of the non-Overcrash-generated buffs and debuffs that possessor actually possesses (with newly added and/or through-this-effect-ignored buffs and debuffs still counting their durations as normal and being removed when they would otherwise be removed but otherwise not having their effects take place), Wielder must be Level 40 or greater and must possess the ability 'Adept Time Synchronization'
*Heaven's Iron Crucible- (Accessory, Container, Spatial & Glory & Metal & War & Nobility, 285,500,000 Gold) At the start of each round that wielder is dead, wielder obtains +140,000 to all stats and gains the elements Glory & Metal & War as a buff that stacks 5 times, At the start of the round six rounds after wielder has died, wielder resurrects itself, Wielder may not be prevented from being resurrected by sources below Level 80, Wielder must be Level 40 or greater
*Suzanne's Conference Datapad- (Accessory, Gadget, Technology, 33,000,000 Gold) Wielder may link the MP of any two allies whose MP is not already linked to another individual's at the start of each round, An individual of Level 60 or greater may spend anaction to delink these totals
500,000,000 XP
1,000,000,000 Gold


The Grace and the Glory

Minor Powers:
* Allows speech in any non-supernaturally-obscured language
* Grants telepathy with any being in the same or adjacent dimensions that the wielder is aware of
* Grants flight, space flight, and line-of-sight instant teleportation
* Allows any attack or force utilized by its wielder the ability to become holy/smiting
* Prevents its wielder from becoming sullied
* Frames its wielder in the perception of others as unable to make casual errors or be presented in a less-than-ideal position / awkward pose / expression

Major Powers:
* Surrounds its wielder with a constant nimbus of radiance that blocks attempts to scan, analyze, or discern weaknesses in the individual it wreaths, with this light becoming more potent and aggressive against more potent or persistent scanning attempts
* Allows its wielder to shine with a holy light so potent that sub-divine entities who gaze upon its wielder's majesty without leave (or dare try scans while the effect is in place) are rendered forever-blind to all but the endless glory (blocking attempts to cure the effect without the wielder's permission)
* Radiates majesty, making the wielder a paramount entity above whom there can be nearly no other, forcing all to obey its wielder's dictums while rending its wielder immune to all forms of external control (Level difference and facing another being of similar potency in the cosmic hierarchy being able to potentially contest this)
* Enacts judgment on behalf of the heavens, smiting those who have earned its wielder's ire while rendering its wielder immune to heavenly and divine judgments / punishments (Level difference and facing another being of similar potency in the cosmic hierarchy again being able to potentially contest this)
* In a general sense, the above four items grant the wielder the ability to shine with enough radiance, power, and associated side effects to be more intense to be in close proximity to than a typical star
* Grants awareness of all adjacent/nearby dimensions and allows free travel between them (provided a roughly-equivalent-Level dimensional warding isn't in place)
* Permits travel outside of planes in the interstitial, liminal, and numinous spaces of the multiverse (but still firmly within Lower Reality)
* Can condense apocalyptic attacks down into focused, single-target bursts of destruction that unleash their full power on a particular foe rather than causing widespread destruction
* Allows use of twelve wings of absolute radiance to serve as shields, blades that cut through shadow, and general speed/motion boosters. If the wielder is large enough, a single wing can be dethatched (up to twelve times simultaneously) to surround a world or similar space with a magical cocoon of interlocking, fractal-multiplying wings of light that interlace between and through one another, sheltering the planet in a calm, warm, benevolent embrace while the wielder deals with some external threat (with proper ritual and warding magic, one of the wings can be locked into place for millennia as a special world-shielding effect)
* Allows the wielder to dodge attacks that would hit it, being harmed through a reduction of max speed rather than any obvious marring of the body / being directly struck by a hit (detectable by those with enough speed and combat skill to detect the speed change, though the anti-scan-light property is likely to initially thwart this; this effect can dodge some negative effects that require bodily contact, but other effects, particularly magical or esoteric ones, can be 'sticky' and still cling to the overall pattern of the wielder despite the lack of being struck)
* Allows the wielder to transform into a body of light, re-sculpt its shape at will in this form, and move in coordinated fashion while acting as uncounted separate particles whose trajectory can be individually controlled
* Allows the graceful nature, precision, and overall 'art' of a delivered hit to substitute for strength or normal destructive capacity, being able to slay giants, dragons, and greater things with an artful enough sweep of a gentle, ordinary feather (boosted further still when actual weapons, particularly beautiful/graceful ones, are used)
* Acts as an endless well of magical power that (excluding situations like Overcrash Burnout) allows its wielder to keep tapping into max-power magical attacks without tiring
* Grants increased resistances to survive apocalypses and apocalypse-adjacent conditions
* Allows its wielder to sort souls to chosen destinations when the world ends (with added sway if the wielder was the one to end the world)
* Surrounds its wielder with endless hosts of Angels, Celestials, Devas, and other holy beings that exist to serve the wielder, treating the wielder as an unquestionable pillar of absolute goodness (the number of host members present at any time, though, is finite, albeit with a quick refresh time for reinforcements emerging from the light around the wielder)
* Permits its wielder to increase in size up to 400,000,000,000 times its original magnitude, provided its original size is smaller than a typical planet (this effect does not proportionally increase durability / physical strength - it is based in expanding the wielder's existing quantities of spiritual power, light, and glory into a magnified shape)

Prime Powers:
* It makes you a Holy One, complete with the massive power-boost this entails for entities that would otherwise not have a T3 subtype
* Elevates its wielder to be a holy entity above all other comparable-Level holy beings that are lower in the cosmic hierarchy, becoming a force that embodies and defines Goodness, Glory, and Grace in such ways that arch-celestials, planetary deities, and the like are forced to bow down and accept its wielder's categorizations/re-definitions of such (this is less effective against lower-planar entities and the like, though those would have to contend with the smiting effect; technological entities are less affected; Conceptuals are affected nearly as much as upper-planar beings are; other, more-esoteric entities less so)
* Vastly increases speed, grace, and control of motion on a fundamental level, allowing for movement between subatomic particles, casual (both in and out of battle) faster-than-light travel, and other, similar feats
Top
Last edited by Kitsune106d on Mon Jul 03, 2023 5:29 pm, edited 1 time in total.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
Arena Lieutenant
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Aeromage »

Viren's along for the ride and to return some favours! Also to do some sightseeing and undertake a few projects. He's coming in as Time element via Meditative Assumption of Time.

Wellspring Mode notes:
* If a Keybearer is in Wellspring Mode, its PC allies gain a stacking +(the Keybearer's base stat values/5, rounded up) to their corresponding base stats. (+2 Base STR, CON and MIN, +5 Base AGI and SPI)
* If a Keybearer is in Wellspring Mode, its unique allies may cast spells it has equipped that they possess enough MP to cast for 0 MP.
* If a Keybearer is in Wellspring Mode, its unique allies regenerate 5% of their Max HP, Max MP, and non-stat-damage-counting stat values at the start of each round.
To jump to equipment, search for #W.
To jump to modified stats, search for #S.
To jump to unequipped items, search for #I.
To jump to the Mattock of the Diamond Mind's RP-powers, search for #M.

Viren, The Green Word (Aeromage)
Level 79 Keybearer (Wellspring Mode)
Divinity & Arch-Quezmellym, Evolution
HP: 11,850
MP: 11,850
STR: 553 (7)
AGI: 1,738 (22)
CON: 553 (7)
MIN: 553 (7)
SPI: 1,738 (22)
(Base Stats altered by Viren's Tide Key)

XP- 10,000,000
XP Required- 1,000
Fame- 1
Gold- 1,000,000,000


Abilities-

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Change Stance
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive
Mental Overdrive



-Balanced Medium (Inundation Mode Only)-
Basic Essence Synchronization (Not yet created)

-Builder of Nations (Inundation Mode Only)-
Basic Civilization Synchronization (Not yet created)

-Chaos Maestro (Inundation Mode Only)-
Arch-Quezmellym Traits (Not yet created)
Basic Chaos Maestro Knowledge (Not yet created)

-Mime Don (Inundation Mode Only)-
Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element

-Pattern Admixturist (Inundation Mode Only)-
Basic Pattern Admixturist Proficiency- (Passive Ability, Other: Pattern Admixturist) Possessor's equipped items that share an element with possessor have their stat bonuses increased by 50 points

-Progenitor of Species (Inundation Mode Only)-
Apprentice Evolution Synchronization- (Passive Ability, Progenitor of Species) Possessor gains +50 to all stats for each Evolution element item equipped, Possessor's Evolution element pets and summons gain +250 to all stats
Apprentice Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +500 to all stats while in a Zone of Evolution
Basic Evolution Synchronization- (Passive Ability, Other: Progenitor of Species) Possessor gains +25 to all stats if Evolution element
Basic Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +50 to all stats while in a Zone of Evolution
Control of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor has a 20% chance of being able to cancel the actions of Evolution element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Evolution- (Technique Ability, Other: Progenitor of Species) Possessor may use 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evolution element and no other technique is used. Said action becomes solely the element Evolution.
Evolution Manipulation- (Passive Ability, Other: Progenitor of Species) Possessor may choose one of the following at the beginning of each round if Evolution element: Create a Zone of Evolution, Remove a Zone of Evolution created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Evolution by either possessor or a source below Level 20, Add Evolution 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 Evolution element on a Evolution element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Evolution, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Evolution, 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 Evolution element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Evolution to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Evolution, 5% Evolution Resistance, or +50 Defense against Evolution and 1% Evolution Resistance until the end of the round as a non-stacking buff
Guide Evolution- (Active Ability, Other: Progenitor of Species) Possessor may spend an action to cause a target to obtain either +500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks
Guided Evolution: Acid Spittle- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+5,000 Damage Dealt, target's offensive actions that cost 0 MP may become solely Acid element, and target's offensive Acid element actions may gain '1 hit against 5') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Armored Shell- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +500 Defense at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Quills- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains ('possessor may deal 15,000 Flat Physical element Damage to any individual that conducts an offensive action that targets possessor at the end of each such action') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Razor Claws- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains (+500 Damage Dealt and target's offensive Physical element actions may gain '60% inflicts Wounded') at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Guided Evolution: Resilient Frame- (Passive Ability, Other: Progenitor of Species) Possessor's 'Guide Evolution' actions may gain 'target gains +5% Resilience at the start of the round five rounds after said effect is applied as an effect that stacks 5 times'
Highly Evolved- (Passive Ability, Other: Progenitor of Species) Possessor obtains +1,000 to all stats if possessor is Evolution element
Improved Weaponization of Evolution- (Passive Ability, Other: Progenitor of Species) Quantities of Evolution element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Evolution- (Passive Ability, Other: Progenitor of Species) Possessor gains +1,000 to all stats while in a Zone of Evolution
Nonsynchronous Elemental Attack-Conversion: Evolution- (Passive Ability, Other: Progenitor of Species) Possessor may use the Technique 'Elemental Attack-Conversion: Evolution' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evolution element.
Progenitor of Species- (Passive Ability, Other: Progenitor of Species) Possessor ignores (1 * (Possessor Level/5), rounded down)% Evolution Resistance, Possessor ignores Evolution Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reshape Evolution- (Passive Ability, Other: Progenitor of Species) At the start of each round and of each of possessor's actions, possessor may choose to cause summoned individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to have all points of one stat granted by buffs placed on said individual at the time of its summoning to be converted into points of a different stat (to a max of 30,000 points converted)
Zonal Evolution Control- (Passive Ability, Other: Progenitor of Species) Possessor may, at the start of each round, choose one Zone of Evolution that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Stormsmiter (Inundation Mode Only)-
Basic Lightning Training (Not yet created)

