Draconics wrote: DraconicsToday at 3:54 PM
Gad, quick question: Does Echo Prov have a standard portal in the Nexus Portal Nexus?
or does one naturally have to portal/gate/fizzile into it?
well, "Naturally"
GadiganToday at 3:55 PM
Hm. Going with it having a standard portal, but one that's deep in the Nexus Portal Nexus and hard to find if you don't know it exists. You can post this on Questions
Or in a player thread you're starting if you're starting one to go there
DraconicsToday at 5:12 PM
how large is: Untyped Element Core- (Item, Material, Null, 1,000,000 Gold)?
DraconicsToday at 5:14 PM
I meant like, can it fit in a character's pocket?
GadiganToday at 5:14 PM
We'll go with a 12' radius, but shrinkable to marble-sized.
You can post this info bit
1st Post -> Stats and Items
2nd Post -> Abilities at the start-of-quest
3rd post -> Quest start
Draconics (Draconics)
Level 99
Dragon & Golem, Null
HP- 167,400
MP- 168,650
STR- 6696 (20)
AGI- 6696 (20)
CON- 6696 (20)
MIN- 6746 (20)
SPI- 6696 (20)
Fame- 112
(Counting Null, Fame abilities, Snake Eater, Dragon Lord, Math, Heart of Stories)
Abilities and such!
Weapons-
*Vreskenventrach, the Severing Wind- (Weapon, Force, Air & Good, 51,125,000,000 Gold) +51,125,000 Ranged Attack, +51,125,000 AGI, +51,125,000 SPI, 1,444% To Hit, +1,444% To Hit, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder's offensive actions may remove all buffs from their targets that come from sources that are lower-Level than wielder, Wielder's non-offensive actions may remove all debuffs from their targets that come from sources that are lower-Level than wielder, Wielder's actions that target opposing summons that have a lower-Level summoner than wielder may make those summons uncontrolled, Wielder may spend an action to remove all buffs from a target, Wielder may spend an action to remove all debuffs from a target, Wielder may spend an action to delink any values from any individuals, Wielder may spend an action to untransform any number of lower-Level targets, Wielder may spend an action to remove all polymorph effects from any number of lower-Level targets, Wielder may spend an action to remove any number of passengers from any number of lower-Level vehicles, Wielder may spend an action to unequip any number of a lower-Level target's items, Wielder may spend an action to remove the text of an ability or constant effect possessed by an entity below Level 80, Damage wielder deals may not be healed by sources below Level 80 without wielder's permission, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Grandmaster Air Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Severing Wind by Elsie Phaeduras'
Mad World-Judge's Tome of World-Destabilizing Magics- (Weapon, Book, Chaos & Law & Magic, 230,000,000 Gold) +230,000 Magical Attack, +230,000 Defense, +230,000 SPI, +2,300,000 MP as a non-stacking bonus, 160% Critical, 260% To Hit, Wielder's 'Magical Attack' and 'Overdrive' actions may gain '1 hit against 2,000,000,000', Wielder's MP-determining stat becomes Spirit, 10% inflicts Insanity, 25% Insanity Resistance, Wielder's actions may destroy a Zone, Terrain, or Phantom Terrain created by a source that is either below Level 80 or both below Level 95 and below wielder's Level, Entities killed by wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may not be resurrected by sources below Level 90 that are not greater Level than wielder without wielder's permission, Wielder may choose for wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions to randomly use any one stat as their Prime Attribute, Wielder may choose at the beginning of any round to become a combination of randomly selected base elements (with each combination of such elements having an equal probability of being selected) as a non-stacking buff, Wielder may treat Law and/or Chaos as base elements, Wielder gains 30% Chaos Resistance if wielder has a Law-element ally, Wielder gains 30% Law Resistance if wielder has a Chaos-element ally, Whenever one of wielder's opponents would choose a value that would normally be determined randomly, if wielder possesses the ability 'Adept Chaos Synchronization' or the ability 'Adept Law Synchronization', wielder may choose for said value to instead be determined randomly, with individuals below Level 80 not being able to choose its result, Wielder must be Level 40 or greater and must possess the ability 'Adept Anarchomancy Attunement', 'Adept Wizard Magic Attunement', 'Worldbound God', 'High Judge', or 'Xaos Xomptroller' w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders, Affects Weapons and Armor, Enchantment 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
Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0 w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders, Affects Weapons and Armor, Enchantment
Armor-
God-Mage's Legend-Metal Shield-Orrery which Scatters Damage Across the Infinities of Space and Time- (Armor, Aura, Spatial & Time & Magic, 450,000,000 Gold) +450,000 Defense, +450,000 Magical Attack, +450,000 MIN and SPI, +4,500,000 MP as a non-stacking bonus, Wearer gains +1,000 additional Defense for each Spell equipped, to a max of 30 Spells, Wearer gains a 25% chance of being able to re-direct each instance of Damage that would be dealt to wielder by a source below Level 99 that is below wearer's Level to any one individual that is below Level 99 that is below wearer's Level who is in a different battlespace, Wearer gains a 25% chance of being able delay each instance of Damage that would be dealt to wielder by a source below Level 99 that is below wearer's Level for 5 rounds, with said delayed damage floating on wearer as a debuff until it is dealt and dealing itself at the start of the round instead of obeying the normal rules for delayed actions, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 40, Wearer's 'Magical Attack', 'Overdrive', and 'Cast a Spell' actions that involve wearer casting one or more spells may not be countered by individuals below Level 79 who are equal Level to or lower Level than wearer, May only be equipped by individuals of Level 60 or greater (who possess the ability 'Adept Wizard Magic Attunement' or both the abilities 'Expert Aura Mastery' and 'Advanced Understanding of Common Practices of Theoretical Magic')
Accessories-
*Black Sash of Legend- (Accessory, Scarf, Magic, X Gold) +200,000 Magical Attack, +200,290 Defense, +200,600 STR, +201,070 AGI, +215,820 CON, +240,980 MIN, +2,000,000 HP, +221,590 SPI, +2,000,000 MP, +10 Fame, Provides wielder with 5 bonus weeks 1/year, 5% each turn possessor gains an additional action which can only be used to perform the 'Cast a Spell' ability, possessor gains 10 Spell slots, Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats, All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP, Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge, 25% Magic Resistance, 5% Water Resistance, 5% Earth Resistance, 5% Electrical Resistance, +50 additional defense if possessor has an Evermason, Abjurer, Artificer or Golomancer ability, possessor regenerates 50 MP per round, possessor's Magical Attacks may use Mind as their prime attribute, possessor, at beginning of battle, wielder has a 5% chance of scanning each opponent's stats, All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP, Wearer's Summoned Undead and Dragons have +200 HP and deal 20 more damage with their attacks, 5% Critical, 5% Dodge, 5% Resilience, 104% to Hit, +10 Defense against darkness, +10 Defense against light, Wearer's Leadership spells that already hit at least 1 target hit 2 additional targets and cost 40 less MP, +50 to all summoned and pet Abstracts' stats, possessor may use Attack With Finesse, Grand Spell, and Powerful Attack, +500 damage against Fighters, Clerics, Wizards, and Thieves, equipped Walruses provide an additional +10,000 to all stats, As an RP effect this item provides +500 additional points to all stats when combating agents of the Bluewar Ministry, +250 Magical Attack against Drakespawn, +1,000 HP and MP and +100 to all stats when fighting bosses, +80 to all wearer's pets' and summons' stats, +800 to all wearer's pets' and summons' damage, Wielder regenerates 20,000 MP per round, +200 to the listed Damage values of wearer's pets and summons, Wielder gains +100 additional Defense for each Spell equipped, to a max of 200 Spells, Spells cost wearer 5,000 less MP to cast, wielder may choose, at the beginning of a thread, to exchange 2 other accessory slots for a pet slot up to 1 time, Wielder's turn-order-determining stat may become Mind upon equipping this item, all of wielder's pets and summons may act on possessor's turn-order-determining stat's value instead of their own provided that no opponents are above (Wielder's Level + 10) or above Level 99 and provided wearer's name is 'Vashna Saseen', Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled provided wearer is at least Level 19 and wearer's name is 'Vashna Saseen', Wearer gains 5 spell slots that may only hold Wizard Magic spells, Whenever wielder casts a spell, wielder may pay 500,000 MP to choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect, If wielder is an Undead and is Level 40 or greater, wielder, to a max of twice per thread, has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Mystic element, from an individual 20 or more Levels greater than wielder, from an element wielder is weak to, or from an individual or Level 100 or greater, In these cases, when wielder self-ressurects, wielder does so with amounts of HP, MP, and stats equal to wielder's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, May only be wielded by individuals named 'Vashna Saseen'
Aeons-Forged Mask of Fated Money and Power Though Money (Also Elegance) Featuring Bonus DOSH~!- (Accessory, Mask, Time & Wealth & Fate, 650,000,000 Gold) +650,000 Defense, +6,500,000 Defense against Gold Damage, +650,000,000 to all stats, +65% To Hit, +65% Dodge, Wearer may spend an action to escape from a random quest, Wearer may spend an action to have a 15% chance of inflicting Petrified on a target with less Gold than wearer (provided that target's Level is below 90), Wearer may spend an action to gain +65,000 to all stats as a non-stacking effect if possessor spends 650,000,000 Gold as part of said action, Wearer's actions may gain the element Fate if wearer possesses at least 1,000,000,000 Gold, Wearer's allies gain +5% To Hit if wearer has more Gold than they do, 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 w/ Opulent- This item is worth 4 times its prior value, Affects any type of possession, Smithing Technique
*Forcystus Mask- (Accessory, Mask, Warding & Illusion & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 Magical Attack, +6,666,666 CON, +6,666,666 MIN, +66,666,666 HP as a non-stacking bonus, +66,666,666 MP as a non-stacking bonus, 240% Resilience, 240% Dodge, Possessor may spend an action to gain any base subtype, Fiend, or Holy One as a buff that stacks 200 times, Possessor may spend an action to lose any subtype as a buff that stacks 200 times, Possessor may choose for attempts to scan possessor's stats by sources below Level 80 to fail and for the individual attempting to scan possessor's stats to be afflicted with Plague, Insanity, Petrification, and/or Smitten: Great Atrocity, Possessor may preemptively scan the stats of any individual who attempts to scan possessor's stats, Possessor may, to a max of once per thread across all possessors across all copies of this item, either as an action or in response to possessor dying, resurrect itself, remove this item from the thread, and acquire a buff that gives its possessor a bonus of +6,666,666 to all stats, that makes its possessor solely the subtype Fiend & Abomination, that gives its possessor 'Absorbs Evil and Illusion from sources below Level 80', that gives its possessor's name to become all-caps and gain the prefix 'ANATHEMAIC ', that gives its possessor's attacks a 60% chance of inflicting any one major negative status effect, that cannot be removed by sources below Level 80, and that cannot be replicated; Wearer Temporarily, as a non-stacking effect that does not key off of Temporary abilities, gains the next Tier ability, to a max of 'Legendary', in the classes 'Clothier', 'Illusionist', 'Unreality Coordinator', 'Ward Crafter', and 'Diplomat', This item's also counts as possessing the subtype Crown, Wearer must possess the ability 'Master Diplomat', the ability 'Master Illusionist', the ability 'Master Illusion Synchronization', the ability 'Master Evil Synchronization', the ability 'Master Clothier', the ability 'Master Warding Synchronization', the ability 'Master Transmutation Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater
*Heart of Stories- (Accessory, Crystal, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 10,000,000 Gold) +500 points to all of wielder's unmodified stats, +1 to each of wielder's Base Stats, Wearer must have a Base STR, AGI, CON, MIN, and SPI each of at least 11 to have this item equipped
*Tome of the Elder Runes- (Accessory, Tome, Magic, 45,000,000 Gold) Wielder gains +2,000 Magical Attack per Elder Symbol equipped, Wielder gains +2,000 to all stats per Elder Symbol equipped, Wielder gains 5 Accessory slots, to a max of 24 Accessory slots, that may only hold Elder Symbols 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
Kaledoscopic Casting Rune- (Accessory, Other: Elder Symbol, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & War, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one of the elements Earth, Air, Fire, Water, Light, Darkness, Magic, Physical, Psychic, or War, or to cure any one minor or moderate negative status effect
Ancient Symbol of the Apocalypse- (Accessory, Other: Elder Symbol, War & Destruction & Fate, 400,000,000 Gold) +400,000 Magical Attack, +400,000 Defense, +400,000 SPI, +400,000 CON, Wielder may equip Weaponx2 items as though they were Weaponx1 items, Wielder's per-item Magical Attack cap becomes (SPI * 2), Wielder must be Level 60 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
Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder 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
Symbol of Ancient Divinities- (Accessory, Other: Elder Symbol, Light, 150,000,000 Gold) +150,000 Magical Attack, +150,000 Defense, +150,000 SPI, +150,000 MIN, +1,500,000 MP as a non-stacking effect, +750,000 HP as a non-stacking effect, 40% Mystic Resistance, 10% Base Element Resistance, Wielder is immune to individuals below Level 40, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Flat Light or Mystic element HP Healing and MP Healing, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, 30% inflicts Awestruck, Wielder may treat Divine Magic spells that wielder casts or has equipped as Ancient Magic spells, Wielder must be at least Level 40 and must have a patron deity
Emblem of Magi- (Accessory, Other: Elder Symbol, Magic, 36,000,000 Gold) +18,000 Magical Attack, +36,000 MIN, +36,000 SPI, +300,000 MP as a non-stacking bonus, 30% Magic Resistance, 5% Mystic Resistance, Spells cost wielder 300,000 less MP to cast as a non-stacking bonus
Consumables:
*Captain Miller's Booze Collection- (Consumable, Drink, Water & Darkness, Unlimited Charges, 60,000 Gold) +5,000 HP, +5,000 MP, Inflicts Poison: Drunk, can be used 5 times per Quest or Battle
Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
Twelve Purification Sake- (Consumable, Drink, Light & Water, 12 Charges, 12,000,000 Gold) 200% inflicts Poison: Drunk, 50% inflicts Awestruck: Sealed
Spells:
Unrestricted Spell Slots (15, Base+Sash)-
Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
Attack from Within- (Spell, Combat Arts, Physical, 7,000 MP, 800,000 Gold) If this spell is equipped, its equipper may take actions while removed from battle by individuals below Level 100 in a manner that is considered being eaten, with each action costing this spell’s MP cost and being considered a casting of this spell
Arcane Infrastructure: Mystical Geoprocessing- (Spell, Technomancy, Magic & Technology, 0 MP, 30,000,000 Gold) Caster regenerates (The number of Zones present, to a max of (Caster's number of Technomancer abilities + Caster's number of Geomancer abilities, to a max of 5,000)) * 5,000) MP, Caster must be Level 20 or greater
Carp of the Round- (Spell, Chaos Magic, Chaos, 960,000 MP, 96,000,000 Gold) +96,000 Magical Attack, +96,000 Melee Attack, 12 hits against 12, 240% inflicts Confusion, Attacks involving this spell are Criticals on the third round of battle, 5% causes the user to gain a Massive Sea Diamond Bass (to a max of once per battle), Up to once per thread, an action involving this spell may give an individual in the same battlespace as its caster a non-stacking buff that makes its possessor Level 60 if it would otherwise be below Level 60, Caster must be Level 60 or greater and must possess the abilities 'Fisherman', 'Seakeeper', 'Anarchomancer', and 'Ocean Prince'
Create Constellation of the Rainbow Dragon- (Spell, Astral Magic, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid & Air & Hope & Darkness & Technology & Psychic & Physical, 60,000 MP, 30,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Rainbow Dragon', said empowered constellation causes all base element, Wood element, or Metal element element individuals on its possessor's side of battle to gain +15,000 to all stats as a non-stacking effect and makes Wood and Metal base elements
Dismiss Motion- (Spell, Other: Litigamancy, Law, 8,000,000 MP, 80,000,000 Gold) Caster cancels all of target individual below Level 80's delayed and repeating actions
Endfeast- (Spell, Other: Culinary Arts, Earth & Air & Water, 500,000 MP, 100,000,000 Gold) +100,000 Magical Attack, Heals, Heals 10,000 Stat Damage from each stat, cures all minor and moderate negative status effects, +10,000 to all stats, 1 hit against 50, does not stack, Caster must be Level 40 or greater