-Sublime Presence (Inundation Mode Only)-
Basic Sublime Presence Knowledge- (Passive Ability, Sublime Presence) Possessor's Divinity pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Divinity Traits (Not yet created)
Lesser Divine Domain: War - (Passive Ability, Other: Sublime Presence) Possessor's allies gain +(Possessor Level * 5,000) Melee Attack, Ranged Attack, and Magical Attack, Possessor gains 60% War Resistance and 15% Resistance to each base weapon subtype, Possessor has RP powers connected to this divine domain
Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes- (Technique Ability, Sublime Presence) Possessor may use 'Supreme Overcrash: I Am The Tide Incarnate, Lord of Multitudes' in conjunction with an 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor is a Divinity. Said action gives its performer a buff that is unremovable until the end of battle that ends at the end of battle that cannot be prevented from ending at that time and that cannot be extended or replicated that triples its possessor's stats, gives its possessor up to 300 Weeks worth of in-stock Priest and/or Worldbound God abilities (with the count of 300 Weeks being one pool across both), allows its possessor, at the start or end of any action to remove any Worshipper Benefits from any individual in any battlespace, return any such removed Worshipper Benefit to any individual it was removed from, alter any Worshipper Benefit so that bonuses it provides to values are instead equivalent penalties, alter any Worshipper Benefit so that static values of values that it provides are instead equivalent penalties, undo any such alteration this effect made to any Worshipper Benefit, or grant any ally of possessor any Worshipper benefit that could be granted by any PC deity in the same thread at any point during said thread; this action, at the end of battle as an unpreventable effect, even if possessor is not in battle, sets its user's MP to 0 for the remainder of the thread.

-Witch Doctor (Inundation Mode Only)-
Basic Voodoo Attunement- (Passive Ability, Other: Witch Doctor) All Voodoo spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Voodoo spells cost possessor 100 less MP to cast



-Tide Baptisms-

All Being A Kaleidoscope, Melting Into Seas Of Rainbow Unity
Tide Baptism, Color
Inundation Effect: Possessor may spend an action to gain a buff that stacks 200 times that provides its possessor with any combination of non-universe elements possessed by a target individual in the same battlespace. Possessor benefits from the buffs possessed by any other individual in the same battlespace that possessor shares at least one element with, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor obtains +100% Dodge against individuals that possessor shares at least one element with. Whenever an individual in the same battlespace as possessor is Healed for points of or Regenerates HP or MP, if that individual shares at least one element with possessor, possessor may, as an effect that counts as involving a Channeling spell and involving Drain, choose to obtain 50% of that healing or regeneration instead of the individual in question. Possessor may cast spells equipped by individuals in the same battlespace who share at least one element with possessor. Possessor may choose to be Immune to effects created by individuals of lower Level that are attached to a Zone that possesses at least one of possessor's elements.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to obtain a buff that stacks 200 times granting them any non-universe element possessed by one of possessor's other allies, not counting possessor. Possessor's allies, not counting possessor, obtain +100 to all stats for each ally, not counting possessor, that they possess that shares an element with them, counting separately per element, to a max of 200 allies per element and a max of 12 elements per individual. Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared. Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.

Drowning, Resurging, Redrowning, Rising Once More
Tide Baptism, Water
Inundation Effect: Possessor suffers no negative effects from Drowning. Each time that Drowning would be inflicted on possessor by a different non-summon source, possessor obtains an instance of a buff that stacks (200 + Possessor's Level) times that does not occupy a buff slot that cannot be removed by sources below possessor's Level that vanishes if possessor leaves Inundation Mode that provides a +2,000 bonus to all of possessor's stats. At the start of each round, if possessor is not afflicted with Drowning but was afflicted with Drowning at the start of a prior round, possessor may choose to become afflicted with Drowning, continuing the count of consecutive rounds that possessor was afflicted with Drowning from a count that was possessed on the prior round chosen. At the start of each round, if possessor did not become afflicted with Drowning via the prior effect on the same round (discounting round-count values imposed by the prior effect), if possessor is afflicted with Drowning, possessor may choose any number of opponents who were previously afflicted with Drowning, with all such opponents chosen being afflicted with Drowning. Once per thread, as a non-resettable effect, if possessor would die due to an equal or lower Level source and possessor is Drowning, possessor may instead choose to not die, remaining at a value of '1' in any value whose reduction to a lower value would cause possessor to be dead, and to gain a non-stacking buff that provides +30,000 to all stats.
Wellspring Effect: Possessor's allies, not counting possessor, suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge. Possessor's allies, not counting possessor, if afflicted with Drowning, on the second round they are afflicted, may spend the MP of willing allies they possess, including possessor, who are afflicted with Drowning as though it were in additional MP pools they possessed, with possessor being able to prevent this expenditure should possessor desire to do so, regardless of who is borrowing whose MP through it. If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally. Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

In Each Mind A Nation
Tide Baptism, Psychic
Inundation Effect: Possessor may spend an action to create a Battlespace and place a Zone of Psychic in it. Possessor may spend an action to move from any battlespace into a battlespace that contains a Zone of Psychic so long as no individual of greater Level objects. Possessor may spend an action to place Zones of Psychic in a number of Battlespaces equal to or less than possessor's Level, even if possessor is not in those Battlespaces. Possessor may spend an action to add a Phantom Terrain of City to any battlespace that contains a Zone of Psychic. Possessor may add the element Law or the element Civilization to any of possessor's Psychic element actions. Possessor's Law or Civilization element actions may gain a 100% chance of inflicting Mindblasted. Possessor may spend an action to cause an opponent of equal or lower Level with equal or lower MIN to create a battlespace that contains a Zone of Psychic and cause that individual, as a debuff that cannot be removed by individuals of Level equal to or lower than possessor while possessor is alive, to count as additionally being in that battlespace regardless of whatever other battlespaces it is in, with it being able to act and target things as though it were in that battlespace and any other battlespace it is in, but being unable to leave said battlespace, with anything that would make it leave said battlespace instead cause it to additionally count as being in whatever other battlespace it would be in when it would have left that battlespace in addition to still remaining in said battlespace, with the debuff's possessor choosing what battlespace to be in out of the battlespaces it is in at the time of the debuff's removal that the debuff is causing it to count as being in, selecting one of said battlespaces, and, with said debuff additionally allowing its inflictor, at the start of each round, to optionally be able to have a 200% chance of inflicting Confusion: Fear, a 100% chance of inflicting Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, or Dissolving: Bankrupt, or a 50% chance of inflicting Vanished: Exiled if its possessor counts as being in the Zone of Psychic created alongside the debuff, provided that said Zone of Psychic is present within the battlespace it was created within by this effect, with said debuff additionally applying a -25% penalty to Dodge and To Hit if its possessor is in at least two battlespaces simultaneously.
Wellspring Effect: Possessor's allies, not counting possessor, may spend an action to create a battlespace containing a Zone of Psychic, and may, should no individual of greater Level than possessor in any battlespace object, spend an action to move from the main battlespace to a battlespace the action performer created through this Tide Baptism's effect or move from such a battlespace to the main battlespace. While within a battlespace created by this effect, the individual who created said battlespace is Immune to Confusion: Fear, Entombed: Incarcerated, Zealblasted: Besmirched, Awestruck: Sealed, Dissolving: Bankrupt, and Vanished: Exiled, said individual additionally increasing its chances of inflicting said status effects by 5%. Possessor's allies, not counting possessor, gain the element Psychic and may, in any of their attacks, actions, or instances of Damage dealt, exchange the element Psychic for the element Civilization or the element Law. Possessor's allies, not counting possessor, if in a battlespace they created that contains a Zone of Psychic that they created may spend an action to have a 200% chance of inflicting Entombed: Incarcerated on a target. Possessor's allies, while Psychic element, may choose to always count the Terrain or Phantom Terrain as additionally being 'City'.

Our Minds, Linked As One
Tide Baptism, Psychic
Inundation Effect: At the start of each round, possessor, if Psychic element, may scan a target's stats, and, if successful, as a buff that lasts until the end of the round, may cast spells that target has equipped or on its Inherent Spell List.
Wellspring Effect: Possessor and possessor's allies may all cast spells that the others have equipped or on their Inherent Spell Lists as though they themselves have them equipped.

Power Rains Down, Each Raindrop's Path A Ladder
Tide Baptism, Water
Inundation Effect: At the start of each round that is not the first round of battle, possessor, if in a Zone of Water, may deal (1% of the unspent XP possessed by possessor, to a max of Possessor's Level x 1,000,000) Flat Water & Energy element Damage to all opponents and afflicts entities that took at least one Damage from this with Drowning and Overload. Possessor may choose to grant opponents the option of being afflicted with Charm instead of being dealt this Damage.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, obtain Temporary XP equal to 1% of the unspent XP possessed by possessor. Possessor's PC allies have Level Caps below possessor's Level removed. If possessor possesses at least 2,000,000 unspent XP at the start of a round, possessor may choose to create a Zone of Water & Energy. If possessor possesses at least 50,000,000 unspent XP at the start of a round, possessor may choose to set the Phantom Terrain to Ocean.

This, The Drowning World
Tide Baptism, Water
Inundation Effect: Possessor is Immune to Drowning. Double possessor's Drowning infliction chances. Double the Water-based HP-loss caused by possessor's Drowning status effects. Possessor may, at the start of each round, replace the elements of a Zone created by an equal or lower Level source with solely Water, and, if possessor does so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed. Possessor may, at the start of each round, alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, if possessor does so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.
Wellspring Effect: Possessor's allies, not counting possessor, are Immune to Drowning. Each of possessor's allies, not counting possessor, may spend an action to either replace the elements of a Zone created by an equal or lower Level source with solely Water, and, upon doing so, attach a non-stacking effect to said Zone that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, or to alter a single Terrain or Phantom Terrain created by an equal or lower Level source so that it is an Ocean in addition to whatever it already is, and, upon doing so, attach a non-stacking effect to said Terrain or Phantom Terrain that has a 100% chance of inflicting Drowning on each individual in it at the start of each round, including the round the effect was placed.

Washing Away All Impurities
Tide Baptism, Water
Inundation Effect: At the start of each round, possessor may create a Zone of Water. Possessor may choose for Zones of Water to additionally count as Zones of Light when any individual in the same battlespace checks anything related to Zones. Possessor is cured of all debuffs from lower-Level sources at the start of each action if in a Zone of Water. Possessor is cured of all minor negative status effects at the start of each round. At the start of each round, possessor has a 50% chance of being cured of each moderate negative status effect if not in a Zone of Water. If in a Zone of Water, at the start of each round, possessor is cured of all moderate negative status effects. If in a Zone of Water, at the start of each round, possessor has a 10% chance of being cured of each major negative status effect; this effect still occurs if possessor is dead and possessor's corpse is in a battlespace containing at least one Zone of Water.
Wellspring Effect: At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects. At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects. At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.

Witnessing Shells Rupturing, As Hidden Color Bursts From Within
Tide Baptism, Color
Inundation Effect: At the start of each round, if possessor is Color element, possessor may choose for any number of opponents to take (Possessor's Level x 1,000 x the number of Elements those individuals possessed earlier during the same thread but do not currently possess) Flat (Color plus all elements the individual in question previously possessed earlier during the same thread but does not currently possess) Element Damage.
Wellspring Effect: If possessor is Color element, possessor's allies, not counting possessor, obtain + (Possessor's Level x 1,000 x the number of Elements those individuals possessed earlier during the same battle but do not currently possess) to all stats.


-Abjurer-
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Expert Protection Magic Attunement- (Passive Ability, Abjurer) Protection Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Protection Magic Spells, and may not be converted into other types of slots by individuals below Level 100


-Alchemist-
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses


-Analyst of the Absolute-
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats while in a Zone of Truth
Control of Truth- (Passive Ability, Analyst of the Absolute) Possessor has a 20% chance of being able to cancel the actions of Truth element individuals below Level 20, with things that would occur before and after said actions still occurring
Detect Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +1% To Hit against Truth element targets
Elemental Attack-Conversion: Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Truth element and no other technique is used. Said action becomes solely the element Truth.
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Truth Manipulation- (Passive Ability, Analyst of the Absolute) Possessor may choose one of the following at the beginning of each round if Truth element: Create a Zone of Truth, Remove a Zone of Truth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Truth by either possessor or a source below Level 20, Add Truth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Truth element on a Truth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Truth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Truth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Truth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Truth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Truth, 5% Truth Resistance, or +50 Defense against Truth and 1% Truth Resistance until the end of the round as a non-stacking buff


-Anarchomancer-
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)


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


-Architect-
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round


-Astromancer-
Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
♢Beyond This World a Great Light Shines- (Passive Ability, Astromancer) If one of possessor's allies, regardless of what battlespace possessor is in, moves from a battlespace that contains at least three Empowered Constellations that are not set by that ally into a different battlespace that contains three different Empowered Constellations that are also not set by that ally, that ally obtains a buff that stacks 200 times that provides +(250 x Possessor Level) MIN, SPI, and SAN; additionally stacked instances of this buff require different Empowered Constellations present than the three and three checked by each prior instance of it; the number of instances of this buff an individual possesses is divided by 8, rounded down, if it is taken between battles
Establish Astral Dome- (Passive Ability, Astromancer) If possessor has an Empowered Constellation set, possessor may choose to prevent lower-Level entities below Level 60 from leaving possessor's battlespace
♢Harmonically-Guided Triumphant Works- (Passive Ability, Astromancer) For each sequential prior round during which possessor and each of possessor's allies, provided that there are at least 30 such allies, all cast the same Spell at least once, possessor and possessor's allies, as a state-based non-buff, non-debuff effect generated by possessor, ignore a cumulative 5% of each Resistance possessed by the targets of said Spell, provided said targets are equal Level to or lower Level than possessor, for purposes of attacks and actions that incorporate the casting of said Spell, as well as having actions and attacks involving the casting of said spell have a cumulative 1% chance of ignoring the Reflection, Absorption, and Reflection of said actions and attacks by targets that are equal Level to or lower Level than possessor
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set


-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Attractive Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Charm on its source at the end of said action
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor


-Beastmaster-
Animal Training I- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +20 to all stats
Animal Training II- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 to all stats
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Buck and Kick- (Technique Ability, Beastmaster) Possessor may use 'Buck and Kick' in conjunction with a 'Melee Attack' action if possessor is an Animal. Said action gains +200 Melee Attack and a 15% chance of inflicting Fatigued: Stun
Form of Goat- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +50 CON
Hooved- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +50 Melee Attack and +10 AGI
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Quadruped- (Passive Ability, Beastmaster) If possessor is an Animal, possessor gains +100 AGI and +100 CON


-Blazing Sultan-
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Fire- (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points


-Caliph of Corrosion-
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid 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 Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, 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 Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Acid's Dominion- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Acid
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Channeler-
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.


-Clearance-
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos


-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
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 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 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
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


-Controller-
Abstract-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Abstract-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Abstracts and gains +5% To Hit against Abstracts.
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Prime-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Bane Impulse' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +750 Melee Attack, +750 Magical Attack, and +750 Ranged Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.


-Counselor of Faerie-
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Diminutive Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Fae Goblin- (Passive Ability, Counselor of Faerie) If possessor is Fae, whenever possessor is in 'Form of Goblin' stance, possessor may treat all instances of requiring possessor to be Humanoid with requiring possessor to be Fae for purposes of abilities that possessor possesses that require possessor to be in 'Form of Goblin' Stance
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Little Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Small Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Tiny Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON


-Countess of Power-
Apprentice Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 5% Energy Resistance
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points


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


-Crusher-
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
tempo
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped


-Deus Omnium-
Apprentice Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +500 to all stats for each Divine element item equipped, Possessor's Divine element pets and summons gain +2,500 to all stats
Basic Acceleration Within Divine's Dominion- (Passive Ability, Other: Deus Omnium) Possessor gains +1,250 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead obtains +2,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor possesses 100 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +5,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, or, if possessor instead possesses 250 or more Devout Worshippers in the same Zone of Divine that possessor is in, possessor instead gains +7,500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Divine Synchronization- (Passive Ability, Other: Deus Omnium) Possessor gains +125 to all stats if Divine element
Basic Weaponization of Divine- (Passive Ability, Other: Deus Omnium) Quantities of Divine element Damage dealt by possessor are increased by 250 points, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 500 points, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 1,000 points, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, quantities of Divine element Damage dealt by possessor are instead increased by 2,500 points
Basic Zonal Acclimation of Divine- (Passive Ability, Other: Deus Omnium) Possessor gains +250 to all stats while in a Zone of Divine, If possessor possesses 20 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +500 to all stats while in a Zone of Divine, or, if possessor possesses 100 or more Devout Worshippers in any combination of battlespaces in the same thread, possessor instead gains +1,000 to all stats while in a Zone of Divine, or, if possessor instead possesses 250 or more Devout Worshippers in any combinations of battlespaces in the same thread, possessor gains +2,000 to all stats while in a Zone of Divine


-Diviner-
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit


-Dragon Lord-
Law of Rage: DRAGONS SHALL BREATHE BEES ON ALL YOU UNLUCKY SCHMUCKS- (World Law, Dragon Lord) Dragons have their Poison and Pain infliction chances increased by 200%, Dragons that summon Insects may summon double the number they otherwise would, Dragons have their summoning caps doubled for Insect summons, Dragons may spend an action to choose an equal-or-lower-Level Insect on the Enemy List that is normally fightable for drops whose name includes 'Bee', replicate 12 actions as though 12 different instances of said entity were performing those actions, and then summon 120 of that entity, Max 20,000 summoned, Dragons gain +20,000 to all stats, Instances of the entity 'Dragon' from the Enemy List have their natural stats doubled, are naturally Elite, gain the elements Toxin and Fury, and gain an additional action assigned in turn order each round, Possessor obtains an uncapped bonus of +5,000 to all stats if possessor has at least 1 Commandment of the Seething Idol active


-Druid-
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus


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


-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element


-Elemental Researcher-
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.


-Enchanter-
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic


-Enslaver-
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 Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.


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


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


-Gearwright-
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities


-Genesis Architect-
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


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


-Guardian-
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped


-Gunner-
Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.


-Gunslinger-
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunment- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name


-Healer-
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action


-Heir to the Future-
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Control of Technology- (Passive Ability, Heir to the Future) Possessor has a 20% chance of being able to cancel the actions of Technology element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Technology- (Technique Ability, Heir to the Future) Possessor may use 'Elemental Attack-Conversion: Technology' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Technology element and no other technique is used. Said action becomes solely the element Technology.
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff


-Illusionist-
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast


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


-Lawbringer-
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped


-Luminary-
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast


-Magewright-
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped


-Merchant-
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Public Relations- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%


-Mind Lord-
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic 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 Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, 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 Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff


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


-Ocean Prince-
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Elemental Attack-Conversion: Water- (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Water- (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Living Legend-
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the same battle as possessor possesses an equal or greater number of abilities from said class


-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All holy Magic spells gain +10 Magical Attack and boost stats by 5 more
♢Echoing Kindness and Right Action Across the World- (Passive Ability, Paladin) For each of possessor's lower-Level allies who has placed a buff of each of possessor's other lower-Level allies, all of possessor's lower-Level allies, provided there are at least 5 such allies, obtain a cumulative +(1/((the number of prior instances of this effect tallied)!, rounded down)))% bonus to all stats (to a max of a +(Possessor's Level / 2, rounded down)% bonus), with this bonus being constantly-applied by this ability rather than being a buff
♢Ever-Azure Holy Nimbus- (Stance Ability, Paladin) Whenever one of possessor's lower-Level allies casts a non-offensive spell that heals or buffs an ally that has not yet been healed or buffed by the same ally on the current round, possessor may, up to possessor's Level times per round, give said ally a bonus action at the end of any action containing the spell's casting (if it is part of an action), at the end of any attack containing the spell's casting (if it is part of an attack, but not an action), or immediately (if it is neither part of an attack nor part of an action); Possessor may choose for any text present on possessor or any of possessor's allies, including on their instances of abilities and items, as being this color; any text possessor announces may be this color (Hex = #007FFF)
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast


-Priest-
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Cleanser- (Passive Ability, Priest) Possessor obtains +200 Melee Attack, +200 Ranged Attack, and +200 Magical Attack if possessor has a Divine Magic spell equipped
Holy Strike- (Technique Ability, Priest) Possessor may use 'Holy Strike' in conjunction with a 'Magical Attack' action if no other technique is used and possessor casts a Divine Magic spell as part of said action. Said action gains +300 Magical Attack, may gain '30% inflicts Awestruck' and may gain '30% inflicts Awestruck: Sealed on Demons, Devils, Daemons, Darkspawn, Horrors, and Undead'
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect


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


-Rider-
Wolf-Rider- (Passive Ability, Rider) If possessor is in a Steed Transformation whose name includes 'Wolf', 'Dog', or 'Hound', possessor gains +350 to all stats


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


-Scholar-
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
♢Guidance Offered- (Passive Ability, Scholar) Whenever possessor casts a non-unique spell, possessor's lower-Level allies, as a buff that lasts until the end of the round that does not stack that ends if the ally stops being possessor's ally, add that spell to their Inherent Spell Lists, gaining Inherent Spell Lists as part of the buff if necessary
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped


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


-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats


-Subspace Architect-
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute


-Sun Duke-
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor


-Temporal Primarch-
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Enemy-Rewinding Gear-Wings- (Passive Ability, Temporal Primarch) Up to three times per battle while possessor is Time element, checking a max of once per action, possessor may choose to have a 50% chance of undoing the results of any one opponent's action (save said action counting as still having been used up), not including things that happened before or after said action, provided that said opponent was not greater Level than possessor and was not above Level 65
Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies.
Keeper of Temporal Hourglasses- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, the status effect Doomed (but not its sub-status effect), if coming from a source of lower Level than possessor, may not kill possessor or possessor's allies without possessor's permission
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Shatter Temporal Hourglass- (Active Ability, Other: Temporal Primarch) Possessor, if Time element, may spend an action to have a 100% chance of inflicting Instant Death: Doomed and Suffocation: No Future on a target below Level 80 that is not greater Level than possessor, is not Time element, and does not possess Time Resistance, Immunity, Absorption, or Reflection
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Timesand Keeper- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor may change the element Earth in any of possessor's actions or any quantity of Damage dealt by possessor into the element Time, If possessor is Earth element, possessor may add the element Time to any of possessor's Earth element actions
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP


-Thunder Czar-
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-Time Mage-
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes


-Transmuter-
Apprentice Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transmutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Improved Polymorph II- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +25 or decreased by an additional -25 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Transmutation Casting I- (Passive Ability, Transmuter) Transmutationspells cost possessor 20 less MP to cast
Transmutation Casting II- (Passive Ability, Transmuter) Transmutation spells cost possessor 200 less MP to cast
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast


-Ward Crafter-
Phantasmagorical Self-Warding- (Passive Ability, Other: Ward Crafter) Possessor may, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor


-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
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
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
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
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


-Warlord-
Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Form of Goblin- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +100 AGI, -50 STR, and -50 MIN
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid


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


-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack


-Worldbound God-
Bestow Worshipper Benefit: Battle Tenacity- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Battle Tenacity- Possessor may, at the start of a round, up to (Possessor's Level, to a max of Possessor's Patron Deity's Level) times per thread, if opposed by either a greater number of opponents than possessor possesses allies (not counting possessor), or opposed by at least one opponent of greater Level, choose to ignore instances of the status effect Wounded and its sub-status effects during the round (not counting instances of Wounded that reference elements other than Physical, Psychic, and Universe in their text), Worshipper Benefit
Bestow Worshipper Benefit: Divinely-Boosted Creativity - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divinely-Boosted Creativity- Possessor gains +(50 x (Possessor Level, to a max of possessor's Patron Deity's Level)) MIN and SPI, 50% Stat Drain: MIN Drain Resistance, and 50% Stat Drain: SPI Drain Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Can Get a Good Night's Sleep in Under a Second- Possessor may, at the start of any of possessor's actions, choose to be cured of Fatigued and gain Invigorated: Zesty, Worshipper Benefit
Bestow Worshipper Benefit: Disjoined From Time- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Disjoined From Time- Possessor gains Petrified: Time Stop Immunity, Dissolving: No Future Immunity, and 40% Time Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Divine Rewind- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divine Rewind- Up to ((Possessor Level, (to a max of Possessor's granting Patron Deity's Level)/2, rounded up) / 20, rounded down) times per thread, at the end of an action that possessor performed, possessor may immediately choose to have the action re-processed, with rolls and decisions that are part of it (aside from the initial choice to use that particular action as opposed to a different action or skipping the action) being processed again unless an opponent of Level equal to or greater than either 95 or Possessor's granting Patron Deity's Level objects, Worshipper Benefit
Bestow Worshipper Benefit: Divine Swiftness- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Divine Swiftness- Possessor may gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) uncapped points to possessor's turn-order-determining stat sum for turn-order-determining purposes, Worshipper Benefit
Bestow Worshipper Benefit: Rapid Prayer- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Rapid Prayer- Possessor may declare at the start of a round that possessor is praying rapidly; if possessor does so, possessor broadcasts the message '<Possessor> is praying rapidly!', gains +((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*100) to possessor's turn-order-determining stat sum for turn-order-determining purposes, may only conduct one action during the round, and may only perform 'Cast a Spell' actions that involve the casting of a Divine Magic spell during the round, Worshipper Benefit
Bestow Worshipper Benefit: Sea-Bearer - (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Sea-Bearer- Possessor may choose to begin battle with a Phantom Terrain of Ocean and or Zone of Water present and containing solely possessor, Possessor may choose at the end of any round that at least one Phantom Terrain of Ocean or Zone of Water created by possessor was destroyed, to create a single Phantom Terrain of Ocean or Zone of Water that contains solely possessor, Worshipper Benefit
Bestow Worshipper Benefit: Temporally Hasted- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Temporally Hasted- Possessor is afflicted with Augmented: Haste at the start of each round and gains the element Time, Worshipper Benefit
Bestow Worshipper Benefit: Unaging- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unaging- Possessor gains Fatigued: Elderly Immunity and 15% Time Resistance, Worshipper Benefit
Bestow Worshipper Benefit: Water-Breathing- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Water-Breathing- Possessor gains Immunity to Drowning, but not its sub-status effects, Worshipper Benefit
Declare Anathema- (Passive Ability, Other: Worldbound God) Possessor may, in the Shop, spend 2 weeks to declare a specific, known entity subtype that is either a base subtype or a subtype that possessor possesses a Basic Knowledge ability for; One may be declared at a time; Possessor's Devout Worshipers deal 1% additional Damage to entities of said subtype and take 1% less Damage from entities of said subtype
Empowered by the Chants and Drums of the Horde- (Passive Ability, Other: Worldbound God) Possessor gains +(1,000 * the number of Humanoid Devout Worshippers possessor possesses in the same battlespace that are not afflicted with Impaired: Silence) to all stats
Lesser Deific Domain: Art- (Passive Ability, Other: Worldbound God) Possessor's Abstract and Fae allies gain +(Possessor Level * 200) to all stats, Possessor's summons may gain Abstract as an additional subtype, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Oceans- (Passive Ability, Other: Worldbound God) Possessor's Aquatic allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% Water Resistance, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: Time- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies are afflicted with Augmented: Haste at the start of each round, Possessor has RP powers connected to this divine domain
Lesser Deific Domain: War- (Passive Ability, Other: Worldbound God) Possessor's War-element allies gain +(Possessor Level * 200) to all stats, Possessor gains 15% War Resistance, Possessor has RP powers connected to this divine domain

#W
Weapons-
*Mattock of the Diamond Mind- (Weapon Aspect: Mattock of the Diamond Mind, Tool, Psychic & Earth & Physical, X Gold) +200,000 Melee Attack, +200,000 MIN, 240% inflicts Confusion, 120% inflicts Mindblasted, 30% inflicts Insanity, Wielder's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Mind as their Prime Attribute, Wielder's 'Mental Overdrive' actions may use Strength as their Prime Attribute, Wielder's Melee Attack capping is based on Mind, Wielder's attacks deal 20,000 MIN Damage, Wielder's attacks that incorporate one of this weapon's attack bonuses may apply a debuff that stacks 200 times that provides -2,000 Defense against MIN Damage, Wielder may spend an action to give target individual +20,000 MIN as a buff that stacks 20 times, Wielder's 'Melee Overdrive' actions automatically Critical Mindshadows, Wielder gains +120% To Hit against Mindshadows as an uncapped bonus, Wielder may spend an action to cure Confusion, Mindblasted, or Insanity, Once per round, wielder may choose to Reflect (a Psychic element attack or an attack that deals MIN Damage) that comes from an equal or lower Level source, Once per thread, wielder may Transfer a minor, moderate, or major status effect affecting wielder to the target of one of wielder's 'Melee Overdrive' actions, This weapon additionally possesses the subtype Axe

Record of the World's Greatest Heroes- (Weapon, Other: Clipboard, Glory & Nobility & Time, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 to all stats, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80 who are below wielder's Level, Wielder may summon 1 Human, Humanoid, or Fae below Level 90 that is normally fightable for drops on the Enemy List at the start of each round, Max 8 summoned, Wielder is Immune to sources below Level 40, Wielder must be Level 60 or greater


Armour-
Invulnerable Super-Suit- (Armor, Light Armor, Technology & Glory & Wonder, 400,000,000 Gold) +400,000 Defense, +380,000 STR, +380,000 CON, +40,000 Defense Against Stat Damage, This item cannot be destroyed or stolen by entities below Level 90, Wielder is Immune to effects attached to zones, terrains, or phantom terrains by sources below Level 90, Wielder is Immune to sources below Level 60, Wielder must be Level 60 or greater
(From Kit)


Accessories-
*Tide Key: Viren, The Green Word- (Accessory, Magic Item, Evolution, X Gold) +1 to all Base Stats, If wielder is in Inundation Mode, wielder gains +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Wellspring Mode, wielder's allies gain +1% Water Resistance a +1% Drowning Resistance for each Water element Tide Baptism wielder possesses, If wielder is in Inundation Mode, wielder deals (The number of elements in addition to Color that are in one of wielder's attacks, to the max of the number of Color element Tide Baptisms wielder possesses)% more Damage when attacking, If wielder is in Wellspring Mode, wielder's allies gain +(0.25 x the number of Color element Tide Baptisms wielder possesses)% Base Element Resistance, If wielder is in Inundation Mode, wielder deals (The number of Psychic element Tide Baptisms wielder posseses)% more Damage to entities whose stats wielder has scanned, If wielder is in Wellspring Mode, wielder's allies count as +(The number of Psychic element Tide Baptisms wielder possesses) Levels higher for purposes of having their stats scanned as an effect that does not bypass 'Immune to below Level' effects, This item may be equipped by Keybearer PCs named 'Viren, The Green Word' slotlessly, This item cannot be stolen from or destroyed if wielded by Keybearer PCs named 'Viren, The Green Word', This item cannot be forcibly unequipped or removed from threads if wielded by Keybearer PCs named 'Viren, The Green Word', This item's effects do not stack with other Tide Keys

Bascaradine Planet-Sized Magic-Holding Sphere Type A (Easy-Carry Variant)- (Accessory, Container, Magic, 300,000,000 Gold) +3,000,000 MP, Wielder regenerates 300,000 MP at the start of each round, Wielder must be Level 40 or greater
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment


Ring of Cosmic Birth- (Accessory, Ring, Life & Magic, 275,000,000 Gold) +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, Wielder may spend an action to summon an Outsider, Planetary, or Astral Being below Level 95, Max 10 summoned, Wielder's summons regenerate 275,000 HP and MP at the start of each round as an effect that stacks 5 times, Wielder must be Level 40 or greater

Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater
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 (From Volatilis)