Ouroboros Bindings- (Spell, Summoner Magic, Spatial & Earth & Physical & Magic, 3,000,000 MP, 300,000,000 Gold) +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, The first time per battle this spell is cast either by an individual of Level 96 or greater or targeting solely individuals of lower Level than its caster, this spell's action causes, after the first attack targeting each of its targets, a replicated instance of the entity 'Finite Ouroboros' from the Enemy List to perform two consecutive 'Consume' actions targeting each target of this action (and only targeting those individuals), with each target that is hit and damaged by both such attacks being afflicted with a special instance of Paralyzed that counts as a major negative status effect and that is connected to a replicated instance of the entity 'Finite Ouroboros' from the Enemy List that becomes present as a special effect that is not on any side of battle, cannot act, and cannot be targeted save by individuals who are either afflicted with said instance of Paralyzed or by individuals of Level 100 or greater, with said instance of Paralyzed being unable to be cured until said replicated entity instance is killed (at which point it vanishes) with said replicated entity instance being unable to effect individuals other than the possessor of said status effect and immediately vanishing of said individual either is removed from the thread or is cured of said instance of said status effect, Caster must be Level 60 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
Open Gate to Echo Providence- (Spell, Gate Magic, Null, 5,000 MP, X Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
*Master Tortenbaum's Mystic Lattice- (Spell, Enchantment, Magic, 1,900 MP, 140,000 Gold) +3 Buff Slots, this spell is a buff, does not stack 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
Ride Into Battle on a Sword- (Spell, Combat Arts, Physical & Air, 400 MP, 75,000 Gold) +85 Melee Attack, 5% inflicts Confusion: Surprised, This spell may not be cast normally, this spell's possessor may auto-cast it at the beginning of battle as part of a Melee Attack action that may be made from any row that actions may normally be taken in that deals normal damage from the back row, Wielder must have a Sword equipped to cast this spell 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
Vanishing Sunrise- (Spell, Ethereal Magic, Aether & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Caster obtains a non-stacking buff that causes individuals in the same battlespace who are below Level 100 who are not 20 or more Levels greater than caster to not check for per-round status effect recovery / wearing-off chances at the start of each round
Worldspheres of Flame and Ice- (Spell, Other: Catastrophe Magic, Ice & Fire, 9,000,000 MP, 415,000,000 Gold) +415,000 Magical Attack, 100% inflicts Burning, 100% inflicts Frozen, Destroys all zones created by sources below Level 90, Caster must be Level 60 or greater or (must be Level 40 or greater and possess the ability 'Adept Catastrophe Magic Synchronization')
Wrath of the Divine- (Spell, Divine Magic, Faith & Glory, 3,000,000 MP, 300,000,000 Gold) All entities in the same battlespace as caster that are below caster's Level, are below Level 80, are not Deities, are not bossess that are fewer than 10 Levels lower than caster, that do not possess caster as a Patron Deity, and that do not possess the same Patron Deity as caster are killed, Caster must be Level 60 or greater and must either possess a Patron Deity or be a Deity
Dark Magic Spell Slots (10)-
Annihilation- (Spell, Dark Magic, Destruction, 400,000 MP, 200,000,000 Gold) +200,000 Magical Attack, Individuals killed by this action cannot be resurrected by individuals below Level 95 who are not 5 or more Levels greater than caster, Caster must be Level 40 or greater
Call Lesser God-Abomination- (Spell, Dark Magic, Darkness & Agony, 450,000 MP, 100,000,000 Gold) Summons 1 Lesser God-Abomination from the Enemy List, Max 5 summoned
Damnation- (Spell, Dark Magic, Darkness & Spatial & Agony, 3,000,000 MP, 250,000,000 Gold) +250,000 Magical Attack, 150% inflicts Paralyzed, 150% inflicts Voidstruck: Endless Torment, 15% may inflict Vanished and / or Smitten, May inflict Vanished and / or Smitten on targets below Level 60, Target, if below Level 90 and below caster's Level, obtains -25,000 to all stats at the start of each round that caster is alive, Target, if below Level 60 and below caster's Level, cannot act, Debuffs inflicted by this spell may not be cured by sources of lower Level than caster that are below Level 90, Caster must be Level 70 or greater
Infernal Bargain- (Spell, Dark Magic, Darkness, 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, provided that said being is not an Angel, Celestial, Deva, or Holy One, 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, 50% Caster and caster's allies gain no rewards from this thread, Has RP effects
Mass Greater Plague- (Spell, Dark Magic, Darkness & Acid, 800,000 MP, 200,000,000 Gold) 30% inflicts Plague, 1 hit against 100, Caster must be Level 40 or greater
Miasmatic Storm- (Spell, Dark Magic, Darkness & Air & Electrical & Water, 5,000 MP, 2,100,000 Gold) Attaches an effect to target Zone that deals 25,000 Flat Darkness & Air & Water & Electrical element Damage to all targets within said Zone at the start of each round and has a 30% chance of inflicting Poison, Diseased, Hexed, and Hexed: Ill Fortune on each individual within said Zone at the start of each round
Ruinate Land- (Spell, Dark Magic, Fire & Earth, 120,000 MP, 60,000,000 Gold) Caster attaches a non-stacking effect to target zone, terrain, or phantom terrain, with said effect applying an effect that stacks 10 times that provides -6,000 to all stats of each individual in it at the start of each round, Caster must be Level 40 or greater
Terror-Masking Aura- (Spell, Dark Magic, Illusion, 15,000 MP, 1,400,000 Gold) Target's actions that include Dark Magic spells may become solely Light element or Illusion element
Vision of Terror- (Spell, Dark Magic, Darkness & Psychic, 12,000 MP, 4,000,000 Gold) +4,000 Magical Attack, Deals 4,000 MIN Damage, 40% inflicts Confusion: Fear
'You're All Dead!'- (Spell, Leadership, Darkness & Fire & Psychic & Evil & Destruction, 3,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, 30,000 Stat Damage to each stat, 25% inflicts Smitten: Great Atrocity, 25% inflicts Instant Death, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster, may destroy one non-unique item equipped by target if target is below Level 60 and said item is worth below 100,000,000 Gold, caster chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level and applies one stacked instance of one chosen debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, this action repeats itself against the same targets at the start of each round, 1 hit against each opponent, This spell may be case a max of once per thread across all copies, not counting actions where this spell's effect causes its casting to be repeated that are generated by this spell's effect, This spell possesses the additional subtypes Dark Magic and Catastrophe Magic, Caster must be Level 40 or greater and must possesses the abilities 'General', 'Warlock', and either 'Ruinous Flame of Nokhret' or both 'Catastrophe Mage' and 'Villain' 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
Divining Spell Slots (10)-
Detect Monsters- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +20 Defense, 1% caster is provided with the spawn table of the current area of a random quest provided no enemies on said table are above Level 20 or more than double caster's Level has RP effects, stacks 5 times
Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times
Discern Weakness- (Spell, Divining, Magic, 40 MP, 12,000 Gold) Determines any Weaknesses target has, Gives user +4 temporary levels for divining purposes
Eternal Recall- (Spell, Divination, Psychic & Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not cause individuals to stop counting as having scanned their stats without caster's permission, Caster must be Level 40 or greater
Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
Immunity-Pinging Ray- (Spell, Divining, Magic, 600 MP, 90,000 Gold) +91 Magical Attack, If any target of this spell was Immune to any of its component elements, then its caster gains 1% Resistance to Divining spells that are of said elements, stacks 40 times
Panopticon- (Spell, Divination, Psychic & Air & Technology, 800,000 MP, 80,000,000 Gold) Caster scans the stats of every individual in the same battlespace, Caster must be Level 20 or greater
Predict Action- (Spell, Divining, Time, 14,500 MP, 7,500,000 Gold) Caster chooses a target whose stats caster has scanned and selects an action that said target, were it immediately given an action, would be able to perform; said target gains -200 to all stats if it does not perform said action by the end of next round, stacks 10 times
Predict Strike- (Spell, Divining, Time, 16,000 MP, 7,900,000 Gold) Caster's next Melee Attack action, if it has a chance to not miss and is targetting only individuals below Level 60, does not miss
Scan- (Spell, Divining, Magic, 50 MP, 15,000 Gold) Scans target's stats if target is below Level 40
Geomancy Spell Slots (30)-
Block Geomancy- (Spell, Geomancy, Magic, 5,000 MP, 5,000,000 Gold) Individuals below Level 60 who are below caster's Level may not cast Geomancy spells without caster's permission, Caster must be Level 20 or greater
Dig a Hole and Jump in It!- (Spell, Geomancy, Earth, 100 MP, 38,000 Gold) Caster, if in the back rank, gains +10% Dodge while in the back rank as a buff that does not stack and is removed as soon as caster is no longer in the back rank
Geomatic Dimension Trap: Walled River of Brain-Beating Manly Salmon-Gigases (Phasic Type)- (Spell, Geomancy, Spatial & Water & Physical & Psychic, 600,000 MP, 60,000,000 Gold) Caster creates another battlespace that has its terrain set to River and attaches a non-stacking debuff to up to 20 targets below Level 80 that are not 20 or more Levels greater than caster; said targets count as being the battlespace created by this spell in addition to any battlespaces they would otherwise be in (returning to just said other battlespace, should any such battlespaces exist, upon losing said buff), and, while counting in said spell-created battlespace, are dealt 600,000 Flat Physical & Water & Psychic element Damage and 12,000 Flat Physical & Water & Psychic element MIN Damage at the start of each round, Caster must be Level 40 or greater or must be both Level 20 or greater and possess the ability 'Adept Geomancy Attunement'
Minor Core Vent Blast- (Spell, Geomancy, Fire & Earth & Air, 500 MP, 900,000 Gold) +900 Magical Attack, 15% inflicts Burning, 15% inflicts Fatigued: Stun
Rezone- (Spell, Geomancy, Water & Air & Earth, 500 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
Set Phantom Terrain: Road- (Spell, Geomancy, Physical, 100 MP, 80,000 Gold) The Phantom Terrain is set to Road
Terrain Spell of the Battlefield: Blades of War Unmatched- (Spell, Geomancy, War, 700 MP, 115,000,000 Gold) Caster may use an action to create up to ten Temporary Weapons (each of which may be different) named 'Weapon of War Unmatched' that is solely War element, that is worth 115,000,000 Gold, that possesses a 5% chance of inflicting Devastated if its wielder is Level 40 or greater, that provides + (Wielder Level x5,000, to a max of 600,000) to any one attack type and + (Wielder Level x5,000, to a max of 600,000) to any all stats, and, if desired, equip said weapon(s). The terrain or phantom terrain must be Battlefield to cast this spell and caster must be Level 20 or greater
Terrain Spell of the Battlefield: Timeless Armaments- (Spell, Geomancy, War, 1,115,000 MP, 115,000,000 Gold) Caster obtains a buff that prevents entities below Level 80 from placing debuffs on weapons without wielder's permission, from destroying weapons without wielder's permission, and from altering the stats of weapons without wielder's permission, The terrain or phantom terrain must be Battlefield to cast this spell, caster must be Level 40 or greater, and caster must possess the ability 'Adept Geomancy Attunement'
Terrain Spell of the Desert: Sandwyrm's Sinkhole- (Spell, Geomancy, Earth, 7,000 MP, 760,000 Gold) Inflicts Entombed, 1 hit against 50, may only be cast by individuals Level 17 or higher, may only be cast if the terrain or phantom terrain is Desert
Terrain Spell of the Road: Enforce Speed Limit With Aircraft- (Spell, Geomancy, Air & Technology, 750 MP, 176,000 Gold) Attaches an effect to a Terrain or Phantom Terrain that reads in its caster's turn-order-determining stat sum as a value, Whenever an individual in said zone acts at a turn-order-count higher than said value, this spell deals 60,000 Flat Air & Technology element damage to said target and reduces the turn-order-determining total of said target by 200, to a minimum of 1, as a debuff that stacks 200 times, The terrain or phantom terrain must be Road to cast this spell
Hypertech Spell Slots (10)-
Global Defense- (Spell, Hypertech, Technology & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Technology element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater
Hambelstern Prototype Drone Siren 0.03- (Spell, Hypertech, Technology, 565,985 MP, 7,895,700 Gold) Summons 5 Hambelstern Prototype 0.08 Cannon Drone, max 20 summoned, summons of summons from this spell count towards the cap of summons that this spell may produce
Install Planetary Defense Systems- (Spell, Hypertech, Technology & Warding, 2,500,000 MP or 250,000,000 Gold, 250,000,000 Gold) Caster summons 1 Global Defense Grid, Max 1 Summoned
Masterfully Painful Dissection- (Spell, Hypertech, Darkness & Technology, 150 MP, 3,500,000 Gold) +3,100 Melee Attack, 40% inflicts Pain, Scans target's stats as though caster were 5 levels higher for stat-scanning purposes (to a max of Level 80)
Network Surge- (Spell, Hypertech, Technology & Energy, 600 MP, 1,250,000 Gold) +2,000 Magical Attack, 30% inflicts Paralyzed, 20% inflicts Overload, May only target Coded Beings if the Terrain or Phantom Terrain is not Network
Nuke- (Spell, Hypertech, Atomic, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Poison: Irradiated, 1 hit against 600,000, deals 3/4 Damage
One Hundred Thousand Rays- (Spell, Hypertech, Technology, 1,416,000 MP, 12,515,000 Gold) +14,575 Magical Attack, +14,550 Ranged Attack, deals 1/20 damage, 100 hits divided among 100, this spell repeats itself as a Cast a Spell action that costs no MP and does not have this repetition effect attached at the beginning of its caster's first action every round for 100 rounds, does not stack
Prototype Doomsday Device- (Spell, Hypertech, Destruction & Technology & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Shut Down- (Spell, Hypertech, Technology, 120,000 MP, 60,000,000 Gold) 5% may inflict Instant Death on Robots, Machines, and Clockworks, 60% may inflict Fatigued: Knocked Out on Robots, Machines, and Clockworks
Supreme Firewall- (Spell, Hypertech, Technology, 120,000 MP, 60,000,000 Gold) Coded Beings below Level 80 who are no more than 19 Levels greater than caster may not apply debuffs to caster or caster's allies without caster's permission, Caster must be Level 40 or greater
Transmutation Spell Slots (10)-
Transmute Arms: Cosmic Doctor Hands- (Spell, Transmutation, Magic, 50 MP, 60,000 Gold) Target gains +15,000 Melee Attack and 'deals 150,000 additional HP Healing' for each unfilled Weapon slot or each Weapon slot that contains a Fist Weapon, to a max of two such slots, target loses these bonuses if those slots become filled with things that are not Fist Weapons, overrides other Transmute Arms spells, does not stack
Transmute Back: Powerful Wings- (Spell, Transmutation, Air, 30,000 MP, 3,000,000 Gold) Target gains +3,000 AGI, 35% Earth Resistance and 50% Entombed Resistance, overrides other Transmute Back spells, does not stack
Transmute Form: Body of Iron- (Spell, Transmutation, 70 MP, Magic, 20,000 Gold) Target gains +150 Defense, Electrical element attacks that hit target also hit two of target's allies, with the additional hits generated by this effect not being able to generate further additional hits due to this effect and not being able to hit unwilling targets above Level 39, does not stack
Transmute Form: Body of Wood- (Spell, Transmutation, 80 MP, Magic, 40,000 Gold) Target gains +210 Defense, Target gains 150% Fire Weakness, overrides other Transmute Form spells, does not stack
Transmute Head: Pale Eyes- (Spell, Transmutation, Darkness & Earth, 700 MP, 280,000 Gold) Target gains 150% to Hit and 500% Impaired: Blind weakness, target is immediately afflicted by Impaired: Blind at the start of every round if target is within a Zone of Light, does not affect
Transmute Head: A Ring of Eyes to See the Beyond- (Spell, Transmutation, Spatial & Psychic, 50,000 MP, 5,000,000 Gold) Target may scan the stats of one target in the same battlespace or one target of a Level lower than 60 in a different battlespace at the start of each round, target counts as having one less Accessory slot than otherwise, to a minimum of 0 such slots, and target counts as having an additional Eyewear accessory equipped, overrides other Transmute Head spells, does not stack
Transmutative Augmentation: Augmented Defense- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Defense, stacks 5 times
Transmutative Augmentation: Augmented Mind- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 MIN, stacks 5 times
Transmutative Augmentation: Augmented Power- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Melee Attack, +70 Ranged Attack, and +70 Magical Attack, stacks 5 times
Transmutative Augmentation: Insuppressible Immune System- (Spell, Transmutation, Magic, 900 MP, 139,000 Gold) Target gains Immunity to Diseased: Immunodeficiency and is immediately cured of Diseased: Immunodeficiency, does not stack
Wizard Magic Spell Slots (35)-
Aging Ray- (Spell, Wizard Magic, Time, 900 MP, 460,000 Gold) +625 Magical Attack, deals 65 AGI damage
Anti-Magus Wall- (Spell, Wizard Magic, Magic, 25,000 MP, 3,100,000 Gold) +6,000 Defense against Magic, lasts 5 rounds, may only be cast by individuals above Level 35, does not stack
Arcane Healing- (Spell, Wizard Magic, Magic, 5,000 MP, 2,200,000 Gold) +2,300 Magical Attack, Heals, 50% cures any one minor status effect
Arcane Protective Spell Against the Serpents- (Spell, Wizard Magic, Magic & Light, 10,000 MP, 24,000,000 Gold) Target gains 20% Serpent Blessed Resistance
Blackclad Order’s Summoning Defense Ward- (Spell, Wizard Magic, Magic, 36,000 MP, 3,100,000 Gold) +3,000 Defense against Summons, stacks 3 times
Black Antiworld- (Spell, Wizard Magic, Void & Destruction & Spatial, 4,000,000 MP, 400,000,000 Gold) +400,000 Magical Attack, This action has a 50% chance of removing each buff or debuff on each of its targets that comes from a source below Level 96 that is equal Level to or lower Level than caster, This action deals (400,000 * the number of buffs and debuffs, combined, removed from that individual, to a max of 200 such buffs) Flat Void & Destruction & Spatial element Flat Damage to each individual it removed buffs or debuffs from, this spell may be treated as though it possessed the subtype Astral Magic instead of or in addition to the subtype Wizard Magic, Caster must be Level 60 or greater and must possess the ability 'Expert Wizard Magic Attunement' 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