Mirror Self- (Accessory, Other: Legionnaire, Dopple & Ice & Moon & Mystic, 200,000,000 Gold) Wielder's attacks gain '2 hits against 1', Wielder gains an additional action every round, Wielder gains +(Wielder's corresponding Base Stat * 1,000) uncapped points to each stat, If wielder is killed or afflicted with Cursed, this item is removed from the thread, Wielder must be Level 40 or greater (From Kit)

Time Accessory-
Grandfather Time Hourglass- (Accessory, Trinket, Time & Fate, 94,242,564 Gold) +90,000 Magical Attack, 30% Time Resistance, 30% Fate Resistance, 30% inflicts Petrified: Time Stop, Wielder must be Level 40 or greater

Consumables-
Miracle Missile- (Consumable, Lethal Item, War & Wonder & Faith, 1 Charge, 300,000,000 Gold) Deals 3,000,000 Flat War & Wonder & Faith element Damage to up to 30,000,000 targets, then replicates any one chosen action performable by an entity below Level 60 that is normally fightable for drops on the Enemy List that is not a Malevolent Planar entity subtype as though an instance of said entity were performing it

Battle-Pouch of Offensively-Powdered Drugs- (Consumable, Powder, Acid & Earth, Unlimited Charges, 5,000,000 Gold) User chooses an equipped Drug Consumable and consumes a charge from it; target that is not Immune to and does not Reflect or Absorb either Poison or Minor Negative Status Effects is afflicted with that Drug's associated Withdrawal Curse, should one exist, for 2 Weeks (From Kit)

3 Crystal Infinity- (Consumable, Other: Drug, Universe, 1 Charge, 800,000,000 Gold) Satiates addiction; Has RP effects


Spells-
Arcane Dominion- (Spell, Wizard Magic, Mystic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are not equal Level to or greater Level than caster may not (cast spells or perform Magic element actions with an MP cost greater than 0) without caster's permission, Caster must be Level 40 or greater

Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack

Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater

Great Primal Sea- (Spell, Elemental Magic, Water, 1,500,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Drowning, For every 5 times caster has cast 'Call Unto Water', to a max of 200 such times, this action gains +150,000 uncapped Magical Attack and has its Drowning infliction chance raised by 10%, Caster must be Level 40 or greater and must have cast 'Call Unto Water'

Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff


30 Protection Magic Spell Slots-
All-Wall- (Spell, Protection Magic, Magic & Earth, 600,000 MP, 14,000,000 Gold) Caster and all of caster's allies take half damage from sources below Level 40, lasts 5 rounds, Caster must be at least Level 40 (From Volatilis)

Anti-Elephant Barrier- (Spell, Abjuration, Warding, 4,000 MP, 2,000,000 Gold) Target gains 20% Resistance to Animals below Level 60 whose name includes 'Elephant' (From Rey Naboshi, at Kit's insistence)

Establish Global Abjurant Hypershielding System- (Spell, Abjuration, Magic & Technology & Hope, 5,000,000 MP, 500,000,000 Gold) Caster obtains a non-stacking buff that cannot be removed or transferred by sources below Level 80 without its possessor's permission that gives its possessor's allies +500,000 Defense, +15% Base Element Resistance, +50,000 conditionally effective Defense against STR Damage, +50,000 conditionally effective Defense against AGI Damage, +50,000 conditionally effective Defense against CON Damage, +50,000 conditionally effective Defense against MIN Damage, and +50,000 conditionally effective Defense against SPI Damage, with these bonuses being doubled (with the doubling being uncapped against sources below Level 80) if it is either for the benefit of an allied entity that possesses a Constant Effect named 'Supermassive' or 'Hypermassive' or if it is against an attack that could target 30,000 or more targets, Caster must be Level 40 or greater and must possess the ability 'Expert Abjuration Attunement'

Superior Identity Protection- (Spell, Abjuration, Air & Psychic, 15,000 MP, 15,000,000 Gold) Caster's stats may not be scanned by individuals below Level 60, Caster's name may not be changed by individuals below Level 60 without caster's permission

Total Abjurant Strength-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Strength, Caster must be Level 20 or greater
Total Abjurant Agility-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Agility, Caster must be Level 20 or greater
Total Abjurant Constitution-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Constitution, Caster must be Level 20 or greater
Total Abjurant Mind-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Mind, Caster must be Level 20 or greater
Total Abjurant Spirit-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Spirit, Caster must be Level 20 or greater

10 Chronomancy Spell Slots-
Create Time-Devouring Abyss of Bottomless Hunger- (Spell, Other: Time Magic, 4,000,000 MP, 200,000,000 Gold) Caster creates a Zone of Time and attaches a non-stacking effect on it that removes the element Time from the actions of all entities within it save its creator that are below Level 80, that has a 100% chance of inflicting Suffocation: No Future on each individual in it at the start of each round, and that causes individuals that are in it to count as being in a Phantom Terrain of Temporal Abyss, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Synchronization' (From Volatilis)

Desync- (Spell, Chronomancy, Time & Darkness, 5,000 MP, 6,000,000 Gold) Target may not delay its actions
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 (From Volatilis)

Fog of Eons- (Spell, Other: Chronomancy, Air & Time, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Time and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is in it to have a 30% chance of being afflicted with Petrified: Time Stop at the start of each round

Impending Doom- (Spell, Other: Chronomancy, Darkness & Time, 40,000 MP, 20,000,000 Gold) 15% inflicts Instant Death: Doom, 100% inflicts Instant Death: Doom on targets below Level 60 that are lower Level than caster, this action may be delayed up to 5 rounds, Caster must be Level 20 or greater and must possess the ability 'Adept Time Magic Attunement'

Transpose Timeline- (Spell, Other: Chronomancy, Time, 60,000 MP, 60,000,000 Gold) Caster destroys target non-Universe-element Zone created by a source of equal or lower Level that is either caster or below Level 80, and, if said Zone's destruction is successful, deals (50,000 * that Zone's creator's Level) Flat Time element Damage to up to (that Zone's creator's Level * 100) targets, Caster must be Level 20 or greater and must possess the ability 'Time Mage'
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater

5 Time Spell Slots-
Parallel Mageblast: Blueprint Reversion- (Spell, Technomancy, Life & Time & Technology, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Scans target's stats, Unsummons targets below Level 60, Caster must be Level 20 or greater

Parallel Mageblast: Re-Engineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater

Timestream-Breaking Riftpunch- (Spell, Unarmed Technique, Time, 910,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 100% inflicts Suffocation: No Future, 15% inflicts Petrified: Time Stop, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Time, Caster must be Level 40 or greater

Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater

Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster


Pets-
None


Artifacts-

Mattock of the Diamond Mind (Level 60, 0 XP, # XP Required, Standard Multiplier x11) (From Kit)

*Mattock of the Diamond Mind- (Weapon Aspect: Mattock of the Diamond Mind, Tool, Psychic & Earth & Physical, X Gold) +200,000 Melee Attack, +200,000 MIN, 240% inflicts Confusion, 120% inflicts Mindblasted, 30% inflicts Insanity, Wielder's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Mind as their Prime Attribute, Wielder's 'Mental Overdrive' actions may use Strength as their Prime Attribute, Wielder's Melee Attack capping is based on Mind, Wielder's attacks deal 20,000 MIN Damage, Wielder's attacks that incorporate one of this weapon's attack bonuses may apply a debuff that stacks 200 times that provides -2,000 Defense against MIN Damage, Wielder may spend an action to give target individual +20,000 MIN as a buff that stacks 20 times, Wielder's 'Melee Overdrive' actions automatically Critical Mindshadows, Wielder gains +120% To Hit against Mindshadows as an uncapped bonus, Wielder may spend an action to cure Confusion, Mindblasted, or Insanity, Once per round, wielder may choose to Reflect (a Psychic element attack or an attack that deals MIN Damage) that comes from an equal or lower Level source, Once per thread, wielder may Transfer a minor, moderate, or major status effect affecting wielder to the target of one of wielder's 'Melee Overdrive' actions, This weapon additionally possesses the subtype Axe

*Mindswarm Omega- (Weaponx0 Aspect: Mattock of the Diamond Mind, Assault Matrix, Psychic, X Gold) +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 MIN, +2,000,000 MP as a non-stacking bonus, Wielder's Ranged Attack capping is based on Mind, Wielder's Magical Attack capping is based on Mind, Wielder's attacks deal 20,000 MIN Damage, Wielder's 'Mental Overdrive' actions gain '12 hits against 10,000,000', Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Snipe', 'Point Blank', 'Magical Attack', and 'Overdrive' actions may use Mind as their Prime Attribute, Wielder's MIN Damage cap is increased by 20%, Wielder counts as possessing 2,000,000 additional Mindshadow & Bio-Horror allies, Wielder's turn-order-determining stat becomes Mind, Wielder's HP-determining stat becomes Mind, Wielder's MP-determining stat becomes Mind, Wielder may spend an action to acquire a Temporary copy of a Psychic Power spell that is in stock in the Shop that is worth 200,000,000 Gold or less and equip that spell, Psychic Power spells cost wielder 200,000 less MP to cast, Wielder gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Psychic Power Spells, and may not be converted into other types of slots by individuals below Level 100

*Chief Mind-Excavator's Psychocosmosuit- (Armor Aspect: Mattock of the Diamond Mind, Power Armor, Psychic & Spatial, X Gold) +200,000 Defense, +200,000 MIN, +2,000,000 MP as a non-stacking bonus, 90% Resilience, +60% Dodge if wearer is in a Zone of Psychic, Wielder's Defense capping is based on Mind, Wearer may spend an action to enter any battlespace (that contains a Zone of Psychic, an individual with the ability 'Psychic' or 'Mind Lord', or a Mindshadow) so long as no entity of Level 60 or greater in wielder's battlespace or the battlespace wearer is entering objects, 50% Psychic Resistance, 15% Mindshadow Resistance, Confusion Immunity, Charm Immunity, Pain Immunity, Stat Drain: MIN Drain Immunity, Mindblasted Immunity, Suffocation Immunity, Insanity Immunity


Awards-
Has used 12 Grandmaster's Text


#S
Modified Stats wrote: Divinity & Arch-Quezmellym, Time
HP: 5,263,250
MP: 8,063,250

STR: 12,530
AGI: 39,380
CON: 12,530
MIN: 12,530
SPI: 39,380





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

100% Dodge

100% Resilience

30% Time, Fate Resistance
15% Water Resistance
5% Air, Energy, Fire, Hope, Ice Resistance
1% Earth, Electrical, Psychic, Technology Resistance

Once per round, wielder may choose to Reflect (a Psychic element attack or an attack that deals MIN Damage) that comes from an equal or lower Level source

Immune to entities below Level 20
Immune to Time element debuffs from sources below Level 60
Stat Drain Immunity against sources below Level 40
Individuals below Level 40 may not inflict negative status effects on possessor

May, once per thread, choose to not acquire a major negative status effect that would otherwise afflict possessor, provided it is coming from a source that is not Level 99 or 5 or more Levels greater than possessor
30% Confusion Resistance
10% Fatigued Resistance

Immune to sources below Level 60

Immune to effects attached to zones, terrains, or phantom terrains by sources below Level 90

Immunity to Stat Damage from sources below Level 40
Possessor's Defense may not be pierced by sources below Level 40

Defense- +50,620

+50,000 Defense against Stat Damage
+500 Defense against SAN, INF, and RES Damage.