Brainburst Impulse- (Spell, Wizard Magic, Psychic, 14,000 MP, 14,000,000 Gold) 7,000 MIN Damage, 60% inflicts Wounded: Bleeding, 60% inflicts Mindblasted
Cyclic Grand-Magidetonation- (Spell, Wizard Magic, Magic & Fire, 8,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, This action repeats itself at the start of each round if none of caster's other actions have repeated on that round, 1 hit against 20,000,000, deals 1/2 Damage, Caster must be Level 40 or greater and must possess the ability 'Expert Wizard Magic Attunement'
Devastation Pattern- (Spell, Wizard Magic, Mystic & Destruction, 700,000 MP, 180,000,000 Gold) +180,000 Magical Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, X hits against (1,000 * X), where X is equal to the number of rounds that the action involving this spell has repeated itself on plus one, to a max of 5, Actions involving this spell repeat themselves at the start of each round if all targets are of a Level equal to or lower than caster's if caster possesses the ability 'Expert Wizard Magic Attunement', Caster must be Level 55 or greater
Dragonstrike- (Spell, Wizard Magic, Energy & Fire, 500,000 MP, 70,000,000 Gold) +140,000 Magical Attack, +140,000 Ranged Attack, This action may (provided no other action of caster's has repeated the same round) either repeat itself at the start of the round after it is performed or may instead at the start of the round after it is performed replicate the effect of any ability performable by a Dragon on the enemy list that is below Level 70, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, deals 1/2 Damage, 1 hit against 50,000, this action ignores the Defense of targets below Level 20, attacks and actions involving the casting of this spell may not be reflected by individuals below Level 40, Caster must be Level 20 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
Epoch Draconis- (Spell, Wizard Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness & Time, 9,400,000 MP, 210,000,000 Gold) Caster summons 60 Dragons below Level 90 at the start of each round that are normally fightable for drops on the Enemy List, This action repeats itself at the start of each round if no other action of caster's has repeated on said round, Caster must by Level 60 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
Fly- (Spell, Wizard Magic, Air, 30,000 MP, 3,000,000 Gold) Target gains +3,000 AGI, 35% Earth Resistance and 50% Entombed Resistance, does not stack
Fumubafflah- (Spell, Wizard Magic, Ice, 76,000 MP, 8,512,331 Gold) +8,915 Magical Attack, 30% inflicts Frozen, 1 hit against 30, deals 1/3 damage
Mage’s Homing Bolts- (Spell, Wizard Magic, Magic, 50,000 MP, 3,200,000 Gold) Deals 45,000 Flat Magic element damage, 5 hits divided among 5, This spell’s Damage value may not be increased above 100,000
Great Mage's Power Blast- (Spell, Wizard Magic, Magic, 121,000 MP, 30,555,918 Gold) +30,000 Magical Attack, Caster may ignore the defense of targets below Level 20 with attacks and actions involving this spell, attacks and actions including this spell may not be reflected by individuals below Level 40, May only be cast by individuals above Level 19
Great Mage's Protection Circle- (Spell, Wizard Magic, Magic, 121,000 MP, 30,555,918 Gold) Caster gains +3,455 Defense, +3,000 MIN and SPI, +30,000 MP, 25% Magic Resistance, and 25% Physical Resistance, Spells cost caster 5,000 less MP to cast, This spell's buff provides an additional +100 additional Defense for each Spell caster has equipped, to a max of 50 Spells, caster may reflect actions from sources below Level 20, 50% caster may reflect actions from sources below Level 40, This effect is a Circle effect, May only be cast by individuals above Level 19, Does not stack
Improved Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 1,200,000 Gold) +1,200 Magical Attack, 15% inflicts Confusion, 1 hit against 19, May only be cast by individuals of Level 20 and greater
Improved Wizard’s Avalanche- (Spell, Wizard Magic, Ice, 7,500 MP, 3,600,000 Gold) +2,750 Magical Attack, 30% inflicts Frozen, 1 hit against 30, deals 3/4 damage
Issaros- (Spell, Wizard Spell, Fire, 0 MP, 2,000,000 Gold) +SPI Magical Attack 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
Jerynniyos- (Spell, Wizard Magic, Ice & Magic, 0 MP, 2,000,000 Gold) + (Caster's SPI) Magical Attack 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
Message Via Dreams- (Spell, Wizard Magic, Magic, 200 MP, 300,000 Gold) Target who is afflicted with Fatigued: Asleep gains +300 MIN and +300 SPI, does not stack
Poultry Pummel- (Spell, Wizard Magic, Earth & Air, 70 MP, 48,000 Gold) +51 Magical Attack, +46 Ranged Attack, caster may choose to have this spell count as an Anarchomancy spell when equipped or when cast at any time possessor could take an action, 1% Gives caster the item Chicken or the item Turkey (caster's choice)
Power Word 'Drop Your Eggs'- (Spell, Wizard Magic, Air, 500,000 MP, 30,000,000 Gold) Target, if below Level 60, obtains a debuff that makes it unable to summon or use Food consumables that does not stack and lasts 1 round, with this duration being extended to 2 rounds if target is in a Chronogeomantic Zone of Breakfast, Caster must be Level 20 or greater and must possess the ability 'Wizard', As an RP effect, targets will often utter 'Wizards be makin me drop mah eggs!'
Power Word 'SHUT UP!'- (Spell, Wizard Magic, Sonic, 120,000 MP, 60,000,000 Gold) 100% inflicts Impaired: Silence, Target, if below Level 80, may not perform Sonic element actions that cost more than 0 MP or cast Bardic Music or Leadership spells, Caster must be Level 40 or greater
Realized Nightmares- (Spell, Wizard Magic, Darkness, 5,000 MP, 3,000,000 Gold) +2,000 Magical Attack, 30% inflicts Confusion: Fear, Deals double damage to targets who are afflicted with Fatigued: Asleep, to a max of 2,000,000 additional points
Rebounding Lightning Bolt- (Spell, Wizard Spell, Electrical, 200 MP, 138,000 Gold) +180 Magical Attack, if target's side has individuals in both its front row and its back row, an additional target in the front row is hit two additional times and an additional target in the back row is hit one additional time, if target's side does not have individuals in both its front row and its back row, an additional target in one of its rows is hit one additional time and two targets in another side's rows are each hit one additional time, with these targets being in different rows if possible
Sensei Flare- (Spell, Wizard Magic, Magic & Destruction, 500,000 MP, 100,555,918 Gold) +500,000 Magical Attack, Caster's per-item Magical Attack cap is multiplied by 5 for actions including this spell (to a max of 5,000,000 additional points total), Actions including this spell raise the per-item Magical Attack cap of all of caster's allies (including caster) by 50,000 points as a non-stacking buff, Caster may ignore the Defense, Resistances, Immunities, Reflections, and Absorptions of targets below Level 40 with attacks and actions involving this spell, attacks and actions including this spell may not be reflected by individuals below Level 60, This spell requires 5 actions of charge-up to cast, May only be cast once every 5 rounds, May only be cast by individuals above Level 39 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
Supreme Arcane Life-Creation- (Spell, Wizard Magic, Magic & Life, 400,000 MP, 100,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend, non-Immortal entity from the enemy list that is non-Elite, below Level 80, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon, Caster must be Level 40 or greater and must possess the ability 'Adept Wizard Magic Attunement', As an RP power this spell is particularly good for creating new chimera-type creatures and introducing them to a world on a permanent basis
Supreme Antimagic Field- (Spell, Wizard Magic, Magic, 5,000,000 MP, 200,000,000 Gold) Caster creates a Zone of Null and attaches an effect to said Zone that prevents individuals below Level 80 from creating Zones of Magic, that prevents individuals below Level 80 who are below caster's Level from casting spells that are not Hypertech, Thief Arts, Combat Arts, Ninjutsu, Unarmed Technique, or Sword Arts spells that are spells of a base subtype, and that prevents individuals below Level 80 who are below caster's Level from performing Magic element actions that cost more than 0 MP, caster must be Level 40 or greater and possess the ability 'Expert Wizard Magic Attunement'
Time Flies!- (Spell, Wizard Magic, Time, 5,000 MP, 78,000 Gold) Increments the count of what number round in the current battle it currently is by 1, takes effect 200 times per battle
Undying Golem Magelord's Eternally-Ricocheting Lightning- (Spell, Wizard Spell, Electrical, 200 MP, 100,000,000 Gold) +100,000 Magical Attack, 2 hits against 1 target in each row of target row-order formation, this action may repeat itself with new targets each round if none of its caster's other actions have already repeated on said round, Caster must be Level 39 or greater and must possess the ability 'Adept Wizard Magic Attunement'
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
Wizard’s Summoning- (Spell, Wizard Magic, Magic, 50,000 MP, 5,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend monster from the enemy list that is non-Elite, below Level 40, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon
Wizard's Fire Shield- (Spell, Wizard Magic, Fire, 5,000 MP, 2,100,000 Gold) Gives target +2,300 Defense, Gives target 30% Fire Resistance, Gives target 30% Resilience, Gives target 30% Water Weakness, Target counts as having an additional Shield equipped as a Weapon in a Weapon Slot (though target does not count as having an additional slot for any purposes that check or utilize the existence of said slot; only the Shield, if checked for what type of slot it is in, responds as being present in a weapon slot, and the target counts as having a Shield equipped in a Weapon slot for effects that check if anything is equipped in a weapon slot), lasts 2,000 rounds, Does not stack
Zonal Meltdown- (Spell, Wizard Magic, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 60,000 MP, 11,000,000 Gold) Caster attaches an effect to target Zone that stacks 5 times across all zones that cannot be carried in a buff slot by individuals below Level 60 that deals 100,000 Flat damage of any base element to each opposing individual within said zone at the start of each round, with caster being able to choose a different base element every round
Life-element Spell Slots (5)-
Constellations to Dragons- (Spell, Summoner Magic, Astral & Life, 60,000 MP, 30,000,000 Gold) Caster destroys an Empowered Constellation that caster created whose name includes 'Dragon' and then summons a Dragon from the Enemy List that is below Level 65 that is normally fightable for drops, Max 8 summoned
Worldwide Harvest- (Spell, Divine Magic, Earth & Life, 3,200,000 MP, 160,000,000 Gold) +160,000 Magical Attack, Heals HP, deals 1/2 Damage, 1 hit against 5,000,000,000 willing targets, May be cast once every 1,000 rounds, Caster must be Level 40 or greater
Parallel Mageblast: Helix Rewriter- (Spell, Technomancy, Life & Toxin, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Target obtains 30% Minor Negative Status Effect Weakness as a non-stacking debuff, Target obtains a non-stacking debuff that makes its summons' Natural stat values 15,000 points lower, Caster must be Level 20 or greater
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 greater
Weaving the Unending Cycle- (Spell, Druid Magic, Earth & Light & Darkness & Life, 240,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not prevent the resurrection of individuals without caster's permission, At the start of each round, caster may select one dead individual who was killed by a source below Level 80 that was not 19 or more Levels greater than caster and resurrect that individual (optionally transforming that individual into an entity from the Enemy List that is below Level 80, that is an Animal, Aquatic, Aerial, Cthonian, Astral Being, Human, Humanoid, Insect, Plant, Spirit, Fae, Shapeshifter, or Monster, that is 20 or more Levels below caster that is normally fightable for drops) with said effect counting as a Polymorph effect, not stacking with other Polymorph effects, and overriding Polymorph effects from lower-Level sources, does not stack, Caster must be Level 40 or greater
Truth-element Spell Slots (5)-
None
Attached to Transmuter Abilities:
Transmutative Augmentation: Precognitive Oni Sword-Fighter's Mind- (Spell, Transmutation, Psychic & Physical, 5,000 MP, 9,500,000 Gold) Target gains +4,100 MIN, 140% To Hit, 40% Dodge, Target counts as possessing 1 additional Kensei ability,Target's next 'Melee Attack' action, if it has a chance to not miss and is targeting only individuals below Level 60, does not miss, stacks 5 times
Transmute Form: Body of Panopticum- (Spell, Transmutation, 945,000 MP, Magic, 94,500,000 Gold) Target gains +45,700 Defense, +45,000 CON, 30% Physical Resistance, and 10% Base Element Resistance, Target may Reflect actions from sources of lower Level than wielder who are below Level 40, Target gains a 25% chance of optionally being able to Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Target may scan the stats of any individual who conducts a hostile action against wearer, overrides other Transmute Form spells, Caster must be Level 40 or greater, does not stack
Transmute Arms: Cosmic Matter- (Spell, Transmutation, Darkness & Astral, 1,000,000 MP, 95,000,000 Gold) Target gains +95,000 Melee Attack and +95,000 Magical Attack, Target's 'Melee Attack' and 'Magical Attack' actions gain a 60% chance of inflicting Voidstruck and a 10% chance of inflicting Vanished, overrides other Transmute Arms spells, does not stack, Caster must be Level 40 or greater and possess the ability 'Adept Transmutation Attunement'
Transmute Head: Thousand Memory-Sealing Eyes- (Spell, Transmutation, Darkness & Earth, 700 MP, 60,000,000 Gold) Target obtains a non-stacking buff that causes its opponents who are below Level 80 and not more than 5 Levels greater than it to be unable to willingly dismiss buff they have placed on individuals and that allows its possessor to optionally remove one such buff from each opposing individual below Level 80 at the start of each round, Said buff's possessor also allows it, at the start of each round, to cause any number of entities that are below Level 80 that are not 5 or more Levels greater than it to cease having counted as having scanned the stats of any desired combination of individuals, Said buff overrides other Transmute Head spells
Pets:
None
Transformation:
Constellation Dragon-Serpent- (Transformation, Steed, Astral, 250,000,000 Gold)
Level 96
HP- 19,000,000
MP- 19,000,000
STR- 75,000
AGI- 75,000
CON- 75,000
MIN- 75,000
SPI- 75,000
XP- 0
XP Needed- 84,320,000 (Standard Multiplier x1)
Minimum Level- 96
Defense- 54,000
Defense against Stat Damage- 4,100
Critical Chance- 96%
Resilience- 96%
To Hit- 196%
Dodge- 96%
Resistances and Immunities- 99% Astral Resistance, 95% Fire Resistance, 95% Light Resistance, 95% Hope Resistance, 95% Ice Resistance, 95% Technology Resistance, 95% Air Resistance, 95% Electrical Resistance, Immune to Voidstruck, Suffocation, Overload, Electrocuted, Burning, Awestruck, Zealblasted, Antimatter, and Impaired, 220% Minor Status Effect Resistance, 110% Moderate Status Effect Resistance, 20% Major Status Effect Resistance
Prime Attribute- Two Highest Stats
Constant Effects-
Star Dragon- Possessor gains the subtypes Dragon and Astral Being, Constant Effect
Boundless Travel- Possessor may, at the start or end of each round, enter any battlespace that is part of the same battle so long as no entity of Level 96 or greater in either the battlespace possessor is leaving or the battlespace possessor is entering objects, Constant Effect
Celestial Terror- Possessor gains +35,000 to all stats and is Immune to individuals below Level 60, Constant Effect
Constellation Rush- While possessor is equipped but not transformed into, possessor's wielder may perform an action called 'Constellation Rush' that may move its performer into another existing battlespace (so long as no individual of Level 99 or greater in the battlespace being entered or the battlespace being exited objects) and then (whether or not it moved) deal 200,000 Flat Astral & Fury element Damage to up to 60,000 targets, Constant Effect
Abilities-
Consume- 110,000 Damage, Deals HP Drain, Physical or Fury or Glory or Astral, 0 MP
Overwhelming Magic- 90,000 Damage, 50% may unsummon target if target is below Level 96, 50% removes each buff on target that comes from a source below Level 96, 50% removes each buff or debuff with target as a source if target is below Level 100, Magic or Mystic, 0 MP
Celestial Star-Wind Breath- 40,000 Damage, 100% inflicts Voidstruck: Astral Echoes, 2 hits against 200,000,000, Astral or Astral & Magic or Light & Fire or Hope & Fire or Light & Fire & Hope, 250,000 MP
Antimatter Breath- 90,000 Damage, 300% inflicts Antimatter, 1 hit against 200,000,000, Technology or Technology & Destruction, 100,000 MP
Dark Matter Breath- 70,000 Damage, 25% inflicts Instant Death, 25% inflicts Vanished, 1 hit against 200,000,000, Technology or Technology & Destruction, 300,000 MP
Protective Sphere- Target gains +65,000 Defense, 40% Ice Resistance, 40% Darkness Resistance, 40% Hope Resistance, 40% Technology Resistance, 150% Frozen Resistance, 150% Voidstruck Resistance, 150% Suffocation Resistance, 150% Drowning Resistance, 150% Burning Resistance, and 150% Antimatter Resistance, does not stack, Magic or Astral or Energy, 100,000 MP
Carried Unequipped (Pocket junk):
Chaotic Fragment- (Item, Material, Chaos, 100 Gold) w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Coins for the Ferryman- (Item, Currency, Darkness & Water, 100,000 Gold)
Droplet of Semiinfinity- (Item, Antiquity, Spatial & Time, 200,000,000 Gold)
Pun Times- (Item, Material, Time & Whimsy, 5,000,000 Gold)
*Vashna's Voided Ticket- (Item, Quest Item, Technology, 25 Gold)
Untyped Element Core- (Item, Material, Null, 1,000,000 Gold)
Draconics wrote:Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Metacombine
Prepare
Overdrive
Melee Overdrive
Mental Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Focus- (Active Ability, Attack) User's next Magical Attack does double damage.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
-Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
-Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.