+250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
+250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent

Time element Damage and Stat Damage dealt to possessor (not including healing) is halved

+550 Defense against Magic


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

100% Critical

200% To Hit
+1% To Hit against Earth, Magic, Truth element targets
+5% To Hit against Magic element targets that are below Level 60

ignores 15% Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Glory, Hope, Ice, Life, Light, Magic, Physical, Psychic, Technology, Time, Truth, Water Resistance
Ignores Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Glory, Hope, Ice, Life, Light, Magic, Physical, Psychic, Technology, Time, Truth, Water Immunity of targets below Level 15

Wielder's attacks gain '2 hits against 1'
Wielder gains an additional action every round

Melee Attack- +75,185
Magical Attack- +236,280
Ranged Attack- +78,760


Wielder's attacks deal 20,000 MIN Damage

30% inflicts Insanity
30% inflicts Petrified: Time Stop
120% inflicts Mindblasted
240% inflicts Confusion
15% inflicts Charm with Magical Attacks if stats have not been scanned.

Charm infliction chances are increased by 10%

Possessor may remove the element Time from possessor's actions


Quantities of Time element Damage possessor deals are increased by 10,000 points
Quantities of Air, Darkness, Earth, Electrical, Energy, Fire, Hope, Ice, Light, Magic, Physical, Technology, Truth, Water element Damage dealt by possessor are increased by 5,550 points
Quantities of Acid, Psychic element Damage dealt by possessor are increased by 550 points

Once per thread, wielder may Transfer a minor, moderate, or major status effect affecting wielder to the target of one of wielder's 'Melee Overdrive' actions


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

Possessor's per-round auto recovery chances for minor and moderate negative status effects are checked twice per round

If an ally of possessor, not counting possessor, is dead, any effect that could inflict Drowning can, with the same chance as the Drowning infliction chance, be used to resurrect that ally.

Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.

Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP


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

At the start of each round, all of possessor's allies, not counting possessor, obtain Temporary XP equal to 1% of the unspent XP possessed by possessor. Possessor's PC allies have Level Caps below possessor's Level removed. If possessor possesses at least 2,000,000 unspent XP at the start of a round, possessor may choose to create a Zone of Water & Energy. If possessor possesses at least 50,000,000 unspent XP at the start of a round, possessor may choose to set the Phantom Terrain to Ocean.

Regenerates 1,300,000 MP at the start of each round

Manipulations: Acid, Air, Darkness, Earth, Electrical, Energy, Fire, Glory, Hope, Ice, Light, Magic, Physical, Psychic, Technology, Time, Truth, Water

At the start of each round, all of possessor's allies, not counting possessor, are cured of all minor negative status effects.
At the start of each round, if not in a Zone of Water, all of possessor's allies, not counting possessor, have a 50% chance of being cured of each moderate negative status effect.
At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, are cured of all moderate negative status effects.
At the start of each round, if in a Zone of Water, all of possessor's allies, not counting possessor, have a 5% chance of being cured of each major negative status effect.


May, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.


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

Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle

Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be multi-hit

Possessor counts as being 5 levels higher for stat-scanning purposes and ignores up to 79 levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Possessor's Level is counted as 10 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
All Divining spells function as though caster were 1 level higher for stat-scanning purposes

Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60

Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level
Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level

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

See Tide Baptisms for special actions and abilities granted to allies.

Possessor's allies, not counting possessor, are Immune to Drowning.

Possessor's allies, not counting possessor, benefit from the buffs possessed by their allies, not counting possessor, who share at least one element with them, with this effect not bypassing normal buff stacking limits and not allowing self-only, unreplicatable, or Overcrash-generated buffs to be shared.
Possessor's allies, not counting possessor, are Immune to negative effects created by individuals of lower Level than possessor that are attached to a Zone that possesses at least one of the ally of possessor in question's elements.

Instances of Drowning present on possessor's allies persist beyond death, and possessor dead allies, if afflicted with Drowning, have a 50% chance of being resurrected at the start of each round. If an ally of possessor, not counting possessor, is resurrected and is afflicted with Drowning at that time, it acquires a buff that stacks 5 times that persists beyond death that provides +5,000 to all stats.

Possessor's allies suffer no negative effects from the status effect Drowning if they have been afflicted with it for 3 rounds or longer. Possessor's allies, not counting possessor, if afflicted with Drowning, on the first round they are afflicted, obtain +30% Dodge.

Possessor and possessor's allies may all cast spells that the others have equipped or on their Inherent Spell Lists as though they themselves have them equipped.

Abstract, Aquatic and Fae allies gain +15,800 to all stats
Possessor's summons may gain Abstract as an additional subtype,

Also brought along in a Bag of Holding (from Rosaline):
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
(Other Aspects of the Mattock of the Diamond Mind)
*The Mighty Pen (Artifact, Level 79, 0 XP, # XP Required, Standard Multiplier x17 (Raised to x340 to bypass Level 80 cap))

*The Mighty Pen- (Weapon Aspect- The Mighty Pen, Wand: Quill, Law & Civilization & Memory & Mystic, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, 100% Resilience, 100% Dodge, 79% Sword Resistance, If all opponents of wielder in all battlespaces are of equal or lower Level, and if all equal-Level opponents of wielder in all battlespaces are non-Unique, wielder, counting a max of 5 different Spells per round per caster, choosing the first Spells cast per round per caster, casts 200 or more different Spells more than any opponent of wielder, wielder wins the battle, If any of wielder's opponents is equal or lower Level and possesses the ability 'Bearer of the Era of War', wielder, at the start of battle, applies a non-stacking debuff to said opponent that makes its possessor count as defeated so long as its possessor possesses the ability 'Bearer of the Era of War', and, as a constantly-applied effect, makes that opponent count as defeated while in the same battlespace, War may not be treated as a base element, Actions, attacks, and instances of Damage that are not War element may not gain the element War and may not be made to count as War element

*The Most Interesting Book in the World- (Accessory Aspect- The Mighty Pen, Tome, Civilization & Memory & Glory & Glitz, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, +30 Fame, Wielder cannot be Criticalled by entities with lower Fame who are not 5 or more Levels greater than wielder

*Robe of Written Fates and Honeyed Tongues- (Armor Aspect- The Mighty Pen, Robe: Magerobe, Civilization & Memory & Glory & Glitz, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, +30 Diplomacy, Wearer has a non-automatically-decidable, non-rerollable, max-30-times (chosen by wearer) per round, 25% chance of automatically Dodging any attack from a source with lower Diplomacy, Wearer may, up to 4 times per thread, as a non-resettable effect that is tracked across all wielders and does not exist on replicated copies of this item, choose to automatically Dodge an attack from an equal-or-lower-Level choice, with this attack being determined after it is determined whether the first hit of the attack that hits wearer is going to hit wearer

*Codex of One Million Story-Realms- (Weapon Aspect- The Mighty Pen, Book: Catalog, Civilization & Mystic & Spatial & Wonder, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, +15 Fame, +15 Diplomacy, Wielder may spend an action to summon up to 5 entities of Level 79 or lower that are normally fightable for drops on the Enemy List, with these instances of these enemies having a debuff that cannot be removed by wielder and cannot be removed by entities below Level 99 that makes its possessor unable to attack, Wielder may spend an action to create a battlespace, Wielder may spend an action to enter a battlespace so long as no entity of Level 80 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects

Goblightning- (Weapon, Other: Lightning, Color & Flux & Electrical, 30,000,000 Gold) +30,000 Ranged Attack, +25,000 Magical Attack, Targets of wielder's 'Ranged Attck' and 'Ranged Overdrive' actions, at wielder's discretion, becomes a Goblin from the Enemy List as an effect that does not work on unique targets, does not work on targets above Level 40, only works on individuals of lower Level than wielder, has a 30% chance of failing to work on non-Humanoids if caster does not have the ability 'Transmuter' and the ability 'Priest', with this effect being either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This effect does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target, Wielder must be Level 20 or greater and must possess 'Viren, the Green Word' as a Patron Deity

Time's Closed Loop: The Text of Endless Recurrence- (Weapon, Book, Time & Life & Destruction & Magic & Technology & Dopple, 350,000,000 God) +350,000 Magical Attack, +350,000 CON, +350,000 MIN, +350,000 SPI, 50% inflicts Petrified: Time Stop: Looped, Wielder may choose for each individual of equal or lower Level's turn-order-determining stat sum to count as any value that it was at an earlier point in the same battle, Wielder may spend an action to unsummon a summon of equal or lower Level, Wielder may spend an action to re-summon a summon that was unsummoned by an individual of equal or lower Level during the same battle, Wielder may spend an action to resurrect an individual, Wielder may spend an action to kill a resurrected individual of lower Level who was resurrected by a source of equal or lower Level, If wielder is killed by a source of lower Level, wielder may choose to resurrect at the start or end of a round, Wielder must be Level 60 or greater

Armor of the Gold Leaf Throne's Knight- (Armor, Heavy Armor, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +40,000 Defense against Stat Damage, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 60 who are below wielder's Level, Wielder must be Level 40 or greater

Uninhabited Genie-Lamp- (Accessory, Trinket, Magic & Fire & Earth & Water & Air, 20,000,000 Gold) 100% may inflict Charm on any one Spirit or Elemental per thread (From the Doctor, with instructions to "Be of THE WIN AND LESSONS")

Miracle Missile- (Consumable, Lethal Item, War & Wonder & Faith, 1 Charge, 300,000,000 Gold) Deals 3,000,000 Flat War & Wonder & Faith element Damage to up to 30,000,000 targets, then replicates any one chosen action performable by an entity below Level 60 that is normally fightable for drops on the Enemy List that is not a Malevolent Planar entity subtype as though an instance of said entity were performing it

Crystal Infinity- (Consumable, Other: Drug, Universe, 1 Charge, 800,000,000 Gold) Satiates addiction; Has RP effects (From Kit)

4 Paradise Pill- (Consumable, Other: Drug, Whimsy & Faith & Toxin, 1 Charge, 20,000,000 Gold) Satiates addiction; Has RP effects (From Kit)

Popcorn- (Consumable, Food, Earth & Fire, 15 Charges, 600 Gold) Deals 60 Flat Earth & Fire element HP Healing, Target gains +(the number of other individuals in battle, to a max of 200) to all stats as a non-stacking buff

Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater

Open Gate to Standard Timeline- (Spell, Gate Magic, Time, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast (From Caelum)

Polymorph: Goblin- (Spell, Transmutation, Earth, (Target’s Max HP, Counting Buffs) MP, 97,000 Gold) Target becomes a Goblin, Does not work on unique targets, Does not work on targets above Level 5, Only works on individuals of lower Level than caster, Has a 30% chance of failing to work on non-Animals if caster does not have the ability Transmuter, Caster must be Level 5 or higher to cast this spell, This is either a buff or a debuff (as appropriate) and a Polymorph Effect, This effect replaces any Polymorph Effect from a source of equal or lower Level than its caster and cannot replace a Polymorph Effect from a source of higher Level than its caster, Individuals may normally have a max of one Polymorph Effect on them at any given time, This spell does not remove damage, MP damage / loss, stat damage, debuffs, buffs, status effects, or any other such effects on its target
#M