~Abjurer~
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
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 Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
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
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast
~Alchemist~
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
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
Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 AGI
Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Has Added Speed-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Potion Boost- (Passive Ability, Alchemist) Possessor's Alchemy spells whose name includes 'Potion' and possessor's Potion consumables that apply buffs to stats have said values increased by 50 points, to a max of 500 points across all stacked applications per individual.
~Analyst of the Absolute~
Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth 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 Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
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
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if Truth element
~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
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
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
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
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 Melee Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack (this is not a buff)
Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (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 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 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
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +1,000 to all stats while in a Zone of Magic
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
Magical-Spells Casting-Form- (Stance Ability, Arcane Vizier) Spells cast by possessor gain the element Magic
Magic-Boosted Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Magic-Boosted Magic' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action gains +15 Magical Attack.
Magic-Saturated Form- (Stance Ability, Arcane Vizier) Possessor, if possessor is Magic element and has at least 5 spells equipped, gains the subtype Magic Being.
This Fire is MAGIC FIRE!- (Technique Ability, Arcane Vizier) Possessor may use 'This Fire is MAGIC FIRE!' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action treats the Resistances to non-Magic elements of targets of said action, provided that said targets do not possess Magic Resistance, do not possess Magic Immunity, do not Absorb Magic, do not Reflect Magic, and are not Level 40 or greater, as being half their value, rounded up.
~Arcanist~
Apprentice Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures possessor summons through Aracanist Magic spells or Cards gain +150 to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost 500 less MP and gain +150 additional Magical Attack
Arcanist- (Passive Ability, Arcanist) All entities possessor summons through Arcanist Magic spells or Cards gain +(10 x Possessor Level) to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost (50 x Possessor Level) less MP and gain +(25 x Possessor Level) Magical Attack if they possess a Magical Attack bonus
Arcanist Magic Casting I- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 20 less MP to cast
Arcanist Magic Casting II- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 200 less MP to cast
Augmented Elementalize Via Card- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability may use unique spells in addition to non-unique ones, and it does not render the spell used effectless if said spell is unique
Augmented Elementalize Via Card II- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability does not render spells effectless
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Arcanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Card-Playing Stance- (Stance Ability, Arcanist) Possessor's Arcanist Magic spells gain +50 Magical Attack
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Dramatic Card Use- (Passive Ability, Arcanist) When possessor uses the Cast a Spell action and casts an Arcanist Magic spell, possessor may choose a target and have a 5% chance of inflicting Charm: Impressed on said target
Elementalize Via Card- (Active Ability, Arcanist) Possessor may, as an action, cause an equipped non-unique Arcanist Magic spell to lose all of its effects for the remainder of the thread to cause a willing target individual to become the element or elements of said spell
Expanded Elementalize Via Card- (Passive Ability, Arcanist) Possessor may use Elementalize Via Card to affect items as well as individuals, but possessor may not use Augmented Elementalize Via Card or Augmented Elementalize Via Card II as part of an action using this ability
Fast Shuffler- (Passive Ability, Arcanist) If possessor's actions for an entire round all involve either an Arcanist Magic spell, an Arcanist ability, or passing, then possessor gets +10 to possessor's turn-order-determining stat sum for turn-order-determining purposes the next round
Poker Face- (Passive Ability, Arcanist) There is a 50% chance that each action possessor makes that involves an Arcanist Magic spell cannot be countered by individuals under level 20
Throw Card Dramatically- (Active Ability, Arcanist) Possessor may use Throw Card Dramatically in conjunction with a Magical Attack, so long as no other technique is used and an Arcanist Magic spell is cast as part of said Magical Attack. Possessor gains a 5% chance of inflicting Charm: Impressed with this attack.
Trade Cards- (Active Ability, Arcanist) Possessor may, if possessor is a Deck-Based Arcanist, exchange a card in possessor's hand with a card from a willing target Deck-Based Arcanit's hand
~Architect~
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
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic 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.
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
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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.
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
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
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
~Archmage of the Ancients~
Ancient and Greater Spellcasting Art- (Passive Ability, Other: Archmage of the Ancients) Spells cast by possessor have their Magical Attack bonuses increased by 250 points and actions involving them cannot be countered by individuals below Level 40
Ancient's Mystic Power-Gathering- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +100 MP at the start of every round as a buff that stacks 1,000 times
Apprentice Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All damage-dealing Ancient Magic spells that possessor casts deal +250,000 Damage, All Ancient Magic spells cost possessor 50,000 less MP to cast
Arcane Spell- (Technique Ability, Other: Archmage of the Ancients) Possessor may use 'Arcane Spell' in conjunction with a 'Magical Attack', 'Cast a Spell', or 'Overdrive' action so long as a 'Wizard Magic' or 'Ancient Magic' spell is cast as part of said action and no other technique is used. Said action has the element Magic in itself, any spells cast as part of it, and any Damage it deals replaced with the element Mystic.
Basic Ancient Magic Attunement- (Passive Ability, Other: Archmage of the Ancients) All Ancient Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Ancient Magic spells cost possessor 1,000 less MP to cast
Elder Magic Shield Nesting- (Passive Ability, Other: Archmage of the Ancients) Possessor gains +1,000 Defense if possessor possesses at least 2 Ancient Magic or Abjuration buffs
Enduring Magics of an Elder Era- (Passive Ability, Other: Archmage of the Ancients) Possessor Ancient Magic and Wizard Magic buffs and debuffs have their duration increased by 2,000 rounds if it is already at least 12 rounds
Has Memorized Ancient Rites- (Passive Ability, Other: Archmage of the Ancients) Possessor obtains +1,000 MIN
Magics that Will Last a Millions Years- (Passive Ability, Other: Archmage of the Ancients) Individuals below Level 40 cannot remove buffs or debuffs with possessor as a source, Spells cast by possessor that would have a duration of 50 rounds or greater instead do not wear off after any number of rounds
Recall Spell through Ancestral Memories- (Passive Ability, Other: Archmage of the Ancients) At the start of each round, possessor may obtain (and optionally equip) an Ancient Magic spell equipped or carried by a dead ally
~Artificer~
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Magical Item-Creation Procedure: Remove Technology Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Technology from its elements, with this removed element not being a buff and being part of the created item's text
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
~Astromancer~
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
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
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
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
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
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued 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
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued 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
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped
~Bard~
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
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.
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Footsteps Accompanied by Excessive Bass- (Passive Ability, Bard) Possessor gains +150 Magical Attack and 15% inflicts Impaired: Deaf when using a Bardic Music spell that provides a Magical Attack bonus, Possessor's stats are immediately scanned by all opponents when possessor shifts rows unless possessor has the ablility 'Apprentice Bardic Music Attunement', Possessor may choose at the start of any action or round to disable this ability's other aspects or re-enable them if possessor has the ability 'Apprentice Bardic Music Attunement'
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
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
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Turkey Music!- (Active Ability, Bard) Possessor may, once per day, create up to 10 of the item Turkey at no cost, Food consumable with Turkey in the name heal for 1.2 times normal value and provide stat, HP, and MP boosts of 1.2 times normal value for possessor
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding
~Blessing~
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mana Spark Blessing 19- (Passive Ability, Blessing) +300 STR, +300 AGI, +300 CON ("Triangular")
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.
Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"
~Botanist~
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
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
Can Identify Most Common Herbs- (Passive Ability, Botanist) Possessor's Medicine Consumables that Heal deal an additional 500 HP, Possessor is considered to be 3 Levels higher for stat-scanning purposes when attempting to scan the stats of Plants below Level 20
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
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Crop Rotation- (Passive Ability, Botanist) Possessor's Plant pets gain +50 to all stats as a buff that stacks 20 times when equipped or unequipped
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Photosynthetic- (Passive Ability, Botanist) If possessor is a Plant, possessor regenerates 2,000 HP and 2,000 MP at the start of each round that possessor is in a Zone of Light
Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Plant Calling III- (Passive Ability, Botanist) Possessor's Plant summons gain +500 MP
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Plant Traits- (Passive Ability, Botanist) Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's Agility is multiplied by .75, and possessor gains immunity to Impaired. This ability only takes effect if possessor is an Plant.
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats
~Captain~
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space
~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 Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
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
Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
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
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
~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
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Autocannibalize- (Technique Ability, Chef) Possessor may use 'Autocannibalize' in conjunction with a 'Melee Attack' action. Said action deals HP Drain to its user if its user is targetted.
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Gobble It Down- (Technique Ability, Chef) Possessor may use 'Gobble It Down' in conjunction with a 'Use an Item or 'Metacombine' action so long as no other technique is used, a Food consumable is used as part of said action, and possessor has used more charges of Food consumables in the same thread than any other individual currently in the same battle. Said action has instances of HP and MP regeneration that Food consumables that are part of it increased by 1,000,000 points per each such Food consumable, to a max of 2 such consumables total per round.
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
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
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
~Clearance~
Has a Basic Permit to Battle Antithesis Dragon- (Passive Ability, Clearance) Possessor may fight the monster 'Antithesis Dragon' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Lostwinter Vinefiend- (Passive Ability, Clearance) Possessor may fight the monster 'Lostwinter Vinefiend' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' 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
Annoyance General's Generally Annoying Tactics- (Passive Ability, Commander) At the start of each round, each of possessor's opponents is randomly afflicted with either -100 to a randomly determined stat, -2% to Dodge, To Hit, Resilience, or Critical, or -100 Defense, with said debuffs stacking 10 times across all possible debuffs
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Battle Formation: Phoenix Formation- (Stance Ability, Commander) Possessor's team's row setup changes while in this stance. If another positive source on possessor's side alters possessor's team's row setup, then possessor's team must decide which setup to use, with the assignment of a setup being random between the available, contested choices if the team cannot decide on one. Possessor's row setup gains the following categories: Main Body, Left Wing, Right Wing, and Tail. The Main Body, Left Wing, and Right Wing, are considered to be front rows in all respects not otherwise specified. The Tail is considered to be a back row in all respects not otherwise specified. Only the Main Body counts as possessing members in the front row when determining how many individuals may be in the Tail. A number of individuals in the Left Wing and Right Wing equal to the number of individuals in the opposite wing gain +10 to their relevant combat stat (to a max of +1,000) for each individual in the opposite wing. There may not be more individuals in the Left Wing or the Right Wing than in the body, and rows are changed as normal if such an invalid arrangement of individuals occurs.
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
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Raging Coaching- (Passive Ability, Commander) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
~Controller~
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 Soul 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.
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
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.
Enchanted Impulse- (Technique Ability, Controller) Possessor may use 'Enchanted 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 +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Magic element.
Enchanting Impulse- (Technique Ability, Controller) Possessor may use 'Enchanting 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, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' 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.
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.
Rise From the 'Ashes'- (Passive Ability, Controller) Possessor may, once per thread, if killed by a source below Level 80 while possessing an ally named 'Vannessa Ashes' who possesses an ability or constant effect called 'Possesses Vashna's Essence' immdiately resurrect itself, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Spirit-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-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 Spirits and gains +25% Critical against Spirits.
Undead-Bane Impulse- (Technique Ability, Controller) Possessor may use 'Undead-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 Undead and gains +25% Critical against Undead.
~Covenant Scribe~
Basic Contract Magic Attunement- (Passive Ability, Other: Covenant Scribe) All Contract Magic spells possessor casts cannot have buffs or debuffs they apply be removed by entities below Level 20 without caster's permission, Contract Magic spells cost possessor 10 less MP to cast
Contract Magic Casting I- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor 20 less MP to cast
Contract Magic Casting II- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor 200 less MP to cast
Focused Contract Magic Casting- (Passive Ability, Other: Covenant Scribe) Contract Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Contract Magic
~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.
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
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
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Mountain-Shattering Strike- (Technique Ability, Crusher) Possessor may use 'Mountain-Shattering Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Hammer equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Nail-Driving Blow- (Technique Ability, Crusher) Possessor may use 'Nail-Driving Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Hammer equipped. Said action gains +600 Melee Attack, and changes the text of all stacked instances of one buff or debuff with said action's performer as a source, adding the text 'the first time this buff or debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
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.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.
~Curse~
Excessively Sour Towards The Idea of Mana Sparks In General- (Passive Ability, Curse) Possessor may not claim mana sparks
~Deathless One~
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Overcome Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Blunt Weapons' ability loses its text
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Hammer, Staff, or Mace deal 500 additional Damage to possessor
Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Holy Symbol equipped gain +500 Defense against possessor
~Demonologist~
Advanced Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 60% Charm Resistance
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Demon- (Passive Ability, Demonologist) Possessor may, at the beginning of a thread, choose to become the subtype Demon
Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Basic Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 20% Charm Resistance
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Defensive Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +50 Defense
Defensive Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +250 Defense
Demon Calling I- (Passive Ability, Demonologist) Possessor's Demon summons gain +20 to all stats
Demon Calling II- (Passive Ability, Demonologist) Possessor's Demon summons gain +200 HP
Demon Calling III- (Passive Ability, Demonologist) Possessor's Demon summons gain +500 MP
Demon Calling IV- (Passive Ability, Demonologist) Possessor's Demon summons gain +2,000 HP and +4,000 MP
Demon Calling V- (Passive Ability, Demonologist) Possessor's Demon summons may not be unsummoned by sources below Level 5
Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +20 to all stats
Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 to all stats
Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 40% Charm Resistance
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Demonic Tentacles- (Passive Ability, Demonologist) If possessor is a Demon, possessor gains +150 Melee Attack
Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Formshift: Demon- (Stance Ability, Demonologist) Possessor's subtype becomes Demon
Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance II- (Passive Ability, Demonologist) Possessor gains 10% Voidstruck Resistance and 10% Burning Resistance. This ability only functions if possessor is a Demon.