Minor Powers:
* The ability to appraise the intelligence of others by looking at their heads
* The ability to build walls, barriers, and structures from thoughts
* The ability to store mined substances, regardless of weight or size, in small bottles (in quantities of up to 99 units of the same thing per bottle)
* The ability to tell if monsters are likely to explode
* The wielder is more likely to be trusted by Frankenstein-type creatures
* The wielder may use solid versions of substances as though they were liquids when mixing chemicals or cooking
* The ability to tell what direction a non-divination-shielded goal is in
* The ability to tell what direction the wielder's camp or base of operations is in
* Improved climbing ability
* Mental flight
* Increased endurance and a lack of need for sleep
* Greatly decreased need for food and water
* The ability to eat thoughts for sustenance
* The ability to jump like in low gravity when in an area where a lot of people are thinking about things
* The ability to designate different versions of something with numbers, letters, or colors and determine which one of the otherwise-similar things is which at a glance
* The ability to see through mental fog and confusion
* Prevents claustrophobia

Major Powers:
* The ability to perceive otherwise-unseen mental attacks
* Limited time-dilation when being mentally attacked, to better allow for dodging or deflection
* The ability to deflect and reflect psychic attacks
* The ability to excavate madnesses from targets' minds, restoring sanity
* The ability to excavate memories from targets' minds, allowing them to be bottled and distributed to others
* The ability to excavate mind-control effects from targets (and other implanted psychic effects and hypnotic triggers)
* The ability to create a full-on mindscape from the mind of a being that otherwise did not possess one (but possessed a mind on some level)
* The ability to create and dispatch clouds of invisible-to-non-psychics-without-notable-sensory-powers brains that are set on tasks and can accomplish them cleverly, but lack motivation or thought outside their defined task parameters
* The ability to preserve the minds of defeated foes and force them to offer advise (with the minds being able to escape this effect over time to head to whatever afterlife they would otherwise have should they desire - or if they wish, to stay in the swarm to evade some terrible fate, with this effect taking approximately similar priority to a daemon soul-contract, but with limited duration and more escapability)
* The ability to give mad-science creations psychic powers
* The ability to implant removed brains into inanimate bodies and then animate them with mind-lightning
* Increased willpower and self-control
* The ability to transfer monk styles that would otherwise be physically-based to mental combat
* The ability to construct mental fortresses through meditation or intense concentration

Prime Powers:
* The ability to ignore physical defenses and strike the minds of targets directly, inflicting insanity or great psychic damage
* The ability to enter, move about, and survive within mindscapes
* Greatly increased mining skill
* The ability to mine notions from areas instead of physical materials
* Immunity to insanity and massive resistance to mental harm
Pathaky
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Pathaky »

The divinely-bedecked Time-Goddess and her Green Companion cross the red-and-black onyx checkerboard of the Nexus Portal Nexus Portal Chamber and cross through the portal into Indrasena.

The portal opens into a high-ceilinged hall of pale yellow stone. Galleries of ornate golden statues, each frozen in a different welcoming pose, gilded faces beaming beatifically above sashes of rainbow-hued silk silently guide visitors through a broad vaulted hall toward a massive set of stone doors.

The statues shift and bow as the bearer of The Grace and The Glory passes them, golden faces turning away in reverence.

Each footstep causes the tile mosaic of the floor to ripple, a geometric abstract flower taking shape from each step, gently closing behind you as you walk. Above, the multi-vaulted ceiling sparkles with patterns of inlaid gold. The air is warm, dry, and aromatic- lightly perfumed- scents of jasmine.

Across the portal hall, two figures stand, chatting. One is a tall deva with dark red-orange skin, dressed in layers of dark-blue turquoise. He stands, twirling his moustache with a ring-festooned hand. The other figure seems almost an inversion- a celestial, by the look of it- sky blue skin, dressed in a rose-colored gharana. One hand rests easily on a peace-knotted sword at her waist.

Their conversation trickles to a stop as Kit and Viren approach. A kind of awe spread across their faces as they observe the pair, Tide-Bearer and Grace-Carrier.

A vein pulses in the deva's neck for a moment as he and the celestial drop to one knee.

"Welcome, esteemed and exalted visitors," he murmurs with quiet reverence, "to Indrasena. I am Janma. I am The Greeter, The Welcomer of Guests, The Most Esteemed Officer of Immigration, and Master of the Portal. This is my companion and counterpart, Angela Perpenna, Knight of the Olive Branch. It is our utmost wish be of service to you in your visit today, Grace-Carrier, Glory-Bearer. "
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Aeromage
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Aeromage »

Rain begins to patter on the rooftops above.

Viren enters with floating, drifting steps as if moving underwater, idly playing with a key made of verdigris-covered copper and seaglass, flanked by a mirror image of himself.

He's also reading a pamphlet penned in beautifully-calligraphied Foreign, with an overly-sexy rendition of a certain grinning Doctor in a dramatic pose prominently displayed on the front cover.

After Janmna's announcement, the little goblin-deity looks at the kneeling pair and stifles a chuckle.

"Wow, that thing really does a number on the holy hierarchy, huh? Nice place, though!"

He tosses the pamphlet over his shoulder (whereupon it promptly explodes with a muffled thump and faint echo of disco music) before turning to the current centre of attention.

"Well, Kit, this's your rodeo, although going off what that guy said we're probably wanting directions to the Desert of Heretics. Plenty of space to set up shop, and whatnot. I'm just along for the ride for the most part and to get a few projects of my own knocked out. But for now, it's all you. Y'know, as if that wasn't already obvious due to the, well."
He gestures vaguely at Janma and Angela.
Kitsune106d
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

Kit has to blink then tries to turn it down a bit.
"I am sorry. Anyway, if we could get directions ot the desert of Heretics, please, we shall be out of your hair and all. "
She pauses then in her best divine voice and pose says,
"And may my blessings and protection be upon this place!"

she will channel 1,000,000 XP through Hero's Resolve- (Passive Ability, Other: Hero) Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor, Possessor gains Dominion Immunity here, if she's allowed to bless this place with the blessing of heroes!
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Pathaky
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Location: Parts Unknown

Re: Kit and Viren in Indrasena to desert of heretics

Post by Pathaky »

Kit draws on her Channeling power and suffuses the chamber with XP: Nexus' Quantification of Experience, Wisdom, and Curated Power. One Million XP, measuring nearly 10 times more than the mightest of foes might impart in a single bout. Such a blessing taxes her Channeling skills- she's no stranger to the art, but the amount being spread pushes past the edges of her ability to channel with perfect efficiency. A not insignificant portion of the XP is burnt off, lost in ribbons that streak out of the chamber to parts unknown...

The air is already humid, becoming saturated by Viren's Tide-Carrying presence. It happens faster than the average person could perceive- but Kit and Viren, as gifted in the art of Time as they are-- are able to watch the blessing-laden condensate settle across the entire chamber hall- across golden statues, still frozen in reverential deference- across the fractal mosaic floor, setting ripples of tiles and glass with each drop- and across the two Greeters, Janma and Angela. Angela's breath catches and she smiles warmly. Janma stiffens, steam rising from his exposed skin as the dew evaporates on contact. There's a sound like the tinkling of a bell, or the shattering of a small crystal glass.

Kit gets the award:
'Blessed the Portal Complex in Aham-Sphurana With a Ward Against Control and Dominion'

Then the moment is over, and the pair of greeters rise to their feet. They're able to look Kit in the eyes now.

"One Hundred Thousand Thanks To You, Glory-Bearer. Your blessing honors us- and I'm certain it's protections will serve both Angela and I most auspiciously," Janma says.

"The Desert of Heretics can be found far to the North and to the East of here- following the great river Aavali toward it's source will get you most of the way there. For honored visitors like yourselves, the journey should pose no difficulties, but please, allow us to charter such means of travel as would render you the most comfortable, if you so desire."
Angela adds.
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Aeromage
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Aeromage »

"Well, that sounded expensive!" Viren says brightly, long ears twitching.

He casually sweeps the Mattock around to gather up the shattered notional fragments of whatever that was to figure out what it was that broke. And so nobody cuts themselves. And only slightly to indulge his scavenger's looter's treasure hunter's instinct.
Prime Powers:
* The ability to mine notions from areas instead of physical materials
(Unless, of course, nothing broke in which case he'll be feeling a little silly)

"I certainly wouldn't turn down the opportunity to shave some time off our little expedition. How about you, Kit?"
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

Kit smiles a happily as her tail wags.
"Good, it worked. I wanted to ask some advice. The initial plan was to just fly there. I can test the new powers that I have access too. And I wanted to keep us out of blast range if anything happened. We are powerful and our very presence could call. But while we are here, are there any tasks or pirates or raiders on that route that we should be aware of?"

She frowns then turns to viren,
"Viren, you able to see if any obstacles or raiders about? or where are goal is? you should be able to do that"

She frowns.
"We were doing a side project, but while we are here, helping out and bolstering would not. That reminds me, anything that you or your patrons might want from nexus? I am looking to set up a trading route too. I have a church that can produce items, mainly food stuff and lumber and ship over here. I'm trying to assist where can, so, setting up trade agreements might be beneficial to all."

The Grace and the Glory

Minor Powers:
* Grants telepathy with any being in the same or adjacent dimensions that the wielder is aware of
* Grants flight, space flight, and line-of-sight instant teleportation
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Aeromage »

She frowns then turns to viren,
"Viren, you able to see if any obstacles or raiders about? or where are goal is? you should be able to do that"
Viren pokes his mirror-self while he works, who grins and shrugs. "I could do that fairly easily once we're underway. Unless you mean predicting things or guys who'll get in our way, in which case I'll do that as easily as an upper-rank Deity with a grounding in Divination and an absolute mineshaft's worth of Time can. As for finding our goal, that's even easier thanks to the Mattock. Although given our current goal is 'Reach the Desert of Heretics', that's a fairly large target."
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

(pathaky, can kit quickly hop in and out, or viren to grab:

*The Labyrinthine Tome- (Artifact, Level 79, 0 XP, # XP Required, Standard Multiplier x14)

*The Labyrinthine Tome- (Weapon Aspect: The Labyrinthine Tome, Book, Spatial, X Gold) +4,000,000 Magical Attack, +4,000,000 CON, +4,000,000 MIN, +4,000,000 SPI, +20,000,000 HP as a non-stacking bonus, +40,000,000 MP as a non-stacking bonus, 60% inflicts Dominion on Large Structures, Wielder may spend an action to summon a Large Structure from the Enemy List that is Level 79 or lower and normally fightable for drops, Max 200 Summoned, Wielder's Large Structure pets and summons gain +80,000 to all stats as a non-stacking bonus, Wielder's Large Structure pets and summons gain 400% Minor Negative Status Effect Resistance and 200% Moderate Negative Status Effect Resistance, Wielder may select the results of rolls on Random Dungeon Tables in Random Dungeons where the highest-Level entities are below Level 79

*The Labyrinth-Pattern Robe- (Armor Aspect: The Labyrinthine Tome, Spatial, X Gold) +4,000,000 Magical Attack, +4,000,000 CON, +4,000,000 MIN, +4,000,000 SPI, +20,000,000 HP as a non-stacking bonus, +40,000,000 MP as a non-stacking bonus,158% Dodge, Wielder gains +158% Dodge if wielder has a Large Structure ally, 30% inflicts Vanished, Wielder cannot fail to scan the stats of Large Structures below Level 79, Wielder is Immune to sources below Level 40, Wielder is Immune to Large Structures below Level 60, Wielder is Immune to non-unique entities below Level 60 if wielder has a Large Structure ally


Viren has an idea!)
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
Pathaky
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Posts: 263
Joined: Fri Mar 26, 2021 6:26 pm
Location: Parts Unknown

Re: Kit and Viren in Indrasena to desert of heretics

Post by Pathaky »

(You're still in the portal-hall. That's very do-able- go for it.)