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.
Offensive Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Demon Instruction I- (Passive Ability, Demonologist) Possessor's Demon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Demon Instruction II- (Passive Ability, Demonologist) Possessor's Demon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Demon Loyalty Instruction- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain 80% Charm Resistance
~Diviner~
Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Ancient Magic: Divining Techniques of a Grand Era- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher
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 Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
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
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
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
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
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
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
Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
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
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
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
Instinctive Sense to Tell When the Least Conveninent Time to Give Someone a Phone Call is for That Person- (Passive Ability, Diviner) Possessor's first 'Ranged Attack' or 'Magical Attack' action of each battle obtains 'Pierces 2,000 Defense'
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
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
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
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
~Dracomage~
Apprentice Dragon Magic Attunement- (Passive Ability, Other: Dracomage) All Dragon Magic spells cast by possessor that possess a Magical Attack bonus have said bonus increased by 250 points, Dragon Magic spells cost possessor 250 less MP to cast
Basic Dragon Magic Attunement- (Passive Ability, Other: Dracomage) All Dragon Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Dragon Magic spells cost possessor 100 less MP to cast
Creator of Dragon-Symbols- (Passive Ability, Other: Dracomage) If possessor has 3 or more Dragon Magic spells equipped, Elder Symbols possessor has equipped provide possessor with +500 additional points to each stat they provide a bonus to, to a max of 2,500 total points across all instances of this bonus
Dracomage- (Passive Ability, Other: Dracomage) All Dragon Magic spells cost possessor (1,000 * Possessor Level) less MP to cast, All Dragon Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack
Draconic Spellcasting Ease- (Passive Ability, Other: Dracomage) If possessor is a Dragon, Dragon Magic spells cost possessor half their natural listed MP to cast
Draconic Wizardry- (Passive Ability, Other: Dracomage) Possessor may choose to cast Wizard Magic spells as though they were Dragon Magic spells and may choose to cast Dragon Magic spells as though they were Wizard Magic spells
Dragon Magic Casting I- (Passive Ability, Other: Dracomage) Dragon Magic spells cost possessor 20 less MP to cast
Dragon Magic Casting II- (Passive Ability, Other: Dracomage) Dragon Magic spells cost possessor 200 less MP to cast
Dragon Wizard- (Passive Ability, Other: Dracomage) Possessor may treat Dragon Magic spells as Wizard Magic spells and may treat Wizard Magic spells as Dragon Magic spells
Good at Crafting Spells to Protect Treasure- (Passive Ability, Other: Dracomage) Buffs created by spells cast by possessor that increase Defense Against Gold Damage do so by an additional 50,000 points as an effect that stacks to a max of 50,000,000 additional points across all instances of said boost per individual
Magibreath- (Passive Ability, Other: Dracomage) Possessor may cast a spell that possesses a Magical Attack bonus as part of a 'Dragon's Breath' action. Said spell's Magical Attack bonus has no effect on said action, but said action gains the other effects of said spell
Skilled at Buffing Dragons- (Passive Ability, Other: Dracomage) Buffs possessor applies to Dragons that increase their stats do so by 50 more points, to a max of 500 additional points per stat across all instances of this effect
Spellburn Dragonbite- (Passive Ability, Other: Dracomage) If possessor is a Dragon, whenever possessor conducts a 'Melee Attack' action, possessor may destroy a non-unique Dragon Magic spell that possessor has equipped to cause this ability to provide +(The destroyed spell's value in Gold / 1,000) Melee Attack for the duration of said action, with this bonus not stacking and being capped
Wings of Dragon Magic- (Passive Ability, Other: Dracomage) Possessor gains +500 AGI, +500 SPI, and 25% Dodge if possessor is either a Dragon or has 5 or more Dragon Magic spells equipped
~Dragon Lord~
Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Chameleon-Dragon's Tongue- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Melee Attack, gains +1,000 Ranged Attack, deals full Damage from the front row with 'Ranged Attack' actions, may use 'Melee Attack' actions in the back row, and gains 160% To Hit
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Clinging Breath Effects- (Passive Ability, Other: Dragon Lord) Minor and moderate status effects applied by possessor's 'Dragon's Breath' actions possess no natural per-round recovery chance.
Cloud Breath- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Cone Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Couatl's Wisdom- (Passive Ability, Other: Dragon Lord) Possessor gains +12,000 MIN if possessor is a Dragon or an Aerial
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Destruction Breath- (Passive Ability, Other: Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 20,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Destruction element Damage
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Directed Roar- (Passive Ability, Dragon Lord) If possessor's 'Dragon's Roar' actions are targetting a single target, their chances of inflicting minor status effects are increased by 10%
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Draconic Camouflage- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon and Terrain or Phantom Terrain is present, possessor gains 20% Dodge
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Draconic Weather Control- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, as part of a 'Cast a Spell' or 'Magical Attack' action, create a Zone of any base element
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Fury- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, possessor's Damage-dealing actions deal 10,000 additional Damage, and possessor gains a 1% chance per round of gaining an additional action
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Expert Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Dragon pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Dragon
Feathered Dragon- (Passive Ability, Other: Dragon Lord) Possessor, if an Aerial, may choose at the beginning of a thread to gain the subtype Dragon, Possessor, if an Dragon, may choose at the beginning of a thread to gain the subtype Aerial, Possessor if an Aerial and a Dragon, gains +100 to all stats
Flawless Scale Coat- (Passive Ability, Other: Dragon Lord) Possessor's 'Single-Scale Weak Point' ability loses its text
Furnace-Stoked Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Glob-Breath- (Technique Ability, Other: Dragon Lord) Possessor may use 'Glob-Breath' in conjunction with a 'Dragon's Breath' action. Said action repeats at the start of each round (so long as none of possessor's other actions have repeated on said round) against each target that does not spend an action to cancel said repetition targeting it.
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Impenetrable Dragon Scales- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor is Immune to individuals below Level 20 and gains +200,000 HP as a non-stacking bonus
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Improved Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +300 Melee Attack and may choose to deal 30,000 Flat Physical element damage to any individual who conducts an offensive action that targets possessor at the end of said action
Line Breath- (Technique Ability, Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Loud Dragon Roar- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Roar' actions may target 30 individuals
Magma Breath- (Passive Ability, Other: Dragon Lord) Possessor gains +10,000 Ranged Attack, Possessor's Ranged Attack actions gain 35% inflicts Burning, 15% inflicts Entombed, and 5% inflicts Burning: Igneous
Master Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor gains control of the Dragon summons of lower Level individuals, provided both said Dragons and said individuals are non-unique and below Level 99, Possessor gains control of the non-unique Dragon summons of individuals below Level 80 that are lower Level than possessor provided said Dragon summons are lower Level than possessor, Possessor controls the actions of Dragons below Level 80 that are 10 or more Levels below possessor's Level that are non-unique, Possessor's unmodified stats increase by 2,500 points if possessor is an Dragon
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Shifting Scale Colors- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor may, at the start of any round, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Single-Scale Weak Point- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, possessor obtains -30% Resilience
Spawn Half-Dragon Humanoid- (Passive Ability, Other: Dragon Lord) Possessor may choose for possessor's non-unique Humanoid summons to gain the subtype Dragon, Possessor may choose for possessor's non-unique Human summons to have their subtype changed to Humanoid & Dragon
Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor deals 15,000 Flat Physical element Damage to each individual who conducts an offensive action that targets possessor at the end of each such action
Stunning Roar- (Passive Ability, Dragon Lord) Possessor's Dragon's Roar actions may gain a 30% chance of inflicting Fatigued: Stun
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Thrash- (Passive Ability, Other: Dragon Lord) If possessor is a Dragon, whenever a minor or moderate negative status effect that is not Charm prevents possessor from taking an action, possessor may choose to deal 100,000 Flat Damage of any base element to any one target, to a max of 10 times per round
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Waveform Breath- (Technique Ability, Dragon Lord) Possessor may use 'Waveform Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 5,000', deals full Damage to individuals below Level 80 who are in the back row, and pierces all Defense of individuals below Level 60
Wide Exhalation- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'
Wing Buffet- (Technique Ability, Dragon Lord) Possessor may use 'Wing Buffet' in conjunction with a 'Ranged Attack' action. Said action gains '1 hit against 5' and deals 1/2 Damage
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Wyvern Stinger- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
~Druid~
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Connection to the Seasons- (Passive Ability, Druid) Possessor may obtain a buff that gives its possessor the element Electrical whenever Call Unto Season: Spring is cast, Possessor may obtain a buff that gives its possessor the element Energy whenever Call Unto Season: Summer is cast, Possessor may obtain a buff that gives its possessor the element Acid whenever Call Unto Season: Fall is cast, and Possessor may obtain a buff that gives its possessor the element Ice whenever Call Unto Season: Winter is cast
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
Druidic Geomantic Overlay Connection- (Passive Ability, Druid) Possessor's 'Understand Natural Disruptions' and 'Purge Unnatural Influence' abilities also apply to Phantom Terrains
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Druidic Land Attunement: Desert- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Desert
Green Fury- (Passive Ability, Druid) Possessor gains +500 Magical Attack as a buff whenever a Terrain or Phantom Terrain that is a Forest, Jungle, or Swamp ceases to be present, with said buff stacking 4 times
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Land's Protector- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher, to a max of Level 60, for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Purge Unnatural Influence- (Active Ability, Druid) Possessor may spend an action to remove an effect attached to a Zone or Terrain (but not a Phantom Terrain) that comes from a source that is not 20 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell, a Scientist ability, an Engineer ability, or an Architect ability.
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Sand Affinity- (Passive Ability, Druid) If the Terrain or Phantom Terrain is Desert, possessor gains +2% Dodge
Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
~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 Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness
~Elementalist~
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Elemental Magic Casting I- (Passive Ability, Elementalist) Elemental Magic spells cost possessor 20 less MP to cast
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance
~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
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
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
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: 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: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice 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
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
~Empty Vessel~
Empty Idol- (Passive Ability, Other: Empty Vessel) Possessor, if an Golem, may choose at the beginning of a thread to gain the subtype Hollow Soul, Possessor, if a Hollow-Soul, may choose at the beginning of a thread to gain the subtype Golem, Possessor if a Golem and an Hollow-Soul, gains +100 to all stats
Hollow-Soul Traits- (Passive Ability, Other: Empty Vessel) Possessor gains Hexed Immunity, Disease Immunity, Fatigued Immunity, Pain Immunity, Confusion Immunity, and Charm Immunity so long as possessor is a Hollow-Soul. Possessor, while a Hollow-Soul dies when possessor reaches 0 MP instead of 0 HP. If possessor has been a Hollow-Soul at any point in the thread, whenever possessor's HP is 0 or less, instances of HP Damage that are dealt to possessor may (should their sources choose to do such) be converted into instances of MP Damage of amounts equal to half their prior value.
~Evermason~
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +15 MIN
Evermason- (Active Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Familiarity with Common Golem Types- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +60 to all stats, Possessor's level is considered to be 1 higher for stat-scanning purposes when targetting Golems
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Auto-Repair System Initialization- (Passive Ability, Evermason) Possessor's Golem pets and summons Regenerate 200 HP at the start of every round
Golem Commander's Stance- (Stance Ability, Evermason) Possessor's allies who are Golems gain +200 to all stats as a non-stacking buff
Golem-Hardening Aura- (Passive Ability, Evermason) Possessor's allies who are Golems gain +200 Defense as a non-stacking buff
Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +50 MIN and 5% Charm Resistance
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a 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
Improved Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +200 MIN, 30% Charm Resistance, and Immunity to Charm and Confusion from sources below Level 10
Improved Golem Repair II- (Passive Ability, Evermason) Possessor's 'Repair Golem' actions heal an additional 50,000 HP
Necrogolem- (Passive Ability, Evermason) Possessor, if an Undead, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Undead, Possessor if a Golem and an Undead, gains +100 to all stats
Repair Golem- (Active Ability, Evermason) Possessor may, as an action, perform an attack that possesses MIN as its Prime Attribute and uses possessor's Melee Attack bonus. This attack's element is the user's element if none of the user's equipped items give a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack deals HP healing and only affects Golems.
Statue Impersonator- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience while a Golem
~Eschatologist~
Basic Catastrophe Magic Attunement- (Passive Ability, Other: Eschatologist) All Catastrophe Magic spells possessor casts that possess a Magical Attack bonus gain +1,000 additional Magical Attack; All Catastrophe Magic spells cost possessor 1,000 less MP to cast
~Fisherman~
Apprentice Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +50 Melee Attack if possessor has a Fish equipped, Possessor gain +20 to all stats if a Fish is equipped.
Armor-Piercing FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Armor-Piercing FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack pierces 200 Defense.
Basic Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +6 Melee Attack if possessor has a Fish equipped
Bubble FEEEEESH! - (Technique Ability, Other: Fisherman) Possessor may use 'Bubble FEEEEESH!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains +100 Melee Attack and becomes solely Water element.
Critical FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Critical FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains +5% Critical.
Dizzying FEEEEESH!- (Technique Ability, Other: Fisherman ) Possessor may use 'Dizzying FEEEEESH!”' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains a 20% chance of inflicting Confusion.
Dud FEEEEESH!- (Technique Ability, Fisherman) Possessor may use 'Dud FEEEEESH!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fish equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Fish Wielding I- (Passive Ability, Other: Fisherman) Possessor gains +5 to all stats when a Fish is equipped
Fish Wielding II- (Passive Ability, Other: Fisherman) Possessor gains +25 to all stats when a Fish is equipped, +50 Melee Attack when a Fish is equipped.
Fisherman- (Passive Ability, Other: Fisherman) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Fish equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fish equipped
Whale-Wielding- (Passive Ability, Other: Fisherman) Possessor may equip Fish that are Weaponx2's in a single Weapon slot, Possessor gains +2,000 Melee Attack if possessor has a Weaponx2 that is a Fish equipped
~Friendship~
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Connectivity Increased Between Vashna and Vashna's Abomination- (Passive Ability, Friendship) Possessor, if possessor's name is 'Vashna Saseen', may equip the unique pet named 'Vashna's Abomination' so long as said pet possesses Constant Effects named 'I Love You, Vashna' and 'I Hate You, Vashna', provided that possessor is Level 19 and said pet is no greater than Level 25, Possessor's chance of gaining an effect granted by a constant effect named 'I Hate You, Vashna' that is present on said pet is increased to 5 in 100 if it were previously less than 5 in 100 if possessor is below Level 20.