Janma turns to face Kit. "The Great Aavali is a very busy river- there's always lots of traffic, both on the water and alongside it's banks. It is, in many ways, the artery that supplies this entire region of the South. Such prominence *does* attract banditry, especially along the Aavali's tributaries. None that could even approach your radiant personage, however."

Viren casually mines the room for anything broken or fragmented. The Mattock is mighty, and the room is already suffused with mana and experience. He gets:
Blessed Joy- (Item, Material, Light & Air, 7,800,000 Gold (In bits and pieces off of Angela)
3 Change- (Item, Material, Air & Water, 5,000,000 Gold) (Suffusing the entire room)
And, when looking for whatever that was that broke, he gets shattered slivers of:
Authority- (Item, Material, Air & Fire & Light & Darkness, 6,000,000 Gold)
Potency- (Item, Material, Energy & Physical, 6,000,000 Gold)
Connectivity- (Item, Material, Technology & Electrical & Energy, 5,000,000 Gold)
Moderation- (Item, Material, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Energy & Ice, 5,000,000 Gold)
Pure Water- (Item, Material, Water, 5,000,000 Gold)
Pure Earth- (Item, Material, Earth, 5,000,000 Gold)
Janma meets the Goblin-Shaped Keybearer's' gaze. His red-orange-brown eyes flicker with amusement, and with the sudden camaraderie that comes with sharing a secret with someone you're still getting to know.
Kitsune106d
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

Kit will let Viren grab the labyrinthine tome.

She will then ask,
"Let me know what we should do with any bandits we intercept. I would to intrude on the local customs."

she smiles as her tail wags behind her. "I am sure that between my friend and I we can make sure any convoys reach their destintation. And it might give us chance for someone to talk to and make some trade deals with"
Kit will grab the labyrithine tome:




*The Labyrinthine Tome- (Artifact, Level 79, 0 XP, # XP Required, Standard Multiplier x14)

*The Labyrinthine Tome- (Weapon Aspect: The Labyrinthine Tome, Book, Spatial, X Gold) +4,000,000 Magical Attack, +4,000,000 CON, +4,000,000 MIN, +4,000,000 SPI, +20,000,000 HP as a non-stacking bonus, +40,000,000 MP as a non-stacking bonus, 60% inflicts Dominion on Large Structures, Wielder may spend an action to summon a Large Structure from the Enemy List that is Level 79 or lower and normally fightable for drops, Max 200 Summoned, Wielder's Large Structure pets and summons gain +80,000 to all stats as a non-stacking bonus, Wielder's Large Structure pets and summons gain 400% Minor Negative Status Effect Resistance and 200% Moderate Negative Status Effect Resistance, Wielder may select the results of rolls on Random Dungeon Tables in Random Dungeons where the highest-Level entities are below Level 79

*The Labyrinth-Pattern Robe- (Armor Aspect: The Labyrinthine Tome, Spatial, X Gold) +4,000,000 Magical Attack, +4,000,000 CON, +4,000,000 MIN, +4,000,000 SPI, +20,000,000 HP as a non-stacking bonus, +40,000,000 MP as a non-stacking bonus,158% Dodge, Wielder gains +158% Dodge if wielder has a Large Structure ally, 30% inflicts Vanished, Wielder cannot fail to scan the stats of Large Structures below Level 79, Wielder is Immune to sources below Level 40, Wielder is Immune to Large Structures below Level 60, Wielder is Immune to non-unique entities below Level 60 if wielder has a Large Structure ally



Minor Powers:
* Passively automaps
* Prevents its wielder from getting lost
* Detects random dungeons and their Level ranges/themes
* Lets its wielder and its wielder's companions teleport to the nearest dungeon
* Unlocks sealed dungeons
* Makes its wielder really good at solving mazes
* Improves its wielder's knowledge of architecture

Major Powers:
* Scans dungeons and provides information about them
* Allows its wielder to commune with random dungeons
* Allows its wielder to store, transport, and relocate random dungeons that do not have unique beings anchoring them in place
* Grows dungeons that its wielder is in passively over time, increasing their maximum interior spatial dimensions and overall size / max mana capacity
* Lets its wielder create maze-dimensions and jump into them as a defense
* Lets its wielder cast opponents into dimensional mazes (which may optionally have an exit back to reality)
* Can turn its wielder into a geometric or 2-D being as a defense
* Allows merger with buildings
* Gives spawn-table-activation abilities that let its wielder forcibly make local spawn tables spawn specific things within their parameters if they have enough mana; these powers are enhanced in random dungeons
* Lets its wielder understand and operate within a 4D environment where one already exists
* Can create portals and gates (with the ability to make ones leading to dungeons permanent through mana expenditure)

Prime Powers:
* Lets its wielder create new random dungeons and embed them in worlds
* Manipulates random dungeon layouts and controls encounters in them
* Can hostilely seize control/ownership of dungeons
Last edited by Kitsune106d on Thu Jul 20, 2023 11:26 pm, edited 1 time in total.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Aeromage »

Viren's Mirror-self briefly departs to go grab those things!
Through a slightly convoluted series of events, he also comes back with The Mighty Pen, which he flips to his prime-self.

Meanwhile, Viren waggles his brows and grins at Janma in return. He's not saying a thing about it. He knows how it is with oppression and whatnot.

"So, what's it gonna be?" He prods Kit as the mirror-self comes back with an armload of artifacts. "Teleporting, flying down the river, or other stuff? Probably shouldn't hang around here too long, as I'm pretty sure all that XP you just spent combined with my rain's going to be causing some pretty interesting and probably hilarious incidents in the city outside. Speaking of, let me make some preparations while you decide."

Viren Banks Actions while Kit thinks, followed by slapping a Blessing of the Feathered Serpent on the both of them and a Star Arcana on himself. He elects not to use the Global Abjurant Hypershielding System at this time, because that's a big spell and he doesn't feel like throwing magic on that scale around the immediate vicinity after what Kit just did.

*The Mighty Pen (Artifact, Level 79, 0 XP, # XP Required, Standard Multiplier x17 (Raised to x340 to bypass Level 80 cap))

*The Mighty Pen- (Weapon Aspect- The Mighty Pen, Wand: Quill, Law & Civilization & Memory & Mystic, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, 100% Resilience, 100% Dodge, 79% Sword Resistance, If all opponents of wielder in all battlespaces are of equal or lower Level, and if all equal-Level opponents of wielder in all battlespaces are non-Unique, wielder, counting a max of 5 different Spells per round per caster, choosing the first Spells cast per round per caster, casts 200 or more different Spells more than any opponent of wielder, wielder wins the battle, If any of wielder's opponents is equal or lower Level and possesses the ability 'Bearer of the Era of War', wielder, at the start of battle, applies a non-stacking debuff to said opponent that makes its possessor count as defeated so long as its possessor possesses the ability 'Bearer of the Era of War', and, as a constantly-applied effect, makes that opponent count as defeated while in the same battlespace, War may not be treated as a base element, Actions, attacks, and instances of Damage that are not War element may not gain the element War and may not be made to count as War element

*The Most Interesting Book in the World- (Accessory Aspect- The Mighty Pen, Tome, Civilization & Memory & Glory & Glitz, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, +30 Fame, Wielder cannot be Criticalled by entities with lower Fame who are not 5 or more Levels greater than wielder

*Robe of Written Fates and Honeyed Tongues- (Armor Aspect- The Mighty Pen, Robe: Magerobe, Civilization & Memory & Glory & Glitz, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, +30 Diplomacy, Wearer has a non-automatically-decidable, non-rerollable, max-30-times (chosen by wearer) per round, 25% chance of automatically Dodging any attack from a source with lower Diplomacy, Wearer may, up to 4 times per thread, as a non-resettable effect that is tracked across all wielders and does not exist on replicated copies of this item, choose to automatically Dodge an attack from an equal-or-lower-Level choice, with this attack being determined after it is determined whether the first hit of the attack that hits wearer is going to hit wearer

*Codex of One Million Story-Realms- (Weapon Aspect- The Mighty Pen, Book: Catalog, Civilization & Mystic & Spatial & Wonder, X Gold) +300,000 Defense, +300,000 MIN, +3,000,000 MP as a non-stacking bonus, +15 Fame, +15 Diplomacy, Wielder may spend an action to summon up to 5 entities of Level 79 or lower that are normally fightable for drops on the Enemy List, with these instances of these enemies having a debuff that cannot be removed by wielder and cannot be removed by entities below Level 99 that makes its possessor unable to attack, Wielder may spend an action to create a battlespace, Wielder may spend an action to enter a battlespace so long as no entity of Level 80 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects
Kitsune106d
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

Kit tucks away the book. "I think we shoudl fly down the river. That way we can sight see. Maybe up above.. like a good 500 meters up.... "
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Aeromage »

"Right, right, gotcha."
Viren uses his shiny new pen to edit their travel itinerary. Which essentially means manifesting a sheet of paper, writing "ITINERARY" at the top, and then scrawling 'Dramatic aerial battle over a river or something' beneath it.

"Well, time's a-wastin', and we should know, given, y'know. Time gods." The goblin-shaped Divinity performs an excessively-serious jazz-hands gesture. "Let's get to it, shall we? I think we've graced this place enough as it is and also Graced it."

Viren floats into the air, makes for the door, and pauses. After taking another look at Kit and her shiny, holy, extremely fast artifact aura-wings, he casually, and with great dignity, hooks the Mattock into one of her belt-loops and straddles the thing like a weird witch's broom with his mirror-self. Both selves grin.
Kitsune106d
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Re: Kit and Viren in Indrasena to desert of heretics

Post by Kitsune106d »

Kit smiles the takes off as she will follow the river . Going.up high enough to have a good view and also be less visible as she flies with viren at a decently fast pace
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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