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has Balko's Gratitude- (Passive Ability, Friendship) If any of possessor's allies are named 'Balko, Dogmaster' possessor gains +100 to all stats
I Have Lots of Friends!- (Passive Ability, Friendship) All allies gain +50 to all stats, +20 to Defense, +100 to the damage of all attacks, +10 Defense against stat damage, +2% to Hit, +2% Resilience, +2% Critical, +2% Dodge, and 5% Resistance to all minor status effects, you gain the same benefits if you have at least 20 allies in battle, this effect does not stack
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Peer of Many Notable Esoteric Binders- (Passive Ability, Friendship) Possessor may purchase Summoner abilities from the Ability Shop for 500,000 Gold less
~Genesis Architect~
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life 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 Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if possessor is Life element
Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
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
Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life 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 Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, 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 Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP
~General~
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
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
General- (Active Ability, General) Possessor may forfeit one Accessory slot or Spell slot to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect
~Geomancer~
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apply Zonal Battle-Tiling- (Passive Ability, Geomancer) At the start of every round, possessor may attach an effect to a Zone that deals 100,000 Flat Damage of any base element to each individual in said Zone at the start of each round, with said effect stacking 4 times per Zone and 10 times across all Zones
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Endless Desert - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Endless Desert
Attuned to Terrain: Fell City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Fell City
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Mage’s Sanctum - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mage’s Sanctum
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Mushroom Forest- (Active Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Road - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road
Attuned to Terrain: Rolling Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Rolling Plains
Attuned to Terrain: Salt Flats - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Salt Flats
Attuned to Terrain: Snowy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Snowy Plains
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
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
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
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
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy 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 Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Generate Chronogeomantic Zone of Night- (Passive Ability, Geomancer) Possessor may create a Chronogeomantic Zone of Night at the beginning of battle if no other Zones are present
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
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor's Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Frozen Waste: Bearer of the Chill- (Passive Ability, Geomancer) Possessor gains +100 CON and possessor's damage-dealing Ranged Attack, Melee Atttack, and Magical Attack actions deal 25 AGI damage on hit, if the terrain or phantom terrain is Frozen Waste
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Improved Terrain Attunement: Mushroom Forest: Calmer of Fungal Beings- (Active Ability, Geomancer) Possessor gains +25 to all stats, and +15% infliction rate against Plants for attacks that can inflict Charm if the terrain or phantom terrain is Mushroom Forest
Improved Terrain Attunement: Mushroom Forest: Constitution of the Stalk Walker- (Active Ability, Geomancer) Possessor gains +25 to all stats save CON, +200 CON, and +5% Poison Resistance if the terrain or phantom terrain is Mushroom Forest
Improved Terrain Attunement: Mushroom Forest: Dancing Mayor of the Sporefolk- (Active Ability, Geomancer) Possessor gains +70 to all stats and possessor's Plant pets and summons gain +150 to all stats if the terrain or phantom terrain is Mushroom Forest, provides an additional bonus of +110 to all stats of said pets and summons if the previous bonus applies and possessor has either two Dancer abilities or a Dance spell equipped
Improved Terrain Attunement: Mushroom Forest: Poison Resistance of the Shroom Kings- (Active Ability, Geomancer) Possessor gains +50 to all stats and 25% Poison Resistance if the terrain or phantom terrain is Mushroom Forest
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Mystic Terrain Reservoir: Desert- (Passive Ability, Geomancer) Possessor gains +5,000 MP if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Endless Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Endless Desert
Phantom Terrain Link Established: Fell City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Fell City
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Mushroom Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mushroom Forest
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Road- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Road
Phantom Terrain Link Established: Rolling Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Rolling Plains
Phantom Terrain Link Established: Salt Flats- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Salt Flats
Phantom Terrain Link Established: Snowy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Snowy Plains
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Strengthened Zonal Link: Zone of Destruction- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Destruction’' ability may create a Zone of Destruction even if other zones are present
Strengthened Zonal Link: Zone of Life- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Life’' ability may create a Zone of Life even if other zones are present
Strengthened Zonal Link: Zone of Magic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Magic' ability may create a Zone of Magic even if other zones are present
Strengthened Zonal Link: Zone of Truth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Truth’' ability may create a Zone of Truth even if other zones are present
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.
Terrain Survival: Desert- (Passive Ability, Geomancer) Possessor gains 50% Resistance to Fatigued, 5% Fire Resistance, 10% Burning Resistance, 10% Entombed Resistance, and 15% Confusion Resistance all from sources that are either Desert Terrain or Phantom Terrain or are attached to Desert Terrain or Phantom Terrain
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 Destruction- (Passive Ability, Geomancer) Possessor may create a Zone of Destruction at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Life- (Passive Ability, Geomancer) Possessor may create a Zone of Life 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
~Gunner~
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.
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.
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when 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
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.
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.
~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
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 Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
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.
Brush Off Death- (Technique Ability, Healer) Possessor may use 'Brush Off Death' in conjunction with a 'Rest' or 'Meditate' action so long as no other technique is used and possessor has Regenerated more HP (not counting values regenerated that would put individuals over their Max HP), than any other individual currently in the same battle. Said action cures its performer of Instant Death: Doomed.
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
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,
Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.
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
~Heir of Dust~
Apprentice Destruction Synchronization- (Passive Ability, Heir of Dust) Possessor gains +50 to all stats for each Destruction element item equipped, Possessor's Destruction element pets and summons gain +250 to all stats
Apprentice Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +500 to all stats while in a Zone of Destruction
Basic Acceleration Within Destruction's Dominion- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Destruction
Basic Destruction Synchronization- (Passive Ability, Other: Heir of Dust) Possessor gains +25 to all stats if possessor is Destruction element
Basic Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +50 to all stats while in a Zone of Destruction
Detect Destruction- (Passive Ability, Heir of Dust) Possessor gains +1% To Hit against Destruction element targets
Heir of Dust- (Passive Ability, Other: Heir of Dust) Possessor ignores (1 * (Possessor Level/5), rounded down)% Destruction Resistance, Possessor ignores Destruction Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Destruction- (Passive Ability, Other: Heir of Dust) Quantities of Destruction element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Destruction- (Passive Ability, Other: Heir of Dust) Possessor gains +1,000 to all stats while in a Zone of Destruction
~Hollow Man~
Absorb Null- (Passive Ability, Other: Hollow Man) Possessor cannot Absorb elements unless possessor is Level 20 or greater if possessor is Null element
Adept Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor's base stats are reduced by 1 while possessor is Null element, Possessor cannot possess Spell slots while possessor is Null element
Apprentice Affinity to Healing Via Null- Whenever possessor obtains HP Healing or MP Healing, said amount is decreased by 1,000 points if possessor is Null element
Apprentice Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons obtain -250 to all stats if possessor is Null element
Apprentice Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor obtains -500 Defense if possessor is Null element
Apprentice Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all base elements if possessor is Null element
Apprentice Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -50 to all stats for each item possessor has equipped if possessor is Null element, Possessor's pets and summons gain -250 to all stats if possessor is Null element
Apprentice Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -100 to all stats if possessor is Null element
Apprentice Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 500 points if possessor is Null element
Apprentice Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor gains -500 to all stats
Basic Acceleration Within Null's Dominion- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -25 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 500 points if possessor is Null element
Basic Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -50 to all stats if possessor is Null element
Basic Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -50 Defense if possessor is Null element
Basic Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 1% Weakness to all base elements if possessor is Null element
Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Basic Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies gain -10 to all stats if possessor is Null element
Basic Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 50 points if possessor is Null element
Basic Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor gains -50 to all stats while in a Zone of Null
Blank Roots- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor, despite any effects that would come from the ability 'Empty', benefits from buffs possessed by possessor's allies who are either PCs or who are normally fightable for drops on the enemy list (subject to normal stacking as though they were all present on possessor)
Call Forth the Living Null- (Active Ability, Other: Hollow Man) Possessor may spend an action to unsummon 5 of its summons
Charity of Sacrifice- (Passive Ability, Other: Hollow Man) Up to 200 times per round, if possessor is Null element, when possessor would obtain a 'debuff' from one of possessor's 'Hollow Man' abilities, possessor may place it on an opponent
Conducting Works Apart From Space or Time- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would cancel one of possessor's actions, said action is instead not cancelled and possessor obtains an additional action after it
Control of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions have a 20% chance of being cancelled, with things that would occur before and after those actions still occurring
Cored- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's Base Stats are reduced by 3
Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -500 Defense if possessor is Null element
Detect Null- (Passive Ability, Other: Hollow Man) Possessor gains -1% To Hit if possessor is Null element
Elemental Attack-Conversion: Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Attack-Conversion: Null' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Null element; it does not count against the maximum number of techniques that may be used as part of said action. Said action loses all its elements.
Elemental Invocation of Null- (Technique Ability, Other: Hollow Man) Possessor may use 'Elemental Invocation of Null' in conjunction with an 'Elemental Attack' action if possessor is Null element; it does not count against the number of techniques that may be used as part of said action. Said action gains -500 Melee Attack, -500 Magical Attack, and -500 Ranged Attack.
Emanate Null- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 10,000
Empowered By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Mind Restore at the start of each round
Empty- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor does not benefit from buffs or positive status effects
Empty Presence- (Passive Ability, Other: Hollow Man) Possessor may choose for the ability 'Hollow' to not remove the text of some or all of its abilities
Glitchdodge- (Passive Ability, Other: Hollow Man) Dodge penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Grace of the Empty Order- (Passive Ability, Other: Hollow Man) Possessor may choose to not suffer negative effects from possessor's Hollow Man abilities
Greater Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are decreased by 25,000 points if possessor is Null element
Hollow- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's non-'Attack', non-'Hollow Man' abilities lose their text
Hollow Man- (Passive Ability, Other: Hollow Man) Possessor obtains -(1,000 * Possessor Level) to all stats if possessor is Null element
Improved Affinity to Healing Via Null- (Passive Ability, Other: Hollow Man) Whenever possessor obtains HP Healing or MP Healing, said amount is reduced by 5,000 points if possessor is Null element
Improved Command of Null- (Passive Ability, Other: Hollow Man) Possessor's pets and summons gain -1,000 to all stats if possessor is Null element
Improved Defenses Against Null- (Passive Ability, Other: Hollow Man) Possessor gains -5,000 Defense if possessor is Null element
Improved Defenses that Utilize Null- (Passive Ability, Other: Hollow Man) Possessor gains -2,000 Defense if possessor is Null element
Improved Null Elemental Emanation- (Passive Ability, Other: Hollow Man) Possessor's 'Call Forth the Living Null' ability may unsummon the summons of possessor's allies that are willing or below Level 40
Improved Null Resistance- (Passive Ability, Other: Hollow Man) Possessor gains 10% Weakness to all base elements if possessor is Null element
Improved Understanding of the Heart of Null- (Passive Ability, Other: Hollow Man) Possessor's allies obtain -250 to all stats if possessor is Null element
Improved Weaponization of Null- (Passive Ability, Other: Hollow Man) Quantities of Damage dealt by possessor are reduced by 5,000 points if possessor is Null element
Improved Zonal Acclimation of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -1,000 to all stats
Improved Zonal Null Empowerment- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains -500 to all stats, -500 Melee Attack, -500 Magical Attack, -500 Ranged Attack, and -500 Defense
Index of Zero- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may cast spells that possessor is carrying but does not have equipped
Infinite Assumption of Null- (Passive Ability, Other: Hollow Man) Possessor loses all elements while in Hollow Man stances
Lonely Existence- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may treat its allies as though they were not in the same battlespace
Never Knowing Why- (Passive Ability, Other: Hollow Man) Possessor cannot scan the stats of allies
No Thousand Selves Not Waging 10,000 Wars- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities would reduce the Damage or Stat Damage possessor deals, it instead increases it by a corresponding amount
Nonsynchronous Elemental Attack-Conversion: Null- (Passive Ability, Other: Hollow Man) Possessor (always counts as being in a Zone of Null and always considers its most-recent action to have been solely Null element) while possessor is Null element
Nourish Null- (Passive Ability, Other: Hollow Man) Whenever possessor deals HP or MP healing, possessor deals 300 fewer points if possessor is Null element
Nourished By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of being losing the status effect Rejuvenation at the start of each round
Null Battle-Aura- (Stance Ability, Other: Hollow Man) Possessor's Max HP is reduced by 10,000 at the start of each round as a debuff that stacks 200 times
Null Body Form- (Stance Ability, Other: Hollow Man) Possessor gains -200 Defense if possessor is Null element, Possessor gains 15% Weakness to all base elements if possessor is Null element, Possessor's Max HP is reduced by 5,000 as a debuff that stacks 200 times whenever possessor is targeted with an offensive action if possessor is Null element
Null Immunity- (Passive Ability, Other: Hollow Man) Possessor cannot be Immune to elements unless possessor is Level 20 or greater if possessor is Null element
Null Manipulation- (Passive Ability, Other: Hollow Man) At the start of each round, if possessor is Null element, possessor loses all buffs that possessor possesses
Nullify Null- (Passive Ability, Other: Hollow Man) Possessor may remove all elements from actions that target possessor that come from sources that are either below Level 40 or willing
Partial Channeling of the Wrath of Null- (Passive Ability, Other: Hollow Man) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions have their chances of inflicting moderate negative status effects reduced by 5% if possessor is Null element
Partially Unfettered by the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor gains 5% weakness to all moderate negative status effects if possessor is Null element
Phantom Limb Amputation- (Passive Ability, Other: Hollow Man) Once per round, if possessor is Null element, when an opponent of equal or lower Level would place a debuff on possessor, possessor may change its text to 'Possessor's <Name of a Hollow Man ability possessed by the individual obtaining this debuff at the time it is obtained that possesses text> ability loses its text' that stacks 5 times
Predict the Flow of Null- (Passive Ability, Other: Hollow Man) Possessor gains -5% Dodge if possessor is Null element
Project Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor may choose for possessor's actions to gain -300 Melee Attack, Ranged Attack, and Magical Attack and lose all elements
Prosperous Venting of Excess Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions deals 5,000 less Damage, and, at the end of each of possessor's actions, possessor obtains a debuff that stacks 200 times that reduces its possessor's Max HP by 5,000.
Reconsume Null Elemental Spawn- (Passive Ability, Other: Hollow Man) Whenever possessor unsummons a summon, possessor's Max HP is reduced by (1,000 * said summons Level, to a Max of 99,000) as a debuff that stacks 200 times
Reflect Null- (Passive Ability, Other: Hollow Man) Possessor cannot Reflect elements unless possessor is Level 20 or greater if possessor is Null element
Relentless Tempest of Null- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's actions lose their elements.
Soothing Null Emanation- (Passive Ability, Other: Hollow Man) Whenever possessor absorbs Damage while possessor is Null element, Possessor obtains a debuff that stacks 200 times that reduces Damage its possessor deals by 10,000
Stability Within Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and in a Zone of Null, possessor gains a 25% weakness to minor negative status effects
Sustained by Nothing- (Passive Ability, Other: Hollow Man) If possessor is Null element, whenever one of possessor's 'Hollow Man' abilities or a buff or debuff resulting from one of said abilities would reduce possessor's Max HP, it is instead increased by a corresponding amount
True Nature of a Hollow Man- (Passive Ability, Other: Hollow Man) Stat penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Understanding of the Bonds of Null- (Passive Ability, Other: Hollow Man) Possessor and all individuals whose stats are linked to possessor's gain -200 to all stats if possessor is Null element
Uplifted By Null- (Passive Ability, Other: Hollow Man) If possessor is Null element and is in a Zone of Null, possessor has a 5% chance of losing the status effect Elevated at the start of each round
Zonal Null Control- (Passive Ability, Other: Hollow Man) While possessor is Null element, possessor counts as being in no Zones that are not Null element that were created by possessor or possessor's allies
~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
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
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
~Ioun Master~
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Bright Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bright Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Critical Detonation- (Technique Ability, Ioun Master) Possessor may use 'Critical Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +5% Critical.
Dual Stone-Wielding- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has two Stones or a Stone that is a Weaponx2 equipped
Dud Detonation- (Technique Ability, Ioun Master) Possessor may use 'Dud Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Flame Detonation- (Technique Ability, Ioun Master) Possessor may use 'Flame Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Ioun Master- (Passive Ability, Ioun Master) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Stone equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Stone equipped
Stone Detonation- (Technique Ability, Ioun Master) Possessor may use 'Stone Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Stone Wielding I- (Passive Ability, Ioun Master) +5 to all stats when a Stone is equipped
Stone Wielding II- (Passive Ability, Ioun Master) +25 to all stats when a Stone is equipped, +50 Magical Attack when a Stone is equipped
~Justicar~
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Calling I- (Passive Ability, Justicar) Possessor's Celestial summons gain +20 to all stats
Celestial Calling II- (Passive Ability, Justicar) Possessor's Celestial summons gain +200 HP
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Messenger of an Empty Heaven- (Passive Ability, Justicar) Once per thread, at the start of a battle, possessor creates a battlespace, places a Zone of Light into said battlespace, and attaches an effect to said battlespace that prevents possessor's allies' resurrections from being prevented by individuals below Level 80 who have not scanned possessor's stats while possessor did not have at least one Mask equipped so long as no individual has at any point entered the zone bearing said effect, Possessor's Justicar abilities count as Empty Vessel abilities (including for prerequisite purposes)
~Kensai~
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Combination Attack: I Am My Sword Which Smites You!- (Technique Ability, Kensei) Possessor may use 'I Am My Sword Which Smites You!' in conjunction with a 'Melee Overdrive' action if possessor has a unique ally named 'Sword Vashna' that possesses the ability 'Transform Into Vashna's Sword' and has at least one open weapon slot. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Possessor's per-item Melee Attack bonus is doubled for said action, said action gains '2 hits against 1', said action's Prime Attribute becomes (Possessor's Strength + said ally's Strength or Spirit), and a temporary copy of the item *Sword of Vashna is placed in one of possessor's open weapon slots for the duration of said action. Said action costs 25% of the Max MP of said allied participant to perform.
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
~Lord of War~
Apply Automatic Recalibrating Tuneups- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +50 to all stats as a buff that stacks 20 times at the start of each round, with said buff vanishing at the end of battle
Apprentice War Machine User- (Passive Ability, Lord of War) All of possessor's War Machine transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Artillary Firing Training- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage to targets in the back row
Artillary Targeting Training- (Passive Ability, Lord of War) Possessor's War Machine transformations gain +1% To Hit against targets in the back row
Ballistic Weapons Training- (Passive Ability, Lord of War) Damaging abilities of possessor's War Machine transformations have 200 added to their damage values
Barrage Fire Training- (Passive Ability, Lord of War) Possessor's War Machine transformations have their attacks which have hits directed at at least 20 targets gain +5% To Hit
Basic War Machine User- (Passive Ability, Lord of War) All War Machine 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
Calculated Targeting- (Passive Ability, Lord of War) Possessor's War Machine transformations with under 114% To Hit (unbuffed) possess 114% to Hit
Focused Targetting Expert- (Passive Ability, Lord of War) Possessor's War Machine transformations deal 2,000 additional Damage with offensive actions that target individuals who, earlier in the same round, have been targetted by offensive actions by another War Machine
Lord of War- (Passive Ability, Lord of War) All of possesser's War Machine transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Meticulously Aimed Fire- (Active Ability, Lord of War) If possessor is in a War Machine transformation, then possessor may spend an action to have possessor's next action, if it is an action with a chance of missing, gain +15% To Hit
~Mage-Archivist~
Basic Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +100 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 100 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) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune 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
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
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
Masked Facade Covering the Hollow Center- (Passive Ability, Magewright) At the start of each round, possessor may choose an equipped Mask; half of all MP Damage dealt to possessor is instead added to a separate total that is compared to the Gold value of said Mask / 10; if said quantity reaches said value, said Mask, at the end of the round, unequips and then breaks until the end of the thread
Merge with Portait- (Passive Ability, Magewright) Possessor gains 15% Dodge, Has RP effects
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
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
~Matrix Keeper~
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault 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.
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Bright Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bright 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 +100 Ranged Attack and becomes solely Light element.
Coded Being-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Coded Being-Hunting 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 +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coldly Brutal Dissasemblist- (Passive Ability, Matrix Keeper) Possessor obtains +(100* Possessor Level) Ranged Attack if possessor is wielding an Assault Matrix, Possessor's actions that incorporate the attack bonus of at least one Assault Matrix may gain '(2 * Possessor Level)% inflicts Wounded, Wounded: Maimed, or Wounded: Laid Open' and, on the successful infliction of one of those status effects, may scan their target's stats; If possessor is a Celestial, Robot, or Hollow-Soul, possessor obtains (Possessor Level *2)% Confusion Resistance and Charm Resistance
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.
Deft Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deft 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% To Hit.
Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Impairing Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Impairing 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 a 20% chance of inflicting Impaired.
Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Sculpted Faces Witness All- (Passive Ability, Matrix Keeper) Possessor obtains +25% To Hit for purposes of 'Ranged Attack' actions for each Mask possessor has equipped if possessor is wielding an Assault Matrix (to a max of +200%), Possessor obtains +25% Impaired: Blind Resistance for each Mask possessor has equipped (to a max of +500%)
~Mentalist~
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
~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.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
Flush With Cash- (Passive Ability, Merchant) The first time each battle that a source below Level 80 would deal possessor Gold Damage, possessor ignores said Gold Damage
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
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Price Gouge- (Technique Ability, Merchant) Possessor may use 'Price Gouge' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Cast a Spell', or 'Use an Item' if no other technique is used. All Gold Damage that possessor deals as part of said action is doubled, to a max of 1,000,000 additional points, as an effect that does not stack with other Gold-damage-doubling effects.
Spell Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Spells
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
~Monk~
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Unarmed Technique Casting I- (Passive Ability, Monk) Unarmed Technique spells cost possessor 20 less MP to cast
Unarmed Technique Casting II- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
~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 Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
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 Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Detect Water- (Passive Ability, Ocean Prince) Possessor gains +1% To Hit against Water element targets
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Nourished By Water- (Passive Ability, Ocean Prince) If possessor is Water element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Water
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
Reflective Aqua-Shielding Art- (Passive Ability, Ocean Prince) If possessor is in a Zone of Water, possessor has a 25% chance of being able to Reflect actions from individuals below Level 40
~Pactmaker~
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Covenant of Damnation- (Passive Ability, Pactmaker) Possessor is afflicted with Cursed: Damned at the start of each thread, Possessor may post once per month to claim 6 Pactmaker bonus weeks
Defensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +50 Defense
Defensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +250 Defense
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Gluttony Strike- (Technique Ability, Pactmaker) Possessor may use 'Gluttony Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals 1/2 Damage and deals HP Drain instead of HP Damage.
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Negotiate for Cheaper Summons- (Passive Ability, Pactmaker) Spells that summon Devils cost possessor 2,500 less MP to cast
Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60
Offensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 50 points
Offensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 500 points
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Self-Devil-Binding- (Active Ability, Pactmaker) At the start of each thread, possessor may bring a Devil pet that is Level 1 or lower into the thread attached to this ability. Possessor may spend an action to replicate any ability possessed by said Devil, doing so as though said Devil were performing said ability
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Unfair Negotiator- (Passive Ability, Pactmaker) Whenever an individual transfers HP or MP to possessor, possessor may choose to have an additional 5,000 points be transferred
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
~Permanent Item Effect~
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity
Has Consumed 1 of the Permanent Consumable "Snake-Eater Capsule"- (Passive Ability, Permanent Item Effect) Possessor gains +1 to each Base Stat
~Prophet of the Brightest Heavens~
Hymn of the Divine Knight: Severance from Self- (Technique Ability, Prophet of the Brightest Heavens) Possessor may use 'Hymn of the Divine Knight: Severance from Self' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as no other Technique is used, either said action targets only one opponent of possessor or is the first action of the thread to involve said technique, and possessor has '*Vreskenventrach, the Severing Wind' equipped. Said action gains +50,125,000 Ranged Attack and removes all Constant Effects and Passive Abilities from its non-caster targets who are either (below Level 99 and 10 or more Levels below caster) or are non-unique and non-Elite.
~Puppet Master~
Advanced Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 60% Charm Resistance
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Daemon- (Passive Ability, Puppet Master) Possessor may, at the beginning of a thread, choose to become the subtype Daemon
Basic Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 20% Charm Resistance
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Daemon Calling III- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +500 MP
Daemon Calling IV- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +2,000 HP and +4,000 MP
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 40% Charm Resistance
Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Form of Cholkosh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and Charm: Lust Immunity
Form of Daccheros-Syr- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains 50% Dodge
Form of Fulgerstahd- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and +100 Ranged Attack
Form of Gilbezbran- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 CON and 15% inflicts Disease
Form of Irrimachi- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +50 to all stats and Stat Drain: CON Drain Immunity
Form of Irrindil- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 SPI and Fatigued: Elderly Immunity
Form of Irrumei- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +200 SPI
Form of Lyshrekh- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 MIN and Stat Drain: MIN Drain Immunity
Form of Neithort- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +100 AGI and Poison Immunity
Form of Tjourquoth- (Stance Ability, Puppet Master) If possessor is a Daemon, possessor gains +300 MIN and Confusion Immunity
Formshift: Daemon- (Stance Ability, Puppet Master) Possessor's subtype becomes Daemon
Offensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 50 points
Offensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have the Damage values of their abilities increased by 500 points
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Speed-Focused Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Daemon Loyalty Instruction- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain 80% Charm Resistance
~Ravager~
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Armor-Piercing Chop- (Technique Ability, Ravager) Possessor may use 'Armor-Piercing Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack pierces 200 Defense.
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Critical Chop- (Technique Ability, Ravager) Possessor may use 'Critical Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack gains +5% Critical.
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Impairing Chop- (Technique Ability, Ravager) Possessor may use 'Impairing Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Axe equipped. Said attack gains a 20% chance of inflicting Impaired.
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
~Reality Coder~
Advanced Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 60% Charm Resistance
Apprentice Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 20% Charm Resistance
Basic Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 40% Charm Resistance
Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +20 to all stats
Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 to all stats
Defensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +50 Defense
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Reality Coder- (Passive Ability, Other: Reality Coder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Coded Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Coded Being pets and summons per Level of possessor
Speed-Focused Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 80% Charm Resistance
Superior Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 80% Charm Resistance
~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 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
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritual 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
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
~Scholar~
Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Book
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 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 Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Knowledge of Major Dwarven Clans- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Dwarf' or 'Dwarven'
Knowledge of Major Goblinoid Hordes- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Goblin' or 'Orc'
Knowledge of Major Human Nations- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humans
Knowledge of Major Restaurant Chains- (Passive Ability, Scholar) Possessor gains +20 MIN if an opponent has a Food item equipped or has a chance of dropping a Food item
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Lecturer's Stance- (Stance Ability, Scholar) Allies gain +20 to any one stat whenever possessor casts a spell so long as a Book is equipped. This effect counts as a buff that lasts 5 rounds and stacks 5 times (with different stat choices not counting as different buffs for stacking purposes). Leadership spells cost 50 less MP to cast and affect 3 more targets if they already affect multiple targets.
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
Mastery of Many Topics- (Passive Ability, Scholar) Scholar abilities whose name includes 'Scholar of', 'Understanding of', or 'Knowledge of' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
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.
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
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
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Scholar of Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speaker of the Text of Earth- (Stance Ability, Scholar) If a Earth element Book is equipped, possessor may choose to make magical attacks solely Earth element. +75 Magical Attack to Earth element magical attacks.
Speaker of the Text of Fire- (Stance Ability, Scholar) If a Fire element Book is equipped, possessor may choose to make magical attacks solely Fire element. +75 Magical Attack to Fire element magical attacks.
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
Teacher- (Passive Ability, Scholar) Possessor possesses a Tutoring-Based Ability Shop called Vashna's Trainable Ability Shop, Tutoring Effect
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
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.
Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 2 Levels higher (to a max of Level 99) as an effect that does not bypass 'Immune to below Level X' abilities, Possessor obtains +500 MIN
~Scientist~
Adept Hypertech Attunement- (Passive Ability, Scientist) Hypertech spells cost possessor 10,000 less MP to cast, Hypertech spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Hypertech Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analyst- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Assault Vector Matrix Command- (Passive Ability, Scientist) Possessor may choose, if possessor possesses the ability 'Assault Vector Control' at the start of a battle or any round, to count as having an additional Assault Matrix equipped or to stop having said additional Assault Matrix count as equipped
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Focused Hypertech Casting- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Hypertech
Has Reasearched Mechanical Entities- (Passive Ability, Scientist) Possessor gains +100 MIN for each Robot or Machine pet or summon possessor has equipped, to a max of +1,000 MIN, Possessor's Robot and Machine pets and summons gain +100 to all stats, Possessor's Clockwork pets and summons gain +50 to all stats
Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Has Reasearched Power Sources- (Passive Ability, Scientist) Possessor gains +500 MP for each Electrical, Energy, or Technology element item possessor has equipped, to a max of +20,000 MP, Possessor's Energy, Technology, and Electrical element Transformations, Pets, and Summons gain +500 MP
Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Knowledge of Chemicals- (Passive Ability, Scientist) Possessor gains +100 MIN, Potions used by possessor that Heal HP or MP do so for an additional 1,000 points
Knowledge of Toxic Chemicals- (Passive Ability, Scientist) Possessor's Poison infliction chances increase by 5% against targets below Level 60
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
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
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Theoretical Scientist- (Passive Ability, Scientist) 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 Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
~Seakeeper~
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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
Knowledge of Life that Lurks in the Dark Seas- (Passive Ability, Seakeeper) Possessor's Darkness element Aquatic pets and summons gain +60 to all stats as a constantly-applied effect
Sea-Creature Researcher- (Passive Ability, Seakeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aquatics, to a max of Level 40, Possessor's Aquatics pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aquatics in this thread successfully
Seakeeper- (Passive Ability, Seakeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aquatic pet only, This ability provides +50 HP and +10 to all stats of possessor's Aquatic pets and summons per Level of possessor
Swimmer- (Passive Ability, Seakeeper) Possessor gains +200 AGI while in a Zone of Water
Trained in Basic Fishing Techniques- (Passive Ability, Seakeeper) Possessor gains 115% To Hit against Aquatics, Possessor gains +15 Melee Attack and +15 Ranged Attack when equipped with a Water element weapon
Trained Swimmer- (Passive Ability, Seakeeper) 5% Drowning Resistance, +30 AGI while in a Zone of Water
Trained to Hold Breath- (Passive Ability, Seakeeper) Possessor takes 1% Max HP in damage instead of 5% per round when Suffocating
~Slayer~
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
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
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
~Smith~
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword 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
~Spatial Mage~
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
~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 Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-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
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
~Superhero~
Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Super Speed- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes
~Swordsman~
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Swordsman equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' 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.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.
~Technomancer~
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Theoretical Mage-Scientist- (Passive Ability, Technomancer) 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 one of which is a Hypertech spell, equipped
~Thief~
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
~Time Mage~
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
~Transmuter~
Adept Transumatation Attunement- (Passive Ability, Transmuter) Transmutation spells cost possessor 10,000 less MP to cast, Transmutation spells cast by possessor that provide stat buffs or debuffs have those values increased by 250 points as an effect that stacks a max of 12 times across all applications of said effect, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Transmutation Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
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
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
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
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
~Villian~
Apprentice Weaponization of Evil of a Greater Era- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 1500 points. This ability counts as 'Apprentice Weaponization of Evil' for prerequisite purposes.
Basic Evil Synchronization of a Greater Era- (Passive Ability, Other: Villain) Possessor gains +125 to all stats if possessor is Evil element. This ability counts as 'Basic Evil Synchronization' for prerequisite purposes.
Basic Weaponization of Evil of a Greater Era- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 150 points. This ability counts as 'Basic Weaponization of Evil' for prerequisite purposes.
Elemental Attack-Conversion: Evil of a Greater Era- (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil. This ability counts as 'Elemental Attack-Conversion: Evil' for prerequisite purposes.
Fiendish Evil- (Passive Ability, Other: Villain) Possessor may choose for entities, including itself, to treat Evil as a T3 element.
Improved Weaponization of Evil of a Greater Era- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 15,000 points. This ability counts as 'Improved Weaponization of Evil' for prerequisite purposes.
Nonsynchrnous Elemental Attack-Conversion: Evil of a Greater Era- (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element. This ability counts as 'Nonsynchrnous Elemental Attack-Conversion: Evil' for prerequisite purposes.
Ruinous Flame of Nokhret- (Passive Ability, Other: Villain) Possessor gains +(1,000 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack, (Possessor Level * 1.5, rounded up)% Critical, Whenever possessor conducts an offensive action, possessor chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level and applies one stacked instance of every debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, 15% inflicts Smitten: Great Atrocity
Smirking Bastard's Laughter- (Passive Ability, Other: Villain) Whenever an entity possessing at least one debuff that possessor applied using possessor's 'Ruinous Flame of Nokhret' ability dies, possessor regenerates +(50,000 * said entity's Level) HP and MP and gains +(500 * said entity's Level, to a max of 99) to all stats and +1 Base SPI as a non-stacking buff until the end of the round
~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
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
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
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance 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
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon 1 enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
~War Mage~
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Focused War Magic Casting- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is War Magic
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast
~Warlock~
Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 10
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Haunting- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Haunted.
Augment Curses: Life-Syphoning- (Passive Ability, Warlock) Whenever possessor would inflict Hexed, possessor may choose for said instance of Hexed to gain 'Possessor is dealt 5,000 Flat Darkness element HP Drain at the start of each round with this status effect's source as its source'
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Superior Unhealing- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor cannot be healed of HP or MP or regenerate HP or MP if possessor is lower-Level than this status effect's source'.
Augment Curses: Tiring- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued.
Augment Curses: Unhealing Wounds- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Wicked Wounds.
Augment Curses: Unlucky- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor obtains -5% To Hit, -5% Dodge, -5% Resilience, and -5% Critical and cannot be afflicted with Favored: Good Fortune'.
Augment Curses: Unrelenting- (Passive Ability, Warlock) Instances of Hexed with possessor as a source possessor no natural per-round auto-recover chance.
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Augment Curses: Void Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Voidstruck.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Cast the Curse of Slumber- (Technique Ability, Warlock) Possessor may use 'Cast the Curse of Slumber' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and a Dark Magic spell is being cast as part of said action. Said action gains '40% inflicts Hexed' and '80% inflicts Fagitued: Asleep'.
Corrupted Herb Lore- (Passive Ability, Warlock) Possessor may choose to remove all natural effects from any one Medicine consumable worth below 700,000 Gold used and replace them with 15% inflicts Poison.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Gardener- (Passive Ability, Warlock) Possessor’s Plant pets and summons gain +180 to all stats and may choose to have their offensive actions gain 15% inflicts Hexed
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Hexmeister- (Passive Ability, Warlock) Possessor's chances of inflicting Hexed are increased by 20%, Possessor suffers no negative effects from the status effect Hexed (but not its sub-status effects) if it comes from a source that is not 20 or more Levels greater than possessor, Instances of Hexed that possessor inflicts may gain one of '-2,000 STR as a non-stacking effect', '-2,000 AGI as a non-stacking effect', '-2,000 CON as a non-stacking effect', '-2,000 MIN as a non-stacking effect', or '-2,000 SPI as a non-stacking effect', Warlock abilities whose name includes 'Augment Curses' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
Improved Dark Layline Attunement- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +200 Spirit.
Improved Warlock’s Bond- (Passive Ability, Warlock) Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, as well as possessor’s Warlock’s Bond’s target, provided it is equipped to possessor, gain +200 to all stats and +50 MP.
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 5,000 additional points per action
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
Pacts of Death- (Passive Ability, Warlock) All Undead summoned through Dark Magic get +800 HP and +450 damage to all Darkness element attacks as well as the spells that summon them costing 40 less MP
Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Sin Mage- (Passive Ability, Warlock) Possessor gains +200 Magical Attack if possessor is obtaining a stat bonus from an ability possessor possesses called 'Knowledge Of Empowerment Through Sin'
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Venomous Saliva- (Passive Ability, Warlock) Possessor’s Ranged Attack actions gain 5% may inflict Poison, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Poison instead of or in addition to their normal chance of inflicting Impaired: Silence.
Virginity-Detecting Eyes- (Passive Ability, Warlock) Possessor is considered to be 1 Level higher, to a max of Level 60, for stat-scanning purposes when attempting to scan the stats of individuals who have not summoned anything in this thread.
Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Weeps Tears of Poison Blood- (Passive Ability, Warlock) At the start of every round that possessor is afflicted with Confusion: Depression, possessor may choose to attempt to afflict up to 5 targets with a 15% chance of inflicting Poison.
~Warlord~
Advanced Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 60% Charm Resistance
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 Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 20% Charm Resistance
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
Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
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 Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 40% Charm Resistance
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
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Superior Humanoid Loyalty Instruction- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain 80% Charm Resistance
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
~Warrior~
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Doge's Dodge- (Technique Ability, Warrior) Possessor may use 'Doge's Dodge' in conjunction with a 'Defend' action so long as no other technique is used and possessor has greater Dodge value than any other individual currently in the same battle. Said action, if its performer either has an item whose name includes 'Umbrella' equipped or possesses an ally who possesses a Constant Effect named 'Pack Hunter', gives its performer a non-stacking buff that increases its performer's +#% Dodge cap by 5%.
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Impossible Blade- (Technique Ability, Warrior) Possessor may use 'Impossible Blade' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor has killed more different (counting different instances of the same enemy type from the enemy list or different instances of pets as different, but only counting each individual entity, for example in the case of resurrections, once) opposing entities than any other individual currently in the same battle. Said action may not be Resisted, Absorbed, Reflected, or Dodged by sources below Level 60 and ignores the Immunities of sources below Level 60.
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
~Wizard~
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Adept Green Mage- (Passive Ability, Wizard) Possessor's Wizard Magic, Geomancy, Druid Magic, Spirit Magic, and Transmutation spells cost 5,000 less MP, provide +2,500 additional Magical Attack if they provide a Magical Attack bonus, and count as being cast by an individual 1 Level higher for purposes of being debuffed, unsummoned, and countered as an effect that does not stack with other Level-altering effects and cannot raise said Level above 80. Possessor gains +60,000 MP while a Zone or Phantom Terrain is present. This ability provides an additional +2,500 to all stats while in a Zone that matches one or more of Possessor's elements. Possessor gains +2,000 Defense, +8,000 MP, and +4,000 SPI while the Terrain or Phantom Terrain is a type of Terrain that possessor possesses a Geomancer ability named 'Attuned to Terrain: X' , where X is the terrain type in question, for.
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Amplified Magical Potency- (Passive Ability, Wizard) +250 Magical Attack
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
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Non-Counterable Casting- (Passive Ability, Wizard) Possessor's actions involving Wizard Magic spells may not be countered by individuals below level 20
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 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 Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Boosted Spell- (Technique Ability, Wizard) Possessor may use 'Boosted Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action gain +200 Magical Attack and have all stat buffs they apply increased by 200 points as an effect that stacks 5 times across all applications per possessor.
Botanical Magic Specialization- (Passive Ability, Wizard) All Wizard Magic spells gain +180 Magical Attack when targeting plants if they already possessed a Magical Attack bonus, Summoned Plants gain 500 HP and 80 additional points in each stat, If possessor is a plant, possessor regenerates 80 HP per turn of combat when a Wizard Magic spell has been cast by anyone, User may opt to have a Wizard Magic spell do half damage to its target to heal all allied plants for 500, has additional RP uses
Broaden Casting- (Active 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.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Can Frighten and Impress People By Loudly Chanting Arcane Formulae- (Passive Ability, Wizard) Possessor's 'Magical Attack', 'Overdrive', 'Cast a Spell', and 'Use an Item' actions may gain 10% inflicts Charm: Impressed or Confusion: Fear
Charge Magic- (Passive Ability, Wizard) Possessor may choose, as part of a 'Focus' action to gain a buff that stacks 5 times and provides +50 Magical Attack
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Command of Mighty Magics- (Passive Ability, Wizard) Possessor is Immune to individuals below Level 20, Possessor obtains +2,000 Magical Attack and +2,000 Defense against base elements
Contagious Spell of Sticky Fire- (Technique Ability, Wizard) Possessor may use 'Contagious Spell of Sticky Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Fire element Wizard Magic spell is cast and other technique is used. Said action gains +300 Magical Attack and gains a 50% chance of inflicting an instance of Burning that (cannot be cured by sources below Level 30 for 5 rounds), with said infliction instance having a 50% chance of copying itself onto a random target at the start of each round (with said copies retaining the removal-blocking and self-copying traits that this ability granted the first infliction instance)
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Effective Spell- (Technique Ability, Wizard) Possessor may use 'Effective Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action have their minor status effect infliction chances increased by 30% during said action and have their moderate status effect infliction chances increased by 15% during said action.
Empowered Spellbook- (Passive Ability, Wizard) Possessor gains +2,000 MP if possessor has a Book or Tome equipped, Possessor gains -500 MP if possessor does not have a Book or Tome equipped
Expert Wizard Magic Attunement- (Passive Ability, Wizard) Wizard 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 Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Flameseeking Spell- (Technique Ability, Wizard) Possessor may use 'Flameseeking Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Gate Magic spell is cast. Said action gains +5% To Hit against Fire element targets.
Focused Defensive Magic Shieldcrafting- (Passive Ability, Wizard) Possessor obtains +2,000 Defense if possessor possesses at least 5 different Wizard Magic buffs
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Green Mage- (Passive Ability, Wizard) Possessor's Wizard Magic, Geomancy, Druid Magic, Spirit Magic, and Transmutation spells cost 2,000 less MP, provide +500 additional Magical Attack if they provide a Magical Attack bonus, and count as being cast by an individual 1 Level higher for purposes of being debuffed, unsummoned, and countered as an effect that does not stack with other Level-altering effects and cannot raise said Level above 60. Possessor gains +6,000 MP while a Zone or Phantom Terrain is present. This ability provides an additional +500 to all stats while in a Zone that matches one or more of Possessor's elements. Possessor gains +300 Defense, +4,000 MP, and +200 SPI while the Terrain or Phantom Terrain is a type of Terrain that possessor possesses a Geomancer ability named 'Attuned to Terrain: X' , where X is the terrain type in question, for.
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Improved Magical Offense- (Passive Ability, Wizard) Possessor gains +500 Magical Attack if possessor has a Wizard Magic spell equipped
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased Magic Impact- (Passive Ability, Wizard) Possessor's Magic-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against Magic' values
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen 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 a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Magical Lengthening Mastery- (Active Ability, Wizard) Possessor's Lengthen Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Manacharged Spell- (Technique Ability, Wizard) Possessor may use 'Manacharged Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 15% inflicts Manablasted.
Mana-Retainment-Capacity-Overloading Spell- (Technique Ability, Wizard) Possessor may use 'Mana-Retainment-Capacity-Overloading' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 30% inflicts Manablasted and applies a non-stacking debuff that causes its possessor to take 20,000 Flat Magic-element MP Damage at the start of every round, as well as to obtain a stacked instance of a debuff that stacks 50 times and provides -500 MP at the start of every round.
Masterful Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack is treated as though possessor were 1 Level higher, to a max of Level 40, as an effect that does not stack with other effects that increase the level caster is treated as for any purpose.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Mystic's Powers- (Passive Ability, Wizard) Possessor gains +800 Magical Attack and may, with the cost of lowering possessor's Max MP by 10% for the remainder of the thread, change any action that includes the element Magic to be solely the element Mystic
Natural Spellcasting Stance- (Stance Ability, Wizard) Possessor may not cast spells that are not part of possessor's Inherent Spell List while in this stance, Possessor obtains +200 MIN and +200 SPI
Offensive Magical Specialization- (Passive Ability, Wizard) Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell, and Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Piercing Casting- (Active Ability, Wizard) Possessor may use Piercing 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. This attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful 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. This attack gains +150 Magical Attack.
Problematic Spell- (Technique Ability, Wizard) Possessor may use 'Problematic Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast and other technique is used. Said action gains an 80% chance of inflicting any one minor or moderate negative status effect.
Resolute Spell of Water- (Technique Ability, Wizard) Possessor may use 'Resolute Spell of Water' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Water element Wizard Magic spell is cast and other technique is used. Said action may not be cancelled or caused to fail by sources below Level 40 if it is Water element.
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
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
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spell Empowered by the Ancient Ocean- (Technique Ability, Wizard) Possessor may use 'Spell Empowered by the Ancient Ocean' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast and other technique is used. Said action gains +400 Magical Attack if a Zone of Water that has been present for at least 200 rounds is present.
Spell that's GONNA BURN YA- (Technique Ability, Wizard) Possessor may use 'Spell that's GONNA BURN YA' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Fire element Wizard Magic spell is cast and other technique is used. Said action is delayed for 5 rounds and its chance of inflicting Burning is increased by 5%.
Spellbook-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Book or Tome equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Book or Tome equipped
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Stage Magician- (Passive Ability, Wizard) Possessor may cast Wizard Magic spells as Thief Arts or Illusion Magic spells
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Superior Arcane-Power Reservoir- (Passive Ability, Wizard) At the start of each thread, possessor obtains a non-stacking buff that provides +(100,000 * the number of Wizard Magic spells possessor has equipped, to a max of 20 such spells) MP
Temporally Reconfigured Spell- (Technique Ability, Wizard) Possessor may use 'Temporally Reconfigured Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast and no other technique is used. Said action may be delayed 5 to 10 rounds (with caster choosing the number of rounds delayed).
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
Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing 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. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wind-Trapping Spell- (Technique Ability, Wizard) Possessor may use 'Wind-Trapping Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Air element Wizard Magic spell is cast and other technique is used. Said action gains +500 Magical Attack and a 50% chance of inflicting Suffocation: Prison of Wind.
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus
~Misc~
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
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
Classic Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel, Possessor counts as possessing an ability named 'Angel Traits' including for prerequisite purposes
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation 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 Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Elder Magic Attunement- (Passive Ability, Other: Elder Scribe) All Elder Magic spells possessor has equipped that possess a Magical Attack bonus gain +500 additional Magical Attack; All spells possessor casts that create Elder Symbols cost possessor 1,000 less MP, 500 less XP, and 50,000 less Gold to cast
Basic Elder Symbol Attunement- (Passive Ability, Other: Runescribe) All Elder Symbol spells possessor has equipped that possess a Magical Attack bonus gain +500 additional Magical Attack; All spells possessor casts that create Elder Symbols cost possessor 1,000 less MP, 500 less XP, and 50,000 less Gold to cast
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
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
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Nunchaku Training- (Passive Ability, Other: Martial Artist) This character gains +6 Melee Attack when a Nunchaku is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Basic Toy Training- (Passive Ability, Other: Toymaker) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Toy equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Belly Full of Years- (Passive Ability, Other: Temporal Primarch) Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Time element Damage and/or to gain a 100% chance of inflicting Fatigued: Elderly
Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
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
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
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
Control Created Agent of Vashna: Vannessa Ashes- (Passive Ability, Enslaver) Possessor may inflict Charm on individuals named 'Vannessa Ashes' who possess an ability or constant effect called 'Possesses Vashna's Essence' at the start of each round or action
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Finds Time Tasty- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals HP Drain to a Time-element entity, possessor recovers 50,000 additional HP (to a max of 200,000 additional HP per round)
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Forged In Vashna's Final Moments of Vashna's Essence and Power- (Passive Ability, Existence Listing) Possessor may count as possessing the name 'Vashna Saseen' instead of or in addition to possessor's normal name
Formshift: Aerial- (Stance Ability, Skykeeper) Possessor's subtype becomes Aerial
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
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lifeforce Elemental- (Active Ability, Conjuror) Possessor may spend an action to change possessor's subtype to Elemental, to change possessor's element to Life, to gain a 30% Life Resistance, to gain a 100% Destruction Weakness, to gain the ability to choose to make any action conducted by itself solely Life element at the cost of 1% of its user's Max MP, to gain +5,000 HP per Level possessed, to a max of 1,000,000 HP, to cause any Magical Attack action initiated by possessor to be able to inflict Healing instead of Damage at the cost of 10% of its user's Max MP, and to gain +200 SPI, with all these results counting as a single non-stacking buff effect on possessor
Lockdown Time!- (Passive Ability, Haxxor) Possessor may, at the beginning of each round, choose one Constant Effect possessed by each non-unique opponent who is not 20 or more Levels greater than possessor and remove its text until the beginning of the next round as a non-stacking debuff, Possessor's Time element opponents who are below Level 80 have their turn-order-determining stat sums halved, rounded down
Lucky in Love- (Passive Ability, Other: Gambler) Possessor's Charm infliction chances are increased by 15%
Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Murder Passenger- (Active Ability, Driver) Possessor may, while in a Vehicle Transformation, spend an action to inflict Instant Death on a passenger that is below Level 10 and below possessor's Level
My Code Is Unbreakable- (Passive Ability, Other: Haxxor) Possessor's Coded Being summons may gain the element Hax and are Immune to sources below Level 60
Obstinately Refuse Entry- (Passive Ability, Guardian) Individuals below Level 20 that are below possessor's Level and are non-unique may not enter battles that possessor is in from other battles or via being summoned without possessor's permission
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
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
Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities
Rise Up- (Passive Ability, Eternal Champion) Once per thread, if Hope element, possessor may ignore being afflicted with a major negative status effect by a source below Level 99
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 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
Sometimes Mistaken For the Deific 'Mecha-Vashna'- (Passive Ability, Roboticist) Possessor gains +1 Fame if possessor is a Robot
Sorrow of the Drowned Orchestra- (Passive Ability, Musician) If possessor is wielding an Instrument, possessor's infliction chances of Confusion: Depression and Drowning are increased by 20%, and Possessor may choose for instances of Confusion: Depression that possessor inflicts to gain 'Possessor takes an amount of Water element damage equal to 1% of possessor's Max HP at the start of every round'
Transmute Gear Heart (Apprentice Level)- (Active Ability, Gearwright) User may skip a turn to change any basic Apprentice's Gear Heart into another type of basic Apprentice's Gear Heart
A list of applicable items includes-
Apprentice's Shadow Gear Heart
Apprentice's Brilliant Gear Heart
Apprentice's Stone Gear Heart
Apprentice's Airy Gear Heart
Apprentice's Hydraulic Gear Heart
Apprentice's Blazing Gear Heart
Apprentice's Mystic Gear Heart
Apprentice's Base Gear Heart
Apprentice's Steam-Driven Gear Heart
Apprentice's Mindcrystal Gear Heart
Apprentice's Frozen Gear Heart
Apprentice's Electrical Gear Heart
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice