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Dulcinea de Montréal, Nightmares' Angel

Posted: Sun May 31, 2020 5:36 am
by Ordo Hereticus
Dulcinea de Montréal, Nightmares' Angel (The Nottest of Daves)
Level 59 BA Member
Outsider, Wonder & Atomic & Darkness & Light & Water
HP: 17,250
MP: 35,725
STR: 690 (10) +100
AGI: 590 (10)
CON: 690 (10) +100
MIN: 1,429 (21) +190
SPI: 839 (11) +190

SAN: 295 (5)
INF: 295 (5)
RES: 295 (5)

XP- 25,003,195
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 35
Gold- 1,863,039,391
Bonus Weeks: 0
Weeks: 1 Assassin, 2 Blight Druid, 1 Combatant, 1 Deathless One, 1 Druid, 3 Flux Baron, 1 Gentleman Assassin, 4 Gunslinger, 1 Inscriber, 1 Jeweler, 1 Lawgiver, 8 Rider, 1 Smith, 3 Spy, 1 Summoner, 1 Thief, 1 Vermin Master, 3 Wanderer, 1 Spatial Mage, 1 Wonderworker


Reserved Gold
1,000,000,000 Gold in Dulcinea de Montréal Goes To Clavia (and Marefore Too)!


Training
Track A Part 2, to complete 2024-11-23 2025-05-17 (40 of 40 ability weeks logged on 2023-06-17)
Track B, to complete 2026-09-18 (82 of 87 ability weeks logged on 2023-06-17)


Commandments
* THOU SHALT SERVE EVERY UNIQUE DRAGON YOU ENCOUNTER A DRINK THAT IT GREATLY ENJOYS REGARDLESS OF ITS DISPOSITION
Dulcinea gets a Thief bonus week every month until this commandment is broken (Began December 29, 2017)

* COMMANDMENT: THOU SHALT BE DRUNK OR A RABBIT AT ALL TIMES
Keep it and you get: +50% Dodge while in quests


Abilities

Attack:
Cast a Spell- (Active Ability, Attack) Casts a spell. Costs the MP cost of said spell.
Change Stance- (Active Ability, Attack) Possessor changes stances
Counter- (Active Ability, Attack) Multiplies defense by 1.5 until user's next turn. User may make a Melee Attack, Magical Attack, or a Ranged Attack against the first foe to attack the user before the user's next turn. This attack does 1/2 normal damage.
Craft- (Active Ability, Attack) User uses a secret formula.
Defend- (Active Ability, Attack) Doubles user's defense until user's next turn. Does not Stack.
Elemental Attack- (Active Ability, Attack) Based on STR, SPI or AGI. Uses Melee Attack bonus if STR is chosen. Uses Magical Attack bonus if SPI is chosen. Uses Ranged Attack bonus if AGI is chosen. Changes attack damage entirely to user's element. This action costs an amount of MP to perform equal to (User's Max MP * .01) in additional to any other costs. User must be in the front row if STR is chosen.
Guard Back Rank- (Active Ability, Attack) User's Defense is added to the Defense of all members of the back rank until the beginning of the user's next turn. This is a buff, and it is thus not affected by stat capping. User must be in the front rank.
Magical Attack- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
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).
Melee Attack- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Spells that give Melee Attack bonuses are compatible with this attack. 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. User must be in the front row.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. 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.
Mental Overdrive- (Active Ability, Attack) Based on MIN. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Overdrive- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Ranged Attack- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. Does 1/2 damage if user is in the front row.
Re-equip- (Active Ability, Attack) User equips any number of items that have either been unequipped by the user or traded to the user.
Switch Rows- (Active Ability, Attack) User either moves from the back row to the front row or from the front row to the back row.
Trade- (Active Ability, Attack) User gives target any number of items.
Transform- (Active Ability, Attack) User activates a transformation. Note that users may begin battle transformed.
Ultimate Attack- (Active Ability, Attack) Based on all stats added together. Uses Melee Attack bonus, Magical Attack bonus, and Ranged attack bonus. This action costs an amount of MP to perform equal to (User's Max MP) in additional to any other costs. Does double normal damage. Cannot critical. Never misses. Hits all foes. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. This ability requires two actions, the first of which is used to charge the attack, to use. These actions need not be one after the other in turn order, but they must be consecutive in terms of actions performed by this action's user. May only be used once per battle
Unequip- (Active Ability, Attack) User unequips any number of items.
Use an Item- (Active Ability, Attack) Uses a Consumable or activates the ability of another item.


Devout Worshipper of The Deific Mecha-Vashna:
Worshipper Benefits:
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit


Blessing:
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
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
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor

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

Curse:
Compulsively Counts and Eats Office Supplies- (Passive Ability, Curse) For purposes of this ability, any item with an 'Office Supply' subtype or whose name includes any capitalization of 'Paper', 'Pencil', 'Pen', 'Stapler', 'Staple', 'Organizer', 'Hole-Punch', 'Paper-Clip', 'Paperclip', 'Folder', 'Thumb-Tack', 'Sticky-Tack', 'Scissor', 'Scissors', 'Ruler', 'Eraser', 'White-Out', 'Clip', 'Pencil Sharpener', 'Pencil-Sharpener', 'Pencil-Sharpening', 'Push-Pin', 'Push Pin', 'Thumb Tack', 'Sticky-Note', 'Post-It', 'Rubber Band', 'Ballpoint', 'Marker', 'Tape', 'Ruler', or 'Notebook' counts as an office supply. Each of possessor's opponents who is carrying or has equipped one or more office supplies that have not been marked as tallied by possessor may, at the start of a round, announce 'I have office supplies you have not counted yet'; if one or more opponents do this, possessor's first action of the round must be spent to perform an action that scans the stats of at least one such individual. Whenever possessor scans the stats of an individual with one or more office supplies carried or equipped that have not been marked as tallied by possessor, possessor may choose up to possessor's Base MIN in different office supplies and up to possessor's MIN in total office supplies to mark as tallied and mark those office supplies as tallied. If possessor is in the same battlespace as at least one untallied office supply, regardless of its position within that battlespace, possessor suffers -100% To Hit and -100% Dodge. At the end of a round, if possessor is carrying or has equipped at least one non-unique office supply that is worth under 30,000,000 Gold, possessor must choose one non-unique office supply meeting said qualifiers and destroys that office supply in a manner that counts as possessor having used a Food consumable.
This curse is removed if its possessor complete a quest on behalf of a corporation.
Compulsively Tells Secrets to Samurai- (Passive Ability, Curse) Possessor's opponents who possess the ability 'Kensei' may scan possessor's stats before any action and automatically succeed in doing so and can't be prevented from succeeding in doing so by possessor
Had a Bounty Placed On Her Head By the Association of Sentient Buildings- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Geomancer/Subspace-Architect mercenaries and angry motile Large Structures between Level 20 and Level 60; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Architect Bonus Weeks, and 40 Subspace Architect Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Unique Entities Defeated: 0/5
Curse of Being a Boring Dinkleford- (Passive Ability, Curse) Possessor's allies are afflicted with Confusion: Bored at the start of each round
Keeps Having Her Liver Eaten By Some Douchebag Vulture- (Passive Ability, Curse) At the start of each round, there is a 30% chance that wielder is automatically inflicted with Pain, Wounded: Bleeding, and Wounded: Maimed (as though this ability had the text 'inflicts Pain, Wounded: Bleeding, and Wounded: Maimed'), with this effect counting as coming from a source that is an Aerial
It lasts until its possessor either frees an ancient imprisoned primordial entity or until its possessor completes three tasks on behalf of a temple to a notable deity in an RP thread
Smells Like An Unwashed Fishmonger- (Passive Ability, Curse) Possessor's Charm infliction chances are decreased by 30% against targets that aren't Aquatics, Aerials, Animals, or Monsters
It lasts until its possessor catches and sells a notable sea monster in an RP thread
Suffering from Severe Radiation Poisoning- (Passive Ability, Curse) Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round

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
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Bright Ally of Darkness- (Passive Ability, Friendship) Possessor's Darkness-element allies gain +20 to all stats as a non-stacking buff if possessor is Light element, Possessor may not gain the ability 'Rejection of Darkness'
Compelled to Shout EXCELSIOR When Near Certain Allies- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Compelled to Shout EXCELSIOR When Near Certain Allies', each, once, announces the message 'EXCELSIOR', all three become solely the elements Atomic & Technology, each may convert any instance of Damage they deal into solely Atomic & Technology element Damage, and count as being in a guild named 'EXCELSIOR'
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dark Ally of Light- (Passive Ability, Friendship) Possessor's Light-element allies gain +20 to all stats as a non-stacking buff if possessor is Darkness element, Possessor may not gain the ability 'Rejection of Light'
Friends with a Bird- (Passive Ability, Friendship) Possessor counts as possessing an additional Aerial ally even if possessor did not already possess any
Stopped a Samurai from Becoming a Murderer Once- (Passive Ability, Friendship) +1 Fame, Wielder counts as possessing 2 additional Paladin abilities for prerequisite purposes

Permanent Item Effects:
Ate the Mythical Soursop- (Passive Ability, Permanent Item Effect) Possessor gains 5 bonus weeks per year that may be claimed or spent in any shop thread at any time during the year, Possessor gains +50,000 Defense while in a Chronogeomantic Zone of Vacation
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Stat Drain Immunity
Has Consumed 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(10 * 22) HP, Cannot be used in combos
Has Consumed 18 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * 18) MP, Cannot be used in combos


Abjurer:
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration 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 Abjuration spells that increase Defense against Stat Damage gain an +30 additional Defense against Stat Damage 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 Abjuration spells cost 200 less MP
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 Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
♢Builder of the Hidden Cathedrals- (Passive Ability, Abjurer) If possessor summons a Large Structure, possessor may give it a buff that provides it with +100% Dodge until it acts offensively; possessor may summon Large Structures into other battlespaces that already exist so long as no entity within those battlespaces of greater Level than possessor objects
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
♢Secret Doorways Within Each Diagram- (Passive Ability, Abjurer) If possessor begins a round in a battlespace that contains an individual who possesses a buff with possessor as a source, possessor may choose to enter a battlespace previously created by possessor so long as no individual of greater Level than possessor objects; possessor may choose to count possessor's Wanderer abilities as additionally being Abjurer abilities for non-prerequisite purposes
Warded Skin- (Passive Ability, Abjurer) +200 Defense

Alchemist:
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
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 Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
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 Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped

Analyst of the Absolute:
Apprentice Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 Defense against Truth
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 Defense against Truth
Basic Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 1% Truth Resistance
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Truth element and no other technique is used. Said action becomes solely the element Truth.
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Truth- (Passive Ability, Analyst of the Absolute) Possessor may use the Technique 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Truth element.

Arcane Vizier:
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points

Archer:
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'

Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Can Build Structures from Dead Fish- (Passive Ability, Architect) Whenever an Aquatic dies in possessor's battlespace, possessor may summon a Large Structure below Level 20 or may give a Large Structure a buff that stacks 60 times that provides +200 Defense and +20 CON
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
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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

Archsmith of Metal
Apprentice Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +50 to all stats for each Metal element item equipped, Possessor's Metal element pets and summons gain +250 to all stats
Apprentice Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 500 points
Archsmith of Metal- (Passive Ability, Archsmith of Metal) Possessor ignores (1 * (Possessor Level/5), rounded down)% Metal Resistance, Possessor ignores Metal Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Defenses Against Metal- (Passive Ability, Archsmith of Metal) Possessor gains +50 Defense against Metal
Basic Metal Resistance- (Passive Ability, Archsmith of Metal) Possessor gains 1% Metal Resistance
Basic Metal Synchronization- (Passive Ability, Archsmith of Metal) Possessor gains +25 to all stats if possessor is Metal element
Basic Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 50 points
Coat Armor- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect Armor items in addition to weapons
Defenses that Utilize Metal- (Passive Ability, Archsmith of Metal) Possessor gains +500 Defense if possessor has any Metal-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Metal- (Technique Ability, Archsmith of Metal) Possessor may use 'Elemental Attack-Conversion: Metal' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Metal element and no other technique is used. Said action becomes solely the element Metal.
Greater Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 25,000 points
Improved Weaponization of Metal- (Passive Ability, Archsmith of Metal) Quantities of Metal element Damage dealt by possessor are increased by 5,000 points
Mass Coat- (Passive Ability, Archsmith of Metal) Possessor's 'Metal Coat' ability may affect up to 15 selected items per action
Metal Coat- (Active Ability, Archsmith of Metal) Possessor may spend an action to make any one weapon wielded or carried by wielder or one of wielder's allies solely Metal element
Nonsynchronous Elemental Attack-Conversion: Metal- (Passive Ability, Archsmith of Metal) Possessor may use the Technique 'Elemental Attack-Conversion: Metal' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Metal element.

Artificer:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
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'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

Assassin:
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Basic Poisoner Training (2)- (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

Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
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
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

Bard:
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
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
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating 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 repeating 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.
Bird-Summoning Rap Performance- (Active Ability, Bard) Possessor may spend an action to summon 30 Aerials below Level 60 from the Enemy List that are normally fightable for drops, Max 200 summoned
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
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

Beastmaster:
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares

Biomancer:
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual

Binder:
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Spirit Calling II- (Passive Ability, Binder) Possessor's Spirit summons gain +200 HP
Spirit Calling III- (Passive Ability, Binder) Possessor's Spirit summons gain +500 MP
Spirit Calling IV- (Passive Ability, Binder) Possessor's Spirit summons gain +2,000 HP and +4,000 MP
Spirit Calling V- (Passive Ability, Binder) Possessor's Spirit summons may not be unsummoned by sources below Level 5
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats

Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points

Blight Druid:
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease

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
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
Knowledge of Unconventional Lawn Care Techniques- (Passive Ability, Botanist) Possessor's Plant pets may, up to three times per thread across all such pets, at the end of any action, be cured of up to three minor negative status effects
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
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

Caliph of Corrosion:
Acid Blood- (Passive Ability, Caliph of Corrosion) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Acid element Damage to said individual at the end of said action
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense if possessor has any Acid-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Acid element and no other technique is used. Said action becomes solely the element Acid.
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Acid- (Passive Ability, Caliph of Corrosion) Possessor may use the Technique 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Acid element.

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 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
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water

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 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 Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
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
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
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.


Chef:
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Cookin' With Garlic!- (Passive Ability, Chef) Food consumables used by possessor may give their targets 5% Undead Resistance as a non-stacking buff
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
(Senior) National Global Food Inspector- (Passive Ability, Chef) Possessor may prevent entities below possessor's Level who are below Level 80 from using Food consumables, Possessor may prevent entities 5 or more Levels below possessor's Level who are below Level 60 from using Drink consumables

Clothier:
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped

Combatant:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Boxer's Face-Guarding Technique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.

Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
♢Eternally Most High- (Passive Ability, Commander) Possessor's opponents of lower Level than possessor may not acquire buffs that increase their Level and may not treat their Level as greater than it is, this ability does not prevent entry into Transformations
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
♢Nemesis Overcrash: Perfect Omniversal Control- (Technique Ability, Commander) Possessor may use 'Nemesis Overcrash: Perfect Omniversal Control' in conjunction with an 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has no higher-Level opponents. If possessor would be killed or defeated by a source of lower Level, there is no individual of higher Level than possessor present in any battlespace, and possessor's MP is not set to 0, possessor may preemptively perform an 'Ultimate Attack' action that includes this technique, and, if that action is successful, may immediately end the round. Possessor obtains an unremovable buff that lets its possessor control all decisions made by all entities in all battlespaces next round, with said buff unable to be extended, replicated, or altered and said buff not being able to control more than one round even in the cases of round renumbering or resetting. Said action sets its user's MP to 0 for the remainder of the thread.
♢Paramount Above The Crown- (Passive Ability, Commander) Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level

Conjurer:
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 20% Charm Resistance
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 40% Charm Resistance
♢Firmament's Fundamental Foundation Point- (Passive Ability, Conjurer) Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect
♢Origin of Elements- (Passive Ability, Conjurer) Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base
Speed-Focused Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Unified Knowledge of Elementals and Elemental Magic- (Passive Ability, Conjurer) Possessor may count Elementalist abilities possessor possesses as Conjurer abilities (including for prerequisite purposes), Possessor may count Conjurer abilities possessor possesses as Elementalist abilities (including for prerequisite purposes)

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 Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
♢Assertion of Supremacy- (Passive Ability, Controller) Possessor may, at the start of each round, become the controller of any number of summons that are non-unique and either lower-Level than possessor or controlled by one of possessor's allies
Awesome Impulse- (Technique Ability, Controller) Possessor may use 'Awesome 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 Light element, and gains '15% inflicts Awestruck'.
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.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright 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 Light element.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble 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 Water element.
Caustic Impulse- (Technique Ability, Controller) Possessor may use 'Caustic 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 Acid element.
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
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped

Controller Derivative: Enslaver:
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.

Counselor of Faerie:
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Countess of Power:
Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Energy- (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.

Crafter:
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

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
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats

Diplomat:
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor

Dominator:
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Undead-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Undeads and gains +25% Critical against Undeads.
Undead-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Undeads and gains +5% To Hit against Undeads.
Undead-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Undeads, gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Vampire Slayer- (Technique Ability, Dominator) Possessor may use 'Vampire Slayer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +10,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +25% To Hit against Undead, gains 5% inflicts Instant Death against Undead, and gains a 30% chance of inflicting Instant Death on Undead whose name includes 'Vampire' or 'Vampiric'.

Doombringer:
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Offensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 50 points

Driver:
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver) All Vehicle 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
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items

Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attract Plants- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Seedlet, Running Bush, or Marching Flower
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
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener (2)- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
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

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

Elementalist:
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells 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 Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
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
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Requires: Envoy of Air
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Requires: Envoy of Earth
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
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
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells

Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
♢Elevated Command Priority- (Passive Ability, Enchanter) Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: 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: 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
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
♢Root Command- (Active Ability, Enchanter) Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action

Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker (2)- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped

Eternal Champion:
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points

Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

General:
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
Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor

Geomancer:
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
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: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
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: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Polluted Morass - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Polluted Morass
Attuned to Terrain: River-Land - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is River-Land
Attuned to Terrain: Road - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
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
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
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: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
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 Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
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: Polluted Morass- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Polluted Morass
Phantom Terrain Link Established: River-Land- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to River-Land
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: Savannah- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Savannah
Phantom Terrain Link Established: Scrubland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Scrubland
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: Steppes- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Steppes
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
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology 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.
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice 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 Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology 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
Radiation Shot- (Technique Ability, Gunner) Possessor may use 'Radiation Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Atomic element.
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.

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

Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
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 Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.

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

Herpetologist:
Basic Herpetologist Knowledge- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Hunter:
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
Stake Shot- (Technique Ability, Hunter) Possessor may use 'Stake Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Bow whose name includes 'Crossbow' equipped. Said action gains +350 Ranged Attack, gains the element Wood, and gains '30% inflicts Instant Death on Undead whose name includes Vampire or Vampiric'

Illusionist:
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 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

Inscriber:
♢Ablative Elemental Crystal Supershell- (Passive Ability, Inscriber) Possessor gains (Possessor Level / 2, rounded up)% Resistance to all non-Universe elements that possessor possesses
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Inscriber of the Wards Which Protect against Charm- (Passive Ability, Inscriber) Possessor gains +5% Charm Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Stat Drain- (Passive Ability, Inscriber) Possessor gains +5% Stat Drain Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Status Effects- (Passive Ability, Inscriber) Possessor's existing Resistances to minor negative status effects are increased by 1% if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%

Jeweler:
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Jeweler Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has 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 Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 20% Charm Resistance
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 Calling III- (Passive Ability, Justicar) Possessor's Celestial summons gain +500 MP
Celestial Calling IV- (Passive Ability, Justicar) Possessor's Celestial summons gain +2,000 HP and +4,000 MP
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 40% Charm Resistance
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor

Keeper of the Depths:
Constant Troglodyte Stench- (Passive Ability, Keeper of the Depths) Possessor's 'Troglodyte Paralysis-Stench' Stance does not count against the maximum number of Stances that possessor may be in at a time
Troglodyte Paralysis-Stench- (Stance Ability, Keeper of the Depths) Possessor's opponents have a 65% chance of being afflicted with Paralyzed and Pain: Nauseous at the start of each round

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

Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.

Lord of War:
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

Lawbringer:
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
♢Fundamental Controlling Law- (Passive Ability, Lawbringer) Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources
♢Imposition of Inarguable Circumstance- (Passive Ability, Lawbringer) Status effects inflicted by possessor may not be cured or automatically recovered from by sources of lower Level than caster.
Judge (2)- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
♢Metaphysically Final Rulings- (Passive Ability, Lawbringer) Possessor's actions may not be countered by lower-Level sources
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds

Lightbearer:
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 40% Charm Resistance
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor

Lord of Trees:
Absorb Wood- (Passive Ability, Lord of Trees) Possessor Absorbs Wood against sources below Level 20 if Level 20 or greater
Apprentice Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 500 points
Apprentice Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 5% Wood Resistance
Apprentice Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +50 to all stats for each Wood element item equipped, Possessor's Wood element pets and summons gain +250 to all stats
Basic Defenses Against Wood- (Passive Ability, Lord of Trees) Possessor gains +50 Defense against Wood
Basic Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 50 points
Basic Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 1% Wood Resistance
Basic Wood Synchronization- (Passive Ability, Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element
Elemental Attack-Conversion: Wood- (Technique Ability, Lord of Trees) Possessor may use 'Elemental Attack-Conversion: Wood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Wood element and no other technique is used. Said action becomes solely the element Wood.
Greater Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 25,000 points
Improved Weaponization of Wood- (Passive Ability, Lord of Trees) Quantities of Wood element Damage dealt by possessor are increased by 5,000 points
Improved Wood Resistance- (Passive Ability, Lord of Trees) Possessor gains 10% Wood Resistance
Lord of Trees- (Passive Ability, Lord of Trees) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wood Resistance, Possessor ignores Wood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nonsynchronous Elemental Attack-Conversion: Wood- (Passive Ability, Lord of Trees) Possessor may use the Technique 'Elemental Attack-Conversion: Wood' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Wood element.
Wood Immunity- (Passive Ability, Lord of Trees) Possessor gains Wood Immunity against sources below Level 20 if Level 20 or greater

Mad Scientist:
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Avocado-Resistant Ears- (Passive Ability, Mad Scientist) Possessor is Immune to Food consumables and Plant entities that are below Level 60 (or, the in the case of consumables, that are used by sources below Level 60), provided said consumables or entities have 'Avocado' in their name and possessor is not afflicted with Impaired: Deaf
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +20 to all stats
Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 to all stats
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats

Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
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
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.

Manipulator Derivative: Matrix Keeper:
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
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.

Master of Monsters:
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Manticore Essence- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose to count as being in the 'Form of Manticore' stance when not in said stance
Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Manticore Tail- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack
Manticore Venom- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains 60% inflicts Poison, 60% inflicts Poison: Numbing Agent, 60% inflicts Poison: Atrophying Toxin, 60% inflict Poison: Slow-Acting Poison, 30% inflicts Paralyzed, 30% inflicts Stat Drain, 30% inflicts Stat Drain: ATK Drain, 30% inflicts Stat Drain: DEF Drain, 60% inflicts Pain, 60% inflicts Pain: Wracked, 30% inflicts Impaired, 30% inflicts Impaired: Blind, 30% inflicts Impaired: Defened, 30% inflicts Impaired: Slow, 30% inflicts Impaired: Silence, and ignores the Immunities to minor negative status effects of individuials below Level 20
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor

Mech Jockey:
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0

Mechanist:
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

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 Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
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
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
Hypnotic Gaze Resistance- (Passive Ability, Mentalist) Possessor gains 30% Charm Resistance, Possessor gains +30% Charm Resistance against actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric', Possessor gains +5% Dominion Resistance against (actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric') with sources below Level 60 that are not 5 or more Levels greater than possessor
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally

Merchant:
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
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Knowledge of Economics- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 20,000 Gold.
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.
Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

Mind Lord:
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points

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.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Learned How to Fight From Roy Belwoo- (Passive Ability, Monk) Possessor can't be hit by sources below Level 60 if possessor is Sonic element, but possessor can't Dodge Fate element actions from sources above Level 80 unless possessor has an equipped Transformation named 'Lightspeed Motorcycle'
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
One-Hit-Kill Punch- (Technique, Monk) Possessor may use 'One-Hit-Kill Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has no weapon equipped. Said attack gains +100,000 Melee Attack bonus, gains a 15% chance of inflicting Instant Death, and inflicts Instant Death on entities 20 Levels or below its performer.
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Strong Neck Muscles- (Passive Ability, Monk) Possessor gains +25 STR, Possessor's Defense is increased by 1,250 points against attacks that deal Drain, Possessor's Defense is increased by 1,250 points against opponents whose name includes 'Vampire' or 'Vampiric', Possessor's Resilience is increased by 5% against opponents whose name includes 'Vampire' or 'Vampiric'
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

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

Musician:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Can Play the Whistle- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Whistle' in its name equipped
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round

Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Advanced Skeleton Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Skeleton' gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Create Horrifying Undead- (Passive Ability, Necromancer) Possessor's Undead summons may gain a non-stacking buff at the time of their summoning that gives their actions '60% may inflict Confusion: Fear'
Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger (2)- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Master of Spoopiness- (Passive Ability, Necromancer) Possessor's Undead summons may inflict Confusion or Confusion: Overwhelmed by Laughter instead of inflicting Confusion: Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Skeleton Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Skeleton' gain +50 HP, +20 to all stats, and +300 damage dealt with all damage dealing attacks
Unbothered by the Stench of Corpses- (Passive Ability, Necromancer) Possessor gains Pain: Nauseous Immunity against Undead
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities

Ocean Prince:
Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 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 Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while 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

Pactmaker:
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
♢Devil-Pact Inversion- (Passive Ability, Pactmaker) Whenever a Devil or Arch-Devil of lower Level than possessor would place a debuff on possessor, possessor may choose to transfer it to that Devil or Arch-Devil instead of acquiring it
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%
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
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

Paladin:
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain

Priest:
Devout Worshipper of The Deific Mecha Vashna
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
♢Arch-Blasphemer- (Passive Ability, Priest) Possessor ignores the Tenets, Requirements, and Restrictions of Patron Deities, Deities may not choose for possessor to not be their worshipper and may not prevent possessor from obtaining or benefiting from worshipper benefits they provide that possessor would otherwise possess or obtain
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Divine Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Can Throw Holy Symbols As Boomerangs- (Passive Ability, Priest) Possessor may treat Holy Symbol accessories as additionally being weapons that possess the subtype Throwing Weapon, Holy Symbols equipped by wielder may, if wielder chooses for them to, provide +(Their Gold Value/1,000) Ranged Attack if they are Throwing Weapons
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
♢Enthroned Heresy- (Passive Ability, Priest) Possessor suffers no negative effects from the status effect Smitten: Excommunicated, instead obtain +1 to all Base Stats while afflicted with it
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
♢Most-Accursed Litany- (Passive Ability, Priest) If a target possesses 5 or more different Divine Magic debuffs with possessor as a source, possessor may stack an additional copy of each negative status effect on that individual, with those status effects stacking with themselves; any status effects applied in this manner above normal limits are removed if their possessor ceases to possesses at least 5 different Divine Magic debuffs with possessor as a source
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

Power Trooper:
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor

Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor

Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon 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 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

Radiant Hierophant:
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Sunburn Stare- (Technique Ability, Radiant Hierophant) Possessor may use 'Sunburn Stare' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', 'Point Blank', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and possessor is Light element or has a Light element Eyewear equipped. Said action gains +5,000 Ranged Attack, gains +5,000 Magical Attack, gains '100% inflicts Awestruck', and gains '100% inflicts Burning: Sunburnt'; said action gains +50% Critical against targets whose name includes 'Vampire' or 'Vampiric' that are not Light element.

Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

Rider:
Basic Steed User- (Passive Ability, Rider)- All Steed 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

Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
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
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

Roboticist:
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
Robotic Animal Developer- (Passive Ability, Roboticist) Whenever possessor summons an Animal, possessor may summon an instance of that Animal that naturally has 'Robotic ' appended before its name that naturally also possesses the subtype Robot and naturally possesses Immunity to Fatigued, Poison, and Diseased

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
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 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 Technology from Multiple Eras- (Passive Ability, Scholar) Possessor gains +200 MIN
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Mastery of Many Topics- (Passive Ability, Scholar) Scholar abilities whose name includes 'Scholar of', 'Undestanding of', or 'Knowledge of' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
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 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
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.
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
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.

Scientist:
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
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 Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Can Turn Photographs Into Bombs- (Passive Ability, Scientist) Possessor may, once per round, turn an instance of having scanned something into dealing 5,000,000 Flat Fire element Damage to that thing
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
Has Researched 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
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 Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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:
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
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 Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Inspired by Kelp- (Passive Ability, Seakeeper) Poessor is inflicted by Invigorated: High Morale at the start of each round that possessor is in the same battlespace as an entity whose name includes 'Kelp'
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
Speak to Fish- (Passive Ability, Seakeeper) Possessor's pet and summoned Aquatics gain +25 to all stats, Possessor's summoned Aquatics have a 5% lower chance of being uncontrolled
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
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects

Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped

Shadow Blade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped

Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source

Skykeeper:
Natural Parakeet Natural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural Parakeet- (Passive Ability, Skykeeper) Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and summon that many Natural Parakeet from the Enemy List, Max 20,000 summoned
Natural Parakeet Natural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural Parakeet Parakeet Natural- (Passive Ability, Skykeeper) Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and have a (that number x 5)% chance of inflicting Confusion: Annoyed on up to all opponents
One Heck Of An Annoying Bird- (Passive Ability, Skykeeper) Whenever possessor may choose any minor status effect, if possessor is an Aerial, possessor may also choose Fatigued: Asleep, Fatigued: Stun, Fatigued: Stress, Confusion: Depression, Confusion: Fear, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Stat Drain: ATK Drain, Stat Drain: DEF Drain, Hexed: Ill Fortune, Impaired: Blind, Impaired: Deaf, or Poison: High, Possessor's minor negative status effect infliction chances are increased by 30% if possessor is an Aerial, Possessor gains +15% Dodge if possessor is an Aerial, Whenever one of possessor's opponents conducts an offensive action that does not target possessor, if possessor is an Aerial, possessor may choose to have a 100% chance of inflicting any one minor negative status effect on said opponent

Slayer:
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'
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.
Apprentice 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 +5,000
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
Defensive Improvisation- (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 may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (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 may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage

Slayer Derivative: Gentleman Assassin:
Apprentice Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Bladecane equipped, Possessor gains +20 to all stats if possessor has a Bladecane equipped
Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Bladecane Wielding I- (Passive Ability, Gentleman Assassin) +5 to all stats when a Bladecane is equipped
Bladecane Wielding II- (Passive Ability, Gentleman Assassin) +25 to all stats when a Bladecane is equipped, +50 Melee Attack when a Bladecane is equipped
Classical Training in Standard Combat Utilizing the Bladecane- (Passive Ability, Gentleman Assassin) Possessor may treat Bladecane as a Base Weapon subtype
Critical Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Critical Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +5% Critical.
Deft Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Deft Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +5% To Hit.
Exceptionally Skilled at Poisoning Coffee- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte' in its name, possessor may choose for said consumable to either possess a 60% greater chance of inflicting Poison or to possess a 100% chance of inflicting Poison
Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Knows Secret Methods of Brewing Coffee that Cause Those Who Imbibe It to Later Burst Into Flame- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte', possessor may choose to select a number of rounds between 1 and 30,000 and have it inflict a debuff that has a 200% chance of inflicting Burning on its possessor after the chosen number of rounds, with this debuff not being curable by entities whose MIN is lower than possessor's MIN, who are below Level 40, and who have not scanned possessor's stats
I'm Terribly Sorry About the Poison in the Coffee.- (Passive Ability, Gentleman Assassin) Possessor's actions that have a chance of inflicting Poison may not be countered by individuals below Level 40, excluding preemptive counters
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does

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 Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense

Snow Queen:
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.

Sorceress Derivative: Adviser:
Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.

Sorceress Derivative: Florist:
Happy Day Smack!- (Technique Ability, Sorceress: Florist) Possessor may use 'Happy Day Smack!' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Bouquet equipped. Said action may treat each of its performer's equipped Bouquets as though it possessed a Melee Attack bonus equal to its Magical Attack bonus and may treat each Wedding Dress its performer has equipped as though it provided a Melee Attack bonus not subject to standard caps that is equal to its Defense bonus (to a max of 2,000,000 points).

Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
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
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
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 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 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

Swordsman:
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed 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 Poison.
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

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
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
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
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

Thief:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Pirate (2)- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
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
Shadow-Skulking- (Passive Ability, Thief) If possessor is in a Zone of Darkness, possessor gains 5% Dodge and possessor's Confusion: Fear infliction chances are increased by 5%
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
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%

Thunder Czar:
Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Apprentice Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Electrical Battle-Aura- (Stance Ability, Thunder Czar) Possessor deals 10,000 Flat Electrical element Damage to each opponent at the start of each round
Electrical Immunity- (Passive Ability, Thunder Czar) Possessor gains Electrical Immunity against sources below Level 20 if Level 20 or greater
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Elemental Invocation of Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Invocation of Electrical' in conjunction with an 'Elemental Attack' action so long as possessor is Electrical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Electrical- (Passive Ability, Thunder Czar) Whenever possessor absorbs Damage that is Electrical element Damage, Possessor may choose to deal 10,000 Flat Electrical element Damage to up to 10 targets
Greater Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 25,000 points
Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

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

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

Vermin Master:
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Insect- (Passive Ability, Vermin Master) Possessor may, at the beginning of a thread, choose to become the subtype Insect
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beekeeping Cowboy- (Passive Ability, Vermin Lord) Possessor gains +100 Ranged Attack per Insect summon possessor possesses if possessor is wielding a Gun
Butterfly Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Butterfly' stance when not in said stance
Butterfly Wings- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor gains +200 AGI
Confusing Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Confusion on up to 30 targets at the start of each round
Dazzling Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Impaired: Blind on up to 30 targets at the start of each round
Form of Butterfly- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 SPI
Formshift: Insect- (Stance Ability, Vermin Master) Possessor's subtype becomes Insect
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Vermin Master- (Passive Ability, Vermin 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 Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor

Viscous Lord:
Light-Emitting Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor's presence counts as the presence of a Zone of Light

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
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
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
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 Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

Warlock:
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
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.
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.
♢Eternal Malice- (Passive Ability, Warlock) Curse abilities given by possessor to other individuals gain the Ability Addendum Clause 'Bound by Eternal Malice- This Curse may not be removed or altered by sources lower Level than <Possessor's Level at the time of its application>, Ability Addendum Clause', Possesssor may object to aspects of Curses as though possessor's name were 'Prioress Seretian'
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.
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 Dark 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.

Warlord:
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

Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
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.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
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
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR

Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20

Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
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 Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
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
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
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
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
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
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
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

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

Other: Dross-Choked Reveler:
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element

Other: Elemental Researcher:
Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Apprentice Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Formus- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 Defense against Formus
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Basic Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 50 points
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Elemental Attack-Conversion: Formus- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Formus element and no other technique is used. Said action becomes solely the element Formus.
Elemental Researcher- (Passive Ability, Other: Elemental Researcher) Possessor ignores (1 * (Possessor Level/5), rounded down)% Formus Resistance, Possessor ignores Formus Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus 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 Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, 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 Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Formus- (Passive Ability, Other: Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Formus element.

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

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

Other: Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Outsider Synchronicity- (Passive Ability, Other: Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Cross-Dimensional Keening Call- (Passive Ability, Other: Gatekeeper) Possessor's actions targetting possessor's summons may not be countred by sources below Level 40 unless possessor allows such, Possessor may target possessor's summons that are in other battles if no individual of Level 60 or greater is present in either the battle possessor is in or the battle said summons are in
Emerald-Soul Kaiju- (Passive Ability, Other: Gatekeeper) If possessor is an Atomic-element Outsider, possessor may, when killed, deal 1,000,000 Flat Atomic element Damage to all opponents and apply a buff to itself that resurrects its possessor at the start of the round 3 rounds after it is acquired if possessor was killed by a source that is not greater Level than possessor and that is not greater than Level 79
Formshift: Outsider- (Stance Ability, Other: Gatekeeper) Possessor's subtype becomes Outsider
Fractal Butterfly-Being- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor gains +50% Dodge, gets two Dodge chances when attacked, and has a 200% chance of inflicting Confusion, Mindblasted, Awestruck, or Awestruck: Wonderstruck on entities whose attacks are Dodged by possessor at the time of said Dodging.
Gatekeeper- (Passive Ability, Other: Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Opener of Doorways- (Passive Ability, Other: Gatekeeper) Possessor's summons gain +500 to all stats, Possessor may not be prevented from summoning by sources below Level 40, Possessor's summons may not be unsummoned by sources below Level 40
Otherworldly Endurance- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Grace- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Other: Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Intellect- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Legacy Outsider Traits- (Passive Ability, Gatekeeper) 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, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Outsider Traits- If possessor is an Outsider, 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, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Scholar of Doorways- (Passive Ability, Other: Gatekeeper) Possessor gains +1,000 MIN and +1,000 SPI, Individuals below Level 40 may not leave battle without possessor's permission, Individuals below Level 40 may not prevent possessor from leaving battle
Tester of Realities- (Passive Ability, Other: Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Watcher of Doorways- (Passive Ability, Other: Gatekeeper) Individuals that are below possessor's Level that are below Level 40 may, should possessor choose such, fail to summon anything that is below possessor's Level that they would otherwise summon
Wings of Light and Thought- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, possessor gains +8% Dodge, and, whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack

Other: High Judge:
Can Summon a Singing Police Squad By Clapping- (Active Ability, Other: High Judge) Possessor may spend an action to gain a 100% chance of inflicting Entombed: Incarcerated on up to 300 targets, with said infliction counting as involving a Bardic Music spell

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

Other: Legend:
Wielder of the Grand Unifying Theory- (Passive Ability, Other: Legend) Possessor may equip 'Grand Unifying Theory'

Other: Miracle Engineer:
Basic Miracle Engineer Proficiency- (Passive Ability, Other: Miracle Engineer) Possessor obtains 5,000,000 Temporary XP at the start of each thread
Inbuilt Miracle-Engine for a Heart- (Passive Ability, Other: Miracle Engineer) Possessor is a deity and possesses a deity profile. Possessor counts as having an additional Miracle Engine equipped.
Miracle-Engine-Heart Activation- (Active Ability, Other: Miracle Engineer) Possessor may, up to (Possessor's Level / 5, rounded up) times per thread, spend an action to replicate an action performable by an entity of lower Level that is normally fightable on the Enemy List for drops as though an instance of said entity were performing said action

Other: Noise Master:
Basic Sonic Synchronization- (Passive Ability, Other: Noise Master) Possessor gains +25 to all stats if possessor is Sonic element
Meditative Assumption of Sonic- (Passive Ability, Other: Noise Master) Possessor may choose, at the beginning of a thread, to become solely Sonic element

Other: Planefolder:
Basic Planefolder Knowledge- (Passive Ability, Other: Planefolder) Possessor's Vastness pets and summons gain +200 HP, +200 MP, +20 Damage dealt, +20 to all stats, and +20% Dodge

Other: Reality Arranger:
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff

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

Other: Smiling Drifter:
Emits Balloons When Excited- (Passive Ability, Other: Smiling Drifter) Whenever possessor is afflicted with a positive status effect, possessor's allies have a 30% chance of being afflicted with Elevated or Elevated: High Morale

Other: 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
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
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
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)

Other: Subspace Architect:
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +20 to all stats
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
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor

*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60


Other: Thermonuclear Disciple:
Absorb Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Absorbs Atomic against sources below Level 20 if Level 20 or greater
Active Radiation Field- (Stance Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, individuals in the same battlespace as possessor (including possessor) have a 30% chance of being afflicted with Poison: Irradiated at the start of each round, and possessor may choose to deal 30,000 Flat Atomic element Damage to any individual who conducts an offensive action that targets possessor at the end of said action
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Apprentice Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 500 points
Atomic Manipulation- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose one of the following at the beginning of each round if Atomic element: Create a Zone of Atomic, Remove a Zone of Atomic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Atomic by either possessor or a source below Level 20, Add Atomic 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 Atomic element on a Atomic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Atomic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Atomic, 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 Atomic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Atomic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Atomic, 5% Atomic Resistance, or +50 Defense against Atomic and 1% Atomic Resistance until the end of the round as a non-stacking buff
Atomic Immunity- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Atomic Immunity against sources below Level 20 if Level 20 or greater
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Command of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element pets and summons gain +50 to all stats
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 to all stats while in a Zone of Atomic
Elemental Attack-Conversion: Atomic- (Technique Ability, Other: Thermonuclear Disciple) Possessor may use 'Elemental Attack-Conversion: Atomic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Atomic element and no other technique is used. Said action becomes solely the element Atomic.
Empowered By Atomic- (Passive Ability, Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Atomic
Empowered by Radiation- (Passive Ability, Other: Thermonuclear Disciple) Possessor's unmodified stats are increased by 200 while possessor is Atomic element and afflicted with Poison: Irradiated
Greater Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 25,000 points
Improved Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 10% Atomic Resistance
Improved Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 5,000 points
Irradiated Magic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's 'Cast a Spell', 'Magical Attack', and 'Overdrive' actions may gain '30% inflicts Poison: Irradiated', and, if they do so, gain +5,000 Magical Attack
Meditative Assumption of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose, at the beginning of a thread, to become solely Atomic element
Nonsynchronous Elemental Attack-Conversion: Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may use the Technique 'Elemental Attack-Conversion: Atomic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Atomic element.
Radiation-Eater- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor suffers no negative effects for the status effect Poison: Irradiated, and any Damage dealt to possessor by said status effect become Healing instead
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Radiation Intensification- (Passive Ability, Other: Thermonuclear Disciple) Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element
Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Uplifted By Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Atomic

Other: War Mage:
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

Other: Wonderworker:
Apprentice Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Footsteps of Song- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Bard Stance, whenever possessor switches rows, possessor may choose up to three allies and cure one minor negative status effect from a source below Level 60 or a debuff from a source below Level 60 in each
Reappearing Body Parts- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Healer stance, possessor is, whenever possessor is afflicted with Wounded or whenever a round begins, possessor is cured of Wounded, and, whenever possessor is successfully cured of Wounded, possessor regenerates 50,000 HP, to a max of 200 times per round
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Other: Worldbound God:
Bestow Worshipper Benefit: Unearthly Fear- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unearthly Fear- Instances of Confusion: Fear with possessor as a source, whenever they cause an action to be skipped, deal their possessor ((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*2,000) Flat Darkness & Psychic element Damage, Worshipper Benefit
Lesser Deific Domain: Fear- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Confusion: Fear infliction chances, Possessor gains Confusion: Fear Immunity, Possessor has RP powers connected to this divine domain



Inventory


Weapons
Weapon - Uniques
*Dryse Claw (Configuration Two)- (Weapon, Fist Weapon, Formus & Progress, 300,000,000 Gold) +300,000 Melee Attack, +300,000 to all stats, Wielder gains +25,000 to all stats as an uncapped bonus for each Theoretical Element, Imaginary Element, or Tier-0 Element that wielder possesses (to a max of 2,000 such elements), 200% To Hit, 100% Critical, 150% may inflict Poison: Irradiated, Wielder gains Electricity Immunity against sources of equal or lower Level that are below Level 99 if wielder possesses no other elemental Immunities and is a devout worshipper of both 'Benhannis Techylmann' and 'Cetmyl Dryse', Wielder must be Level 40 or greater and must possess the ability 'Elemental Researcher' or 'Infinity Designer'

*Grand Unifying Theory- (Weapon, Other: Weapon of Legend, Technology & Psychic, Lv. 19, X Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 Ranged Attack, +36,000 Defense, 138% To Hit, +38% To Hit, Wielder's Prime Attribute for 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become any one stat, Wielder's actions may become solely any combination of base elements, Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round, This item possesses the subtype Force, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: 1,400,000 (Standard Multiplier x1 (x10 artifact in terms of power), raised to x20 to bypass Level 20 barrier)


Weapon - Axe
5 | Axe of Stone Hewing-(Weapon, Axe, Earth, 28,000 Gold) +30 Melee Attack, +50 Melee Attack against Earth element foes
8 | Cleaving Axe-(Weapon, Axe, Fire, 20,000 Gold) +25 Melee Attack, +2% Critical
5 | Dwarven Axe- (Weapon, Axe, Earth, 12,000 Gold) +25 Melee Attack
2 | Minotaur Lord's Axe- (Weapon, Axe, Physical, 15,400,000 Gold) +15,645 Melee Attack, +15,000 STR, +15,000 CON, +15,000 MIN
1 | Minotaur's Axe- (Weapon, Axe, Physical, 5,400,000 Gold) +5,645 Melee Attack, +5,000 STR, +5,000 CON

Weapon - Book
1 | 'All the Fishes You Will Meet'- (Weapon, Book, Whimsy & Water, 44,444,444 Gold) +44,444 Magical Attack, +44,444 CON, Wielder's Aquatic summons gain the element Whimsy, Wielder may spend an action to summon up to 5 Aquatics from the Enemy List that are below Level 60 and normally fightable for drops, Max 30 summoned, Wielder's 'Magical Attack' actions may use Mind as their Prime Attribute and may gain '1 hit against 40,000', Wielder may spend an action to unsummon an equal-or-lower-Level non-unique Horror and, if said unsummoning is unsuccessful, summon an Aquatic of Level equal to or lower than said Horror (with a separate max of 1 summoned), Wielder may choose to count as being in a Zone of Whimsy & Water if at least one Whimsy-element Aquatic is present in the same battlespace, Actions incorporating an Attack Bonus granted by this item may optionally gain the element Fate
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
1 | Book of Flame- (Weapon, Book, Fire, 5,000 Gold) +11 Magical Attack
1 | Book of Psychic Arts- (Weapon, Book, Psychic, 5,000 Gold) +12 Magical Attack, Possessor may use MIN in place of SPI for Psychic Power spells and Psychic-element-only Magical Attacks
1 | Minor Apprentice's Spellbook- (Weapon, Book, Magic, 600 Gold) +7 Magic Attack
1 | Necromantic Tome- (Weapon, Book, Darkness, 47,000 Gold) +51 Magical Attack, All of wielder's Undead pets and summons gain +50 to all stats, as does wielder if wielder is either Undead or has at least 5 Necromancer abilities
24 | Text of Al Azif- (Weapon, Book, Darkness & Mystic, 85,000,000 Gold) +85,000 Magical Attack, +85,000 MIN, +85,000 SPI, +425,000 MP as a non-stacking bonus, Forbidden Magic spells cost wielder 850,000 less MP to cast, 5% inflicts Insanity, 20% Darkspawn Resistance

Weapon - Bow
1 | Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
1 | Centaur’s Bow- (Weaponx2, Bow, Air & Physical, 40,000 Gold) +120 Ranged Attack, 10% Critical
4 | Imperial Bow of Avandos- (Weapon, Bow, Air & Water, 12,000 Gold) +23 Ranged Attack
1 | Medusa's Bow- (Weaponx2, Bow, Air & Earth & Physical, 3,100,000 Gold) +14,500 Ranged Attack, 60% inflicts Paralysis, 60% inflicts Poison
499 | Planetary of Love's Bow- (Weaponx2, Bow, Light & Fire, 160,000,000 Gold) +320,000 Ranged Attack, +1,500,000 HP as a non-stacking bonus, +320,000 AGI, +320,000 SPI, 260% To Hit, Wielder's allies gain +12,000 to all stats as a non-stacking bonus, 100% inflicts Charm or Charm: Lovestruck, Wielder must be Level 40 or greater

Weapon - Deadly Item
72 | Apple of Discord- (Weapon, Deadly Item, Chaos & Magic & Glory & Wood, 60,000,000 Gold) +60,000 Magical Attack, 100% inflicts Charm, 100% inflicts Confusion, 15% inflicts Dominion, 15% inflicts Insanity, Wielder must be Level 40 or greater or a Deity
1 | Bottle of FISTS- (Weapon, Deadly Item, Physical, 5,000,000 Gold) +5,000 Ranged Attack, 50% inflicts Fatigued: Stun, Wielder may choose to count as wielding up to 100 additional Fist Weapon weapons
1 | Snapjaw Beartrap- (Weapon, Deadly Item, Physical, 500,000 Gold) +500 Melee Attack, 30% inflicts Wounded, 30% inflicts Paralyzed

Weapon - Deadly Item: Bladecane
1 | Painter's Kin Umbrella- (Weapon, Deadly Item: Bladecane, Color, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Ranged Attack, +30,000 Magical Attack, +30,000 Defense, 30% Water Resistance, 60% may inflict Drowning: Drowning in Obscurity, Drowning: Drowning In Obscurity Immunity, Awestruck: Way Too Famous Immunity, Wielder counts as wearing a Disguise (or an additional Disguise if wielder is already wearing a Disguise), Wielder may become solely any one base element at the start of each round, Wielder's summons may become solely any base element at the start of each round, Wielder's stats may not be scanned by sources below Level 60, Wielder must be Level 20 or greater
1 | Replica of Simeon's Sky-Blue Umbrella- (Weapon, Deadly Item: Bladecane, Aether & Destruction, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, +60,000 Defense, Wielder's Fame is reduced to 0, Wielder must be Level 20 or greater

Weapon - Deadly Item: Teapot
93 | RAGE Brewer- (Weapon, Deadly Item: Teapot, Fury, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, Wielder's 'Magical Attack' and 'Overdrive' actions use Strength as their Prime Attribute, 60% inflicts Confusion: Enraged, Burning, Drowning, Mindblasted, and Impaired: No Sense of Taste
96 | Supremely Elegant Teapot- (Weapon, Deadly Item: Teapot, Nobility & Glory, 45,000,000 Gold) +45,000 Melee Attack, +45,000 Magical Attack, +45,000 to all stats, 60% inflicts Charm, Charm: Impressed, and Mindblasted

Weapon - Dice
The World's Bounciest Dice: A Parable in Weapon Form- (Weapon, Dice, Life & Destruction, 8,000,000 Gold) +8,000 Ranged Attack, Wielder's 'Ranged Attack' actions repeat against randomized targets if wielder wants them to at the start of each round if none of wielder's other actions have repeated yet on those rounds

Weapon - Fist Weapon
1| Buster McCool's Kickin' Kicks- (Weapon, Fist Weapon: Battleboot, Physical & Ice, 70,000,000 Gold) +70,000 Melee Attack, +(Possessor's Fame / 4, rounded down, to a max of 200)% Uncapped Critical Chance, Possessor is afflicted with Frozen at the start of every action if possessor does not possess the greatest Fame of anyone in possessor's battlespace, Possessor cannot act if possessor does not possess the greatest Fame out of any one in possessor's battlespace
1 | Ruin Claw- (Weapon, Fist Weapon, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater

Weapon - Force
4,057 | Alzarian Heartfire- (Weapon, Force, Fire & Psychic, 5,000,000 Gold) +5,000 Melee Attack, +5,000 Ranged Attack, +5,000 Magical Attack, 60% inflicts Charm or Charm: Lovestruck, Instances of Charm inflicted by wielder must be removed twice by sources below Level 60 to actually be removed
1 | Be Frothy- (Weapon, Force: Essence Reconfiguration, Water & Acid & Flux, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Defense, +60,000 CON, 100% inflicts Poison and/or Dissolving, 80% Dodge
73 | Contained Thermonuclear Sundroplet- (Weapon, Force, Fire & Light & Atomic, 80,000,000 Gold) +80,000 Melee Attack, +80,000 Ranged Attack, +80,000 Magical Attack, 80% inflicts Poison: Irradiated, 60% inflicts Burning, 60% inflicts Awestruck, Wielder must be Level 40 or greater
10 | Essence of the Ancient Sky- (Weapon, Force, Air & Law, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Air element, 40% Air Resistance, If an source below Level 60 would deal possessor Air element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Air Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
10 | Essence of the Elder Earth- (Weapon, Force, Earth & Law & Chaos, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Earth element, 40% Air Resistance, If an source below Level 60 would deal possessor Earth element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Earth Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
10 | Essence of the Endless Spring- (Weapon, Force, Electrical, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Electrical element, 40% Electical Resistance, If an source below Level 60 would deal wielder Electrical element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Electrical Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
10 | Essence of the Endless Summer- (Weapon, Force, Energy, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Energy element, 40% Energy Resistance, If an source below Level 60 would deal wielder Energy element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Energy Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
10 | Essence of the Eternal Autumn- (Weapon, Force, Acid, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Acid element, 40% Acid Resistance, If an source below Level 60 would deal wielder Acid element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Acid Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
10 | Essence of the Eternal Winter- (Weapon, Force, Ice, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Ice element, 40% Ice Resistance, If an source below Level 60 would deal wielder Ice element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Ice Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
302 | Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
10 | Essence of the Primordial Sea- (Weapon, Force, Water & Chaos, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Water element, 40% Water Resistance, If an source below Level 60 would deal possessor Water element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Water Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater
1 | Lesser Force of Mana- (Weapon, Force, Psychic & Magic, 160,000 Gold) +1,000 MP, Wielder's turn-order-determining stat becomes (MP/100) unless any opponent is more than 19 Levels higher than wielder (This does not make MP start counting as a stat for wielder)

Weapon - Force: Chaos Talon
32 | Mimmorico- (Weapon, Force: Chaos Talon, Illusion, 50,000,000 Gold) This weapon, at the start of a thread, copies a non-unique weapon with a listed cost that is under 50,000,000 that is in stock in the Shop and becomes that weapon for the remainder of the thread

Weapon - Force: Soul
377 | Heart of the First Fire- (Weapon, Force: Soul, Fire, 60,000,000 Gold) +60,000 Magical Attack, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater

Weapon - Gun
46 | Hambelstern Prototype Cannon- (Weapon, Gun, Technology, 31,522,355 Gold) +29,830 Ranged Attack, +30,890 AGI, +30,570 MIN, +50,000 MP, 20% Technology Resistance, 15% Electrical Resistance, Damage from wielder pierces an additional 15,000 Defense as an effect that does not stack with itself
1 | Holographic Stun Rifle- (Weapon, Gun, Technology & Light, 300,000 Gold) +300 Ranged Attack, 80% inflicts Fatigued: Stun, Wielder's attacks ignore the first 30% of Dodge bonuses provided by Constant Effects on Technology element targets and from Technology element buffs as a non-stacking effect
1 | Illegal Handgun- (Weapon, Gun, Technology & Darkness, 1,100 Gold) +11 Ranged Attack, 50% Law Weakness
349 | Marine’s Autorifle- (Weaponx2, Gun, Technology, 63,000 Gold) +143 Ranged Attack, +50 AGI, Deals 1.1 times normal damage to Aliens, to a max of 500,000 extra damage
5 | Nexus PD Pistol- (Weapon, Gun, Technology, 11,000 Gold) +15 Ranged Attack
5 | Order Ray- (Weapon, Gun, Light, 11,000 Gold) +145 Ranged Attack, only affects Chaos element targets
19 | Variable Ray- (Weapon, Gun, Technology, 8,000,000 Gold) +8,000 Ranged Attack, +5,000 AGI, +5,000 MIN, 30% inflicts any one minor or moderate negative status effect

Weapon - Instrument
16 | 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
1 | Highly Radioactive Karaoke Machine- (Weapon, Instrument, Darkness & Technology, 3,00,000 Gold) +3,000 Ranged Attack, 100% inflicts Poison: Irradiated, All entities in wielder's battlespace have a 100% chance of being afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
1 | Intelligent Karaoke Machine that Fell in Love with Mecha-Vashna- (Weaponx0, Instrument, Sonic & 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, Wielder must be a Devout Worshipper of 'Mecha Vashna', This item cannot be equipped with any other Weaponx0
1 | Severely Haunted Pipe Organ- (Weaponx0, Instrument, Darkness, 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 Necromancer, then wielder performs, at the beginning of every round, a 'Melee Attack' action, a 'Ranged Attack' action, and then a 'Magical Attack' action that offensively target solely 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 Priest, This item cannot be equipped with any other Weaponx0
w/ Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, 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

Weapon - Knife
1 | Lolvinirian Dagger- (Weapon, Knife, Earth, 3,100,000 Gold) +3,100 Ranged Attack, 135% To-Hit, 25% Critical, 30% Inflicts Entombed, Pierces 9,000 Defense

Weapon - Mace
1 | LLAMA-SLAPPER- (Weapon, Mace, Physical, 5,000,000 Gold) +5,000 Melee Attack, Deals double Damage (to a max of 50,000,000 additional Damage) to targets whose name includes 'Llama', 'Alpaca', 'Vicuna', or 'Guanaco', this weapon counts as a 'Club' for purposes of effects that check

Weapon - Polearm
31 | Colossus Bardiche- (Weaponx3, Polearm, Light & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
35 | Colossus Bill- (Weaponx3, Polearm, Wealth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
14 | Colossus Glaive- (Weaponx3, Polearm, Earth & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
40 | Colossus Naginata- (Weaponx3, Polearm, Wood & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
41 | Colossus Partizan- (Weaponx3, Polearm, Fire & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
38 | Colossus Trident- (Weaponx3, Polearm, Water & Physical, 61,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +120,000 CON, Wielder's per-item Melee Attack bonus caps are tripled for this item, Wielder's 'Melee Attack' actions may gain 1 hit against 200, Wielder must be Level 40 or greater
1 | Fishing Rod that Can Only Catch Dudes Named 'Rod'- (Weapon, Polearm, Fate, 15,000,000 Gold) +100% To Hit against entities named 'Rod'
1 | Fishing Rod With a Sexy Dude on the End- (Weapon, Polearm, Darkness & Earth, 175,500 Gold) +175 Ranged Attack, 30% inflicts Charm
1 | Fishing Rod With Money on the End- (Weapon, Polearm, Darkness & Earth, 17,500 Gold) +17 Ranged Attack, 15% inflicts Charm
73 | Sand Pirate’s Backup Oar- (Weapon, Polearm, Earth, 150,000 Gold) +161 Melee Attack, 5% Critical, 5% Resilience, Wielder’s Earth element Transformations gain +300 AGI, have 40% Impaired Resistance, and have 40% Fatigued Resistance

Weapon - Polearm: Spear
1 | Executive Conch Spear- (Weaponx2, Polearm: Spear, Fire, 80,000 Gold) +98 Physical Attack, +20 to all stats
1 | Redcap's Pikestaff- (Weapon, Polearm: Spear, Darkness & Physical, 1,100,000 Gold) +1,100 Melee Attack, 30% inflicts Wounded, +1,000 STR, +1,000 CON, +1,000 AGI, 20% Crtical, 20% Dodge
1| Rimedead Doomlance- (Weapon, Polearm: Spear, Darkness & Ice, 11,500,000 Gold) +11,500 Melee Attack, +11,500 STR, +11,500 CON, 75% inflicts Frozen, 75% inflicts Voidstruck, 75% inflicts Frozen: Frostbite, 75% inflics Wounded, 2% inflicts Instant Death
1 | Sea Lord's Trident- (Weapon, Polearm: Spear, Water, 1,150,000 Gold) +1,200 Melee Attack, 15% inflicts Wounded, Wielder gains +1,000 to all stats while in a Zone of Water, Wielder's Aquatic allies gain +300 to all stats as a non-stacking bonus
1 | Tiny Lime Spear- (Weaponx.5, Polearm: Spear, Chaos, 20 Gold) +1 Melee Attack, 15% Deals no damage, 99% Offensive actions including the Melee Attack bonus from this item fail to have any effect against any target that does not have the 'Unusually Weak' constant effect
76 | Valkyrie's Lance- (Weapon, Polearm: Spear, Air & Light & War, 63,000,000 Gold) +63,000 Melee Attack, +63,000 STR, +63,000 AGI, +60,000 CON, +63,000 SPI, 90% Critical, 180% To Hit, Individuals killed by wielder may not be resurrected except by individuals of Level 60 or greater, Wielder must be Level 40 or greater

Weapon - Remote: Assault Matrix
1 | Atom-Blaster Assault Matrix- (Weapon, Remote: Assault Matrix, Technology & Atomic, 60,000,000 Gold) +60,000 Ranged Attack, +60,000 MIN, 100% inflicts Poison: Irradiated, 50% may inflict Antimatter, Wielder's 'Ranged Attack' actions may gain '1 hit against 6,000,000', Wielder's 'Ranged Attack' actions use MIN as their Prime Attribute
1 | Lightbeam Net- (Weapon, Remote: Assault Matrix, Light, 45,000 Gold) +65 Ranged Attack, 10% Light Resistance, Ranged attacks use MIN instead of AGI

Weapon - Remote: Siege Weaponry
22 | Anti-Structural Ballistic Missile Weapon- (Weaponx2, Remote: Siege Weaponry, Physical, 370,000 Gold) +1,440 Ranged Attack, 5% inflicts Stun, deals double damage to Large Structures
12 | Ballista- (Weaponx2, Remote: Siege Weaponry, Physical, 90,000 Gold) +300 Ranged Attack, pierces 500 Defense, deals double damage to Large Structures
14 | Catapult- (Weaponx2, Remote: Siege Weaponry, Physical, 75,000 Gold) +300 Ranged Attack, 15% inflicts Stun, deals double damage to Large Structures
40 | Star Marine Cannon Platform- (Weaponx2, Remote: Siege Weaponry, Technology, 330,000 Gold) +695 Ranged Attack, 25% inflicts Stun, +140 Defense, deals double damage to Large Structures
15 | Terrain Destabilizer- (Weaponx2, Remote: Siege Weaponry, Technology, 350,000 Gold) +700 Ranged Attack, 5% inflicts Entombed, deals double damage to Large Structures, wielder may skip a turn to dispel any phantom terrain created by a caster 5 or more levels lower

Weapon - Scythe
1 | Puppet Scytheman's Scythe- (Weapon, Scythe, Physical, 70,000 Gold) +70 Melee Attack, +70 STR, +70 AGI, 18% Critical

Weapon - Shield
1 | Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
20 | Colossus Aegis- (Weaponx3, Shield, Earth & Physical, 61,000,000 Gold) +120,000 Melee Attack, +180,000 Defense, +120,000 STR, +180,000 CON, Wielder's per-item Melee Attack and Defense bonus caps are tripled for this item, Wielder must be Level 40 or greater
10 | Imperial Shield of Avandos- (Weapon, Shield, Air & Water, 12,000 Gold) +23 Defense

Weapon - Staff
104 | $$$ Cane- (Weapon, Staff, Wealth & Chaos, 80,000,000 Gold) +80,000 Melee Attack, +800,000 Defense against Gold Damage, Wielder's 'Melee Attack' actions may deal Gold Damage or Gold Drain, 60% inflicts Antimatter: Glitched Out
1 | Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element
9 | Khaktoom Stave- (Weapon, Staff, Magic, 70,000 Gold) +99 Magical Attack, 5% Inflicts Confusion
1 | King Technologies Fishing Rod Model III- (Weapon, Staff, Water & Magic, 50,000,000 Gold) +50,000 Ranged Attack, +5,000 Melee Attack, +5,000 Magical Attack, 180% To Hit, 80% Critical, +40,500 STR, +500,000 MP as a non-stacking bonus, 160% Critical against Aquatics, Wielder's actions that involve the casting of Water element spells gain 160% Critical, Wielder must be Level 20 or greater and (must be Nobility element, must possess the ability 'Fisherman', or must possess the ability '*Lord Fisherman of the Citadel')
4 | Pontiff's Staff- (Weapon, Staff, Light, 8,000,000 Gold) +8,000 Magical Attack, +2,500 Melee Attack, +8,000 SPI, +80,000 MP, 30% Darkness Resistance, Divine Magic and Celestial Magic spells cost wielder 80,000 less MP to cast, 50% inflicts Awestruck
46 | Rain Stick- (Weapon, Staff, Water & Magic, 70,000 Gold) +140 Melee Attack, +190 Magical Attack, Wielder gains +300 to all stats while in a Zone of Water, Wielder may spend an action to create a Zone of Water
9 | Staff of Dark Equations- (Weapon, Staff, Darkness & Psychic, 1,875,000 Gold) +1,915 Magical Attack, +1,850 MIN, Wielder’s spells and abilities cost 2,000 less MP to cast, Wielder counts as 1 Level higher, to a max of Level 60, for purposes of applying and being the source of buffs and debuffs (but cannot bypass immunity to individuals below a certain level through this)

Weapon - Sword
1 | ¬Tech-Shamanic Pink Feather Blade- (Weapon, Sword, Air, 20,000,000 Gold) +20,000 Melee Attack, Wielder's 'Melee Attack' actions may become solely any base element if wielder also has 'Tech-Shamanic Tall Yellow Wooden Mask' equipped, Pierces 20,000 Defense if wielder also has 'Tech-Shamanic Blue Tendril Lash' equipped, Wielder deals +20,000 Damage to individuals who have not acted at least twice in battle if wielder also has 'Tech-Shamanic Black Frog Legs' equipped, Wielder's 'Melee Attack' actions may use any one stat of wielder's choice as their Prime Attribute if wielder also has 'Tech-Shamanic Colored Core' equipped
1 | Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
1 | Atomic Blastcleaver- (Weapon, Sword, Atomic, 60,000,000 Gold) +60,500 Melee Attack, +60,500 Ranged Attack, +58,000 STR, +58,000 AGI, +58,000 SPI, 60% Critical, 100% inflicts Poison: Irradiated, Wielder's 'Melee Attack', 'Melee Overdrive', 'Ranged Attack' , and 'Ranged Overdrive' actions may gain '1 hit against 600,000', Wielder must be Level 20 or greater
1 | Deadly Jack's Sword- (Weapon, Sword, Fortune & Physical, 5,000,000 Gold) +5,000 Melee Attack, +5,000 AGI, +5,000 SPI, 60% Critical, 160% To Hit
60 | Draco-Executioner- (Weapon, Sword, Glory, 175,000,000 Gold) +175,000 Melee Attack, +100,000 to all stats, 160% Critical against Dragons, Wielder ignores the Resistances and Immunities of Dragons below Level 80, Wielder deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 80 OR who (are over Level 40 AND have the ability Dragonslayer)
51 | Dragon-Bane Flameblade- (Weapon, Sword, Fire & Glory, 12,000,000 Gold) +12,795 Melee Attack, +8,960 to all stats, +4,000 additional STR, +3,480 additional CON, +2,569 additional AGI, inflicts Burning on Dragons, ignores the Moderate Status Effect Resistances and Immunities of Dragons below Level 100, Deals 1.5 times normal damage to Dragons (to a max of 500,000,000 additional damage), May only be wielded by individuals who are either over Level 60 or who have the ability Dragonslayer
1 | Golem's Blade- (Weapon, Sword, Physical, 60,000 Gold) +70 Melee Attack, 15% Critical
1 | Greater Shining Blade of Healing Light- (Weapon, Sword, Life & Light, 21,000,000 Gold) +21,000 Melee Attack, +21,000 STR, +21,000 CON, +21,000 SPI, 40% may inflict Awestruck, Wielder regenerates 21,000 HP at the start of every round, Wielder's 'Melee Attack', 'Magical Attack', 'Overdrive', 'Melee Overdrive', and 'Attack with Finesse' actions gain 'May Heal'
w/ Rune of Yashekmo (2)- Provides +12,000 MP, Possessor's Fire element attacks deal 120,000 additional Damage, Affects Armor, Weapons, Pets, and Accessories, Inscribed Rune
1 | Hydrogen-Dicer- (Weapon, Sword, Water & Technology & Atomic & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 AGI, +180,000 MIN, 130% Critical, 230% To Hit, 100% inflicts Poison: Irradiated, Wielder may create or destroy a Zone of Atomic or a Zone of Technology & Water at the start of each round, Wielder may, as a non-stacking effect, deal 900,000 Flat Atomic or Atomic & Fire element Damage to up to 1,000,000 targets at the start of each round, having a 100% chance of inflicting Poison: Irradiated on each such target dealt at least 1 Damage after Defense is factored in, Wielder must be Level 40 or greater
4 | Imperial Blade of Avandos- (Weapon, Sword, Air & Water, 12,000 Gold) +23 Melee Attack
1 | Knight Lord's Blade- (Weapon, Sword, Physical, 210,000 Gold) +220 Melee Attack, +210 STR, +205 CON, 11% Critical, 111% To Hit
582 | Orihalcum Greatsword- (Weapon, Sword, Earth, 108,700,000 Gold) +109,500 Melee Attack, +110,300 STR, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, Wielder must be at least Level 40
85 | Queen of Winter's Blade- (Weapon, Sword, Ice, 25,000,000 Gold) +25,000 Melee Attack, +21,500 Magical Attack, 30% inflicts Frozen, This item's presence at the start of each round counts as a casting of Call Unto Seasons: Winter
1 | Stormblade- (Weapon, Sword, Electrical & Physical, 140,000 Gold) +152 Melee Attack, 5% does 2,000 additional Electrical damage
15 | Sword of Destruction- (Weapon, Sword, Destruction, 4,000,000 Gold) +4,500 Melee Attack, +4,000 STR, +3,500 AGI, Pierces 5,000 Defense, 30% Critical

Weapon - Throwing Weapon
1 | Butterfly Containing Poison Containing Confusion Containing Pain Containing Burning Containing Hexed Containing Poison- (Weapon, Throwing Weapon, Acid & Primordium, 77,577,000 Gold) +77,500 Ranged Attack, Instances of Poison inflicted by wielder or wielder's status effects gain 'Possessor is afflicted with Confusion at the end of the round if possessor didn't acquire this during the end of the round', Instances of Confusion inflicted by wielder or wielder's status effects gain 'Possessor is afflicted with Pain at the end of the round if possessor didn't acquire this during the end of the round', Instances of Pain inflicted by wielder or wielder's status effects gain 'Possessor is afflicted with Burning at the end of the round if possessor didn't acquire this during the end of the round', Instances of Burning inflicted by wielder or wielder's status effects gain 'Possessor is afflicted with Hexed at the end of the round if possessor didn't acquire this during the end of the round, Instances of Hexed inflicted by wielder or wielder's status effects again 'Possessor is afflicted with Poison at the end of the round if possessor didn't acquire this during the end of the round'

Weapon - Throwing Weapon: Orb
5 | Imperial Orb of Avandos- (Weapon, Throwing Weapon: Orb, Air & Water, 12,000 Gold) +23 Magical Attack

Weapon - Tool
1 | Mad Plumber’s Plunger- (Weapon, Tool, Water, 475,000 Gold) +420 Melee Attack, 5% inflicts Confusion, 5% inflicts Paralysis

Weapon - Tool: Hammer
1 | Peridot Hammer- (Weapon, Tool: Hammer, Water, 75,000 Gold) +75 Melee Attack, +70 Defense against Water element Golems
1 | Woldstein Hammer- (Weaponx2, Tool: Hammer, Physical & Ice, 145,000 Gold) +380 Melee Attack, 15% inflicts Stun, 2% Critical

Weapon - Wand
1 | Dark Quill- (Weapon, Wand, Darkness, 145,000 Gold) +150 Melee Attack, 15% inflicts Hexed, 3% Critical with spells that provide a bonus to Magical Attack, +150 MP for each other Darkness element Book or Tome equipped, Wielder may choose to have this weapon also count as a Book
2 | Flame Wand- (Weapon, Wand, Fire, 30,000 Gold) +35 Magical Attack
224 | Hyperenchanted Sorceror Coral Wand- (Weapon, Wand, Magic & Water, 14,000,000 Gold) +14,000 Magical Attack, +14,000 SPI, 30% Water Resistance, 20% Magic Resistance, Wielder Regenerates 100,000 HP and 100,000 MP per round
1 | Ice Wand- (Weapon, Wand, Ice, 30,000 Gold) +35 Magical Attack
1 | Rod of Graphmo- (Weapon, Wand, Earth, 60,000 Gold) +35 Magical Attack, +50 MP, +20 CON, User may skip turn to do 900 Earth damage to target
1 | Thunder Wand- (Weapon, Wand, Electrical, 30,000 Gold) +35 Magical Attack

Weapon - Whip
1 | Baalrath's Flamewhip- (Weapon, Whip, Fire & Darkness, 110,000,000 Gold) +110,000 Melee Attack, 60% inflicts Burning, Pain, Confusion: Fear, Fatigued: Stun, Paralysis, Voidstruck, and Wounded, Wielder's 'Melee Attack' actions and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute, Wielder's offensive actions gain 2 hits against 1 against opponents below Level 60, Wielder must be Level 40 or greater



Armors

Armor - Aura
908 | Aura of Flaming Butterflies- (Armor, Aura, Fire, 1,000,000 Gold) +1,000 Defense, 30% Fire Resistance, Wielder may deal 10,000 Flat Fire element Damage to all opponents at the start of each round, Wielder may deal 10,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action
1 | Great Mage's Protective Circle- (Armor, Aura, Magic, 30,555,918 Gold) +30,455 Defense, +30,000 MIN and SPI, +300,000 MP, 25% Magic Resistance, 25% Physical Resistance, Spells cost wearer 5,000 less MP to cast, Wearer gains +100 additional Defense for each Spell equipped, to a max of 200 Spells, wearer may reflect actions from sources below Level 20, 80% wearer may reflect actions from sources below Level 40, May only be equipped by individuals above Level 19
121 | Hambelstern Prototype Force Field- (Armor, Aura, Technology, 31,522,918 Gold) +30,455 Defense, +30,000 to all stats, +300,000 HP, 25% Technology Resistance, +6,000 additional Defense for each ally who has a Technology element Aura equipped, to a max of 5 such allies, wearer may reflect actions from sources below Level 20, 90% wearer may reflect actions from sources below Level 40, 10% wearer may reflect actions from sources above Level 39 but below Level 50, May only be equipped by individuals above Level 19
2 | Matriarch Program Code- (Armor, Aura, Law & Technology, 40,000,000 Gold) +40,000 Defense, +40,000 MIN, +400,000 HP as a non-stacking bonus, +400,000 MP as a non-stacking bonus, Wearer's HP-determining stat becomes Mind, 100% Confusion Resistance, 30% Chaos Resistance, 30% Law Resistance, 30% Electrical Resistance, 30% Technology Resistance, 5% Hypertech Resistance, 5% Coded Being Resistance, Wearer may summon 20 Coded Beings below Level 60 that are below wearer's Level that are normally fightable for drops on the Enemy List at the start of each round, Max 200 summoned, Wearer gains the element Law, Wearer must be Level 20 or greater and must either be a Coded Being or possess the ability 'Scientist' or the ability 'Reality Coder'

Armor - Clothing
1 | Dead Man’s Desert Rags- (Armor, Clothing, Darkness & Fire, 70 Gold) +4 Defense, 1% Darkness Resistance, 1% Fire Resistance, 45% inflicts Hexed on wearer at the start of every round, This item is cursed and may not be unequipped normally
1 | Dress of the Perfect Wedding- (Armor, Clothing, Light & Technology & Hope, 50,000,000 Gold) +50,000 Defense, +50,000 SPI, +5,000 Defense against SPI Damage, Wearer's stats, HP, and MP may not be delinked by sources that are not either greater than Level 80, a Deity, or 20 or more Levels greater than wielder, Wearer's actions that link wearer's stats, HP, or MP to another individual may not be countered by individuals who are not either greater than Level 60, a Deity, or greater Level than wielder, Wearer is dealt 500,000 additional HP Healing by Food consumables whose name includes 'Cake', Wearer is afflicted with Elevated at the start of each round, Wearer's Patron Deity must be 'The Deific Mecha Vashna'
1 | Dress of the Queen of Law- (Armor, Clothing, Law, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Entombed: Incarcerated, 100% Confusion Resistance, 40% Chaos Resistance, 40% Law Resistance, 30% Magic Resistance, 30% Technology Resistance, 15% Chaos Magic Resistance, 5% Hypertech Resistance, 5% Abstract Resistance, 5% Demon Resistance, 5% Deva Resistance, Wearer gains the element Law, Wearer must be Level 20 or greater, cannot possess the element Chaos, and must possess the ability 'Noble', the ability 'Lawbringer', or the ability 'High Judge'
1 | Dress of the Queen of Seasons- (Armor, Clothing, Electrical & Energy & Acid & Ice, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +300,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 40% Electrical Resistance, 40% Energy Resistance, 30% Acid Resistance, 40% Ice Resistance, 15% Elemental Magic Resistance, 5% Spirit Resistance, 5% Elemental Resistance
1 | Elaborate Martial Artist’s Gear- (Armor, Clothing, Physical, 75,000 Gold) +50 Defense, +99 Melee Attack, Melee Attacks with no weapons other than Fist Weapons equipped have a 5% chance of inflicting Stun
1 | Elegant Yellow Lady's Dress- (Armor, Clothing, Magic & Light & Air, 89,000 Gold) +85 Defense, +80 SPI, +80 MIN, +80 CON, 5% Magic Resistance, Wielder gains +5,000 MP
1 | Pants With Absurdly Spacious Pockets- (Armorx.5, Clothing, Physical & Magic, 1,000,000 Gold) +1,000 Defense, Wearer may carry 5 additional unequipped items into threads, Has RP effects
114 | Queen of Winter's Dress- (Armor, Clothing, Ice, 30,000,000 Gold) +30,000 Defense, +30,000 CON, +30,000 MIN, +30,000 SPI, +150,000 HP, +300,000 MP, 40% Ice Resistance, 100% Energy Weakness
1 | Wedding Dress- (Armor, Clothing, Light, 32,600 Gold) +15 Defense, +40 SPI, Provides an additional +90 Defense, +50 to all stats, and +50 Magical Attack if one of wearer's allies is wearing an item named 'Wedding Tux'
1 | Wedding Dress for a Beautiful Maid- (Armor, Clothing, Air & Life, 3,000,000 Gold) +3,000 Defense, +3,000 SPI, 60% inflicts SPI, Wielder's opponents may not link wielder's HP, MP, or stats to any individual's without wielder's permission

Armor - Disguise
1,000 | Terrifying Holiday Costume- (Armor, Disguise, Darkness, 20,000 Gold) +15 Defense, 5% inflicts Confusion: Fear, Wearer's subtype becomes Horror

Armor - Heavy Armor
1 | Demonslayer Armor- (Armor, Heavy Armor, Light, 7,000,000 Gold) +7,555 Defense, +7,200 to all stats, 30% Demon Resistance
7 | Imperial Armor of Avandos- (Armor, Heavy Armor, Air & Water, 12,000 Gold) +23 Defense
197 | Orihalcum Plate- (Armor, Heavy Armor, Earth, 108,700,000 Gold) +109,500 Defense, +110,300 CON, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, Wielder must be at least Level 40

Armor - Light Armor
1 | Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
1 | Armored Coat- (Armor, Light Armor, Physical, 65,000 Gold) +69 Defense, 3% Dodge, +240 HP
1 | Bright-Aether Lab Coat- (Armor, Light Armor, Light & Aether, 23,000,000 Gold) +23,000 Defense, +23,000 MIN, +23,000 SPI, +230,000 MP as a non-stacking bonus, 30% Light Resistance, Diseased Immunity, Stat Drain Immunity, Wearer may choose to make the element of any Hypertech, Divine Magic, Holy Magic, Healer Magic, Biomancy, or Elemental Magic spell wearer casts be solely 'Light' or 'Light & Aether', Wearer must be Level 20 or greater
1 | Chameleon-Dragon-Hide Armor- (Armor, Light Armor, Earth, 20,000,000 Gold) +20,000 Defense, +15,600 CON, Possessor gains 80% Dodge if a Zone, Terrain, or Phantom Terrain is present, Wearer must be Level 20 or greater
1 | Death Mathematician's Longcoat- (Armor, Light Armor, Darkness & Air, 12,710,000 Gold) +12,000 Defense, +12,500 Ranged Attack, +12,500 Magical Attack, Wearer's 'Ranged Attack', 'Snipe', 'Magical Attack', and 'Overdrive' actions use Mind as their Prime Attribute, Wielder's offensive actions that use Mind as their Prime Attribute and kill at least one target may summon one Undead from the Enemy List that is below Level 40, below wearer's Level, and normally fightable for drops, Max 15 summoned, Equipped weapons do not modify possessor's To Hit chance, Debuffs from sources below Level 40 do not reduce possessor's To Hit chance if possessor does not possess any MIN Damage
5 | Fadefractal Silk Lab Coat- (Armor, Light Armor, Illusion & Technology & Aether, 120,000,000 Gold) +120,000 Defense, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 95% Dodge, Stat Drain Immunity, Poison Immunity, Dissolving Immunity, Antimatter Immunity, Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect, Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1, as a non-stacking effect, Wearer must be Level 40 or greater
1 | Guardian of the Dead Sultan’s Ruined Finery- (Armor, Light Armor, Physical & Fire, 22,000 Gold) +25 Defense, 5% Fire Resistance, 10% Provides no Defense bonus per round at the start of every round
2 | Nexus PD Uniform- (Armor, Light Armor, Technology, 10,000 Gold) +12 Defense, +2 AGI
1,801 | Sandstorm Coat- (Armor, Light Armor, Earth, 1,450,000 Gold) +1,500 Defense, +1,400 Ranged Attack, +1,200 Melee Attack, +985 Magical Attack, 40% Resilience, 135% To Hit, Wearer ignores the direct negative effects of weather effects in the Desert of Sildriza encounter area, Wearer gains +950 additional Defense while the terrain or phantom terrain is Desert or while in a Zone of Earth that is not also a Zone of Darkness, Wearer’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50
3 | Unstainable White Lab Coat- (Armor, Light Armor, Technology, 110,000 Gold) +110 Defense, +110 MIN, 30% Acid Resistance, 30% Poison Resistance, 30% Diseased Resistance, 30% Stat Drain Resistance, 30% Paralyzed Resistance
1 | Valkyrie Armor- (Armor, Light Armor, Air & Light & War, 70,000,000 Gold) +70,000 Defense, +70,000 STR, +70,000 AGI, +70,000 CON, +70,000 SPI, 110% Dodge, 110% Resilience, Wielder must by Level 40 or greater

Armor- Power Armor
12 | Technologist’s Power Armor- (Armor, Power Armor, Technology, 500 Gold) +10 Defense, +10 Defense Against Technology

Armor - Robe
2 | Celestial Choir Master's Robe- (Armor, Robe, Light & Sonic, 8,000,000 Gold) +8,000 Defense, +8,000 Magical Attack, +8,000 SPI, 30% Sonic Resistance, 30% Light Resistance, 30% Air Resistance, Celestial Magic, Divine Magic, and Bardic Music spells cost wielder 80,000 less MP to cast
1 | Desert Corsair Sand Mage Robes- (Armor, Robe, Fire & Earth, 26,000 Gold) +15 Defense against all but Fae, 5% Fire Resistance, +20 MIN
1 | Fallen Priest’s Vestments- (Armor, Robe, Darkness & Light, 31,000 Gold) +34 Defense, +30 SPI, Wearer may not cast Divine Magic spells unless above Level 40
1 | Lord Fisherman's Royal Robes- (Armor, Robe, Water, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Drowning: Tide-Trapped, 100% Stat Drain Resistance, 100% Poison Resistance, 100% Diseased Resistance, 30% Chaos Resistance, 30% Destruction Resistance, 30% Water Resistance, 30% Technology Resistance, 30% Physical Resistance, 5% Anarchomancy Resistance, 5% Elemental Magic Resistance, 5% Aquatic Resistance, 5% Aerial Resistance, 5% Elemental Resistance, Wearer gains the element Water, Wearer must be Level 20 or greater and must possess the ability 'Noble', the ability 'Ocean Prince', or the ability 'Lord Fisherman of the Citadel'
1 | Lord Fisherman's Royal Robes- (Armor, Robe, Water, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Drowning: Tide-Trapped, 100% Stat Drain Resistance, 100% Poison Resistance, 100% Diseased Resistance, 30% Chaos Resistance, 30% Destruction Resistance, 30% Water Resistance, 30% Technology Resistance, 30% Physical Resistance, 5% Anarchomancy Resistance, 5% Elemental Magic Resistance, 5% Aquatic Resistance, 5% Aerial Resistance, 5% Elemental Resistance, Wearer gains the element Water, Wearer must be Level 20 or greater and must possess the ability 'Noble', the ability 'Ocean Prince', or the ability 'Lord Fisherman of the Citadel'
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
4 | Pontiff's Robe- (Armor, Robe, Light, 8,000,000 Gold) +8,000 Defense, +8,000 SPI, +80,000 MP, 30% Light Resistance, Divine Magic and Celestial Magic spells cost wearer 80,000 less MP to cast, Hexed Immunity
1 | Robe of the Presiding Judge- (Armor, Robe, Light & Earth, 2,100,000 Gold) +2,100 Defense, 15% Darkness Resistance, 15% Chaos Resistance, 12% Resilience, +890 CON, +1,420 SPI, +2,500 damage to damage-dealing attacks against Undead, Devas, Abstracts, and Demons, +2,500 to all stats if wearer has the ability 'Lawbringer', Wearer's Lawbringer abilities treat Hammers and the item 'Lethal Noose' as Maces
1 | Undead Scribe’s Robe- (Armor, Robe, Magic & Darkness, 65,000 Gold) +51 Defense, +40 MIN, +40 SPI, +20 MIN for each Book or Tome equipped

Armor- Ward
2 | Orihalcum Ward-Generating Symbol- (Armor, Ward, Earth, 108,700,000 Gold) +109,500 Defense, +110,300 CON, 40% Physical Resistance, Wielder is immune to individuals below Level 40, Wielder ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, Wielder must be at least Level 40



Accessories
Accessory - Uniques
*Bostman Gurnley's Watch- (Accessory, Trinket, Water & Physical, 34,100,000 Gold) +34,100 Defense, +34,000 to all stats, +34,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes
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


*HAXLANT, Gauntlet that Hacks People's Forces- (Accessory, Gauntlets, Technology & Hax, X Gold) Wielder gains the benefits of all equipped Forces

*Hips of Midnight Steel- (Accessory, Upgrade, Metal & Dusk & Progress, X Gold) +15,850 Defense, 200% inflicts Charm, 150% inflicts Voidstruck, 50% Resilience, Charm Immunity, Fatigued Immunity, Voidstruck Immunity, Debuffs on wielder last 1 fewer round, Wielder gains Illusion Immunity to sources below Level 80 if wielder hasn't cast any Illusion spells, Wielder's Charm infliction chances increase by 15% as a non-stacking effect, This item may be used up to once per year like a Warehouse Ticket to try improving itself (it usually works but sometimes botches)
(This item cannot be upgraded again until 2024-01-01)

Accessory - Amulet
1 | Arena Member's Charm- (Accessory, Amulet, Wielder's Element, 100 Gold) +15 Damage for all attacks that include Wielder's Element as one of their element
4 | Necklace of Protection- (Accessory, Amulet, Magic, 10,000 Gold) +10 Defense
1 | Salamander Amulet- (Accessory, Amulet, Fire, 320,000 Gold) +600 Defense against Fire, +300 CON, 25% Fire Resistance
1 | Werebear Talisman- (Accessory, Amulet, Magic & Earth, 5,000,000 Gold) +5,000 Defense, +5% Resilience, +5,000 SPI, 30% Magic Resistance
1 | Werebeast's Amulet- (Accessory, Amulet, Earth & Physical & Darkness, 965,000 Gold) +980 Melee Attack, +970 STR, +970 CON, +970 AGI, 26% Critical
3 | Winter Pendant- (Accessory, Amulet, Ice, 115,000 Gold) +30 to all stats, +60 Magical Attack, wearer may cast spells as if Call Unto Seasons: Winter has already been cast, 10% Ice Resistance

Accessory - Bioaugmentation
1 | Legs That Just Don't Quit- (Accessory, Bioaugmentation, Physical, 7,000,000 Gold) Wielder's Charm infliction chances increase by 15% as a non-stacking effect, Wielder gains Fatigued Immunity
1 | Lips of the Ecstatic Emu- (Accessory, Bioaugmentation, Whimsy & Terror, 500,000 Gold) Wearer is afflicted with Invigorated if one of wearer's opponents dies while wearer is an Aerial that isn't Immune to Earth
1 | Quizzical Eyebrow- (Accessory, Bioaugmentation, Psychic, 500,000 Gold) Once per thread, wielder may spend an action to scan an individual's stats
1 | Romantic Right Leg- (Accessory, Bioaugmentation, Fire, 3,500,000 Gold) 60% inflicts Charm
1 | ¬Tech-Shamanic Black Frog Legs- (Accessory, Bioaugmentation, Earth, 20,000,000 Gold) 42% Dodge, 152% To Hit if wielder also has 'Tech-Shamanic Tall Yellow Wooden Mask' equipped, +20,000 to wielder's turn-order stat sum for turn-order-determining purposes as a non-stacking bonus if wielder also has 'Tech-Shamanic Blue Tendril Lash' equipped, 42% Critical if wielder also has 'Tech-Shamanic Pink Feather Blade' equipped, 48% Resilience if wielder also has 'Tech-Shamanic Colored Core' equipped
1 | Teeth of Decay- (Accessory, Bioaugmentation, Rot, 5,000,000 Gold) +5,000 Melee Attack, Wielder's 'Melee Attack' actions may deal HP Drain, and if they do, they inflict a debuff that provides -500 STR and CON that re-applies itself at the start of each round if it is not a self-reapplied copy of itself that stacks 10 times regardless of whether it is a self-reapplied copy or not
1 | Wonderful Man-Eating Lips- (Accessory, Bioaugmentation, War & Blood, 7,000,000 Gold) Deals Drain to Humans

Accessory - Boots
1 | Steel-Toed Boots- (Accessory, Boots, Physical, 1,600 Gold) +6 Defense, +8 Melee Attack

Accessory - Bracelet
1 | Drakespawn Bracelet- (Accessory, Bracelet, Earth, 5,000 Gold) +20 Defense, +5 to all stats

Accessory - Broach
1 | Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
1 | Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
2 | First Boss Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled, Wielder must be Level 12 or higher
1 | First Endurance Badge (2)- (Accessory, Broach, Magic, 1,000,000 Gold) +1,000 Melee Attack, +1,000 Ranged Attack, +1,000 Magical Attack, +1,000 to all stats, 25% Dodge, 25% Critical, 25% Resilience, 125% to Hit, +10,000 HP, +10,000 MP, Wielder gains 1 Buff Slot, to a max of 10, Wielder must be Level 12 or higher
1 | Second Boss Badge- (Accessory, Broach, Magic, 10,000,000 Gold) +10,000 Melee Attack, +10,000 Ranged Attack, +10,000 Magical Attack, +10,000 to all stats, 50% Dodge, 50% Critical, 50% Resilience, 150% to Hit, +100,000 HP, +100,000 MP, Opposing bosses below Level 30 that are listed as below Level 30 on the Boss List have their Boss Effects disabled, Wielder must be Level 44 or higher

Accessory - Cloak
595 | Cloak of Glorious Majesty- (Accessory, Cloak, Glory & Nobility, 140,000,000 Gold) +120,000 Defense, +100,000 to all stats, +1,000,000 Defense against Gold Damage, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if none of their oppoenents are more than 19 Levels greater than wearer, Wearer must be Level 40 or greater
6 | Cloak of Nested Illusions- (Accessory, Cloak, Illusion, 215,000,000 Gold) +115,000 to all stats, Actions from individuals below Level 80 have a 20% chance of failing to target wielder if wielder so desires as a non-stacking effect, Wielder must be Level 40 or greater
568 | Flame Dragon Mantle- (Accessory, Cloak, Fire, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Fire Resistance, 30% Critical for Magical Attacks
6 | Imperial Cloak of Avandos- (Accessory, Cloak, Air & Water, 12,000 Gold) +5 to all stats

Accessory - Container
1 | Arms Smuggler's Case- (Accessory, Container, Physical & Darkness, 4,500,000 Gold) Wielder may bring up to 5 unequipped Bioaugmentation items whose name includes 'Arm' into threads, Possessor's carried, but unequipped, Bioaugmentation items may not be stolen or destroyed by sources below Level 35
1,086 | Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
1 | Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
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
60 | Bascaradine Corp. Mana Battery (5,000 Base Units)- (Accessory, Container, Magic, 50,000 Gold) Wielder may use MP from this battery instead of or in addition to his or her own
1 | Box Full of Samurai- (Accessory, Container, Fire & Physical, 60,000,000 Gold) Wielder may spend an action to summon 30 entities from the Enemy List below Level 65 whose name includes 'Samurai' or who possess a Constant Effect whose name includes 'Samurai', Max 200 summoned
1 | Broom You Can Ride On If You're Nude- (Accessory, Container, Air & Magic & Wood, 2,000,000 Gold) Wielder gains 60% Dodge if wielder has no Armor equipped
10,000 | Empty Box- (Accessory, Container, Technology & Physical, 400 Gold) Possessor gains 1 Consumable slot

Accessory - Crown
60 | Dragon Czar's Crown- (Accessory, Crown, Glory, 200,000,000 Gold) +200,000 to all stats, Wearer's Dragon allies gain +20,000 to all stats as a non-stacking bonus
1 | Drakespawn Tiara- (Accessory, Crown, Earth, 5,000 Gold) 5% Light Resistance, 5% Darkness Resistance, +5 to all stats, 5% Awestruck Resistance, 5% Voidstruck Resistance

Accessory - Crystal
1 | Lizard's Gem- (Accessory, Crystal, Earth, 120,000 Gold) +50 to all stats, Wielder gains an additional +150 to all stats if an Animal, Wielder's Natural Form transformations gain +50 to all stats as an effect that stacks 7 times
Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
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
252 | Volcano Dragon's Gem- (Accessory, Crystal, Fire, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Fire element as a non-stacking effect

Accessory - Decor
1 | Somnambulist's Cabinet- (Accessory, Decor: Bed, Air & Psychic & Darkness, 8,000,000 Gold) +8,000 Defense, Possessor's Defense is doubled, to a max of 800,000 additional points, if possessor is afflicted with Fatigued: Asleep, possessor counts as being 20 Levels greater for purposes of having possessor's stats scanned if possessor is afflicted with Fatigued: Asleep as an effect that is not capable of bypassing 'Immune to Below Level X' effects

Accessory - Enchanted Item
72 | Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater

Accessory - Eyewear
1 | Goggles- (Accessory, Eyewear, Earth, 80 Gold) +1 Defense
1 | Rectangularly-Rimmed Glasses- (Accessory, Eyewear, Air, 300 Gold) 105% to Hit
1 | Thick Future-Crystal Goggles- (Accessory, Eyewear, Technology & Earth & Time, 60,000,000 Gold) +60,000 Defense, +60,000 MIN, +60,000 CON, -5% To Hit, 40% Technology Resistance, Imparied: Blind Immunity
1 | Tyranno Hat- (Accessory, Eyewear, Technology & Darkness, 150,000 Gold) +150 Melee Attack, +150 STR, +150 CON, 30% Critical

Accessory - Gadget
1 | Basic Reality Controller- (Accessory, Gadget, Technology & Magic & Dream, 25,000,000 Gold) Wielder controls the decisions of all individuals below Level 20
1 | Fastness-Puncher- (Accessory, Gadget, Technology & Physical, 30,000,000 Gold) +3,000 Melee Attack, Once per round, at the start of the round, wielder may choose an opposing entity that would, discounting all stacked instances of a single Time-element buff, not have a greater turn-order-determining stat sum for turn-order-determining purposes than wielder, but, that due to said buff, does possess a greater turn-order-determining stat sum for turn-order-determining purposes than wielder, and deal that target 300,000 Flat Technology & Physical element Damage
465 | Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times

Accessory - Gauntlets
1 | Fireman's Gauntlets- (Accessory, Gauntlets, Fire & Physical, 8,900 Gold) +10 Defense, +5 STR, +5 STR, 5% Burning Resistance, 5% Suffocation Resistance, 5% Entombed Resistance, 5% Fire Resistance

Accessory - Gloves
1 | Gloves of Rock Cloud Control- (Accessory, Gloves, Earth, 60 Gold) +5 CON, Grants the Ability-
Rock Cloud- 15% Inflicts Blindness, 7% Does 90 Earth element damage, 5 MP
1 | Gloves that Have Touched a Samurai- (Accessory, Gloves, Physical & Knowledge, 500 Gold) +5 Melee Attack for purposes of actions that involve Sword Arts spells (wielder's or other entities')
1 | Glove that Creates New Virtual Dimensions- (Accessory, Gloves, Technology & Time & Spatial, 200,000,000 Gold) +200,000 Magical Attack, +200,000 MIN, Wielder may, so long as no entity of Level 80 or greater objects, spend an action to create a battlespace that has a Terrain of Grid Domain and has a Zone of Technology in it, Wielder must be Level 40 or greater

Accessory - Hat
1 | Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
4 | Pontiff's Hat- (Accessory, Hat, Light, 7,000,000 Gold) +7,000 Magical Attack, +7,000 SPI, +70,000 MP, 15% inflicts Charm: Impressed, Divine Magic and Celestial Magic spells cost wielder 70,000 less MP to cast
1 | Toupee that Makes Nearby Thieves Behave- (Accessory, Hat, Law & Psychic, 8,000,000 Gold) Entities below Level 40 may not use Thief Arts spells without wearer's permission

Accessory - Helm
1 | Helm of Galbrecht- (Accessory, Helm, Air, 90,000 Gold) +150 Defense, +40 AGI if any foes have a higher AGI than user, Air element Spells do 200 extra damage
120 | Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater

Accessory - Idol
1 | Beastman Totem- (Accessory, Idol, Earth, 9,000 Gold) +5 MIN, Shaman Magic spells cost 30 less MP to cast, Can only be used by Humanoids

Accessory - Magic Item
1 | Dragon Lacquer- (Accessory, Magic Item, Magic & Color, 30,000,000 Gold) At the end of each round, wielder may give one of wielder's pet or summoned Dragons that is Wood element a non-stacking buff that gives its possessor any combination of elements that wielder has class-name tier or greater tier in
1 | Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
233 | Orb of the Dragon Lords- (Accessory, Magic Item, Magic, 160,000,000 Gold) Wielder may control the decisions of Dragons below Level 40, Wielder may control the actions of Dragons below Level 60 that are below wielder's Level, 100% inflicts Charm on Dragon, Wielder must be Level 40 or greater
2 | Ward-Paper Talisman- (Accessory, Magic Item, Light & Magic, 310,000 Gold) +300 Defense, +300 Defense against Darkness, +300 Defense against Undead
1 | Yodling-Amplifying Cumberbund- (Accessory, Magic Item, Air, 71,000 Gold) +70 CON, +30 SPI, Wearer may maintain Bardic Music spells for 500 less MP per round

Accessory - Mask
1 | ¬Tech-Shamanic Tall Yellow Wooden Mask- (Accessory, Mask, Fire, 20,000,000 Gold) +20,000 Defense, +200,000 MP if wielder also has 'Tech-Shamanic Blue Tendril Lash' equipped, +5 Fame if wielder also has "Tech-Shamanic Pink Feather Blade" equipped, +200,000 HP if wielder also has 'Tech-Shamanic Black Frog Legs' equipped, Wielder gains 'Immune to Minor Status Effects from sources below level 20' if wielder also has 'Tech-Shamanic Colored Core' equipped

Accessory - Necklace
1 | Drakespawn Necklace- (Accessory, Necklace, Earth, 5,000 Gold) +20 Melee Attack, +5 to all stats

Accessory - Other: Elder Symbol
2 | Elder Symbol of Unbound Life- (Accessory, Other: Elder Symbol, Life, 36,000,000 Gold) +36,000 CON, +36,000 SPI, +360,000 HP as an effect that stacks twice, Wielder regenerates 360,000 HP at the start of every round as an effect that stacks twice, 10% Life Resistance

Accessory - Other: Legionnaire
1 | Alphabet Apatosaurus- (Accessory, Other: Legionnaire, Earth, 45,000,000 Gold) +45,000 Melee Attack, +1,000 to all stats for each letter of the alphabet one of wielder's equipped items starts with, Wielder counts as possessing an additional Reptile ally
1 | A Man Who Stares At Wars- (Accessory, Other: Legionnaire, War & Psychic, 5,500,000 Gold) One of wielder's opponents is dealt 55,000 Flat War & Psychic element Damage at the start of each round, Wielder counts as possessing an additional Human & Abstract ally
1 | Guyabano Guanaco- (Accessory, Other: Legionnaire, Wood & Life, 30,000,000 Gold) +30,000 to all stats, Wielder gains a +3,000 uncapped bonus to all stats if wielder has the ability 'Ate the Mythical Soursop', Wielder may choose for this item to count as possessing the subtype Animal, Wielder may choose for this item's name to include 'Mini-Llama'
1 | Lonnie the Lickable Llama- (Accessory, Other: Legionnaire, Beast & Candy, 5,000,000 Gold) Wielder's allies may spend an action to target this item and regenerate 50,000 HP, Wielder's allies who are afflicted with Invigorated may do this as a bonus action at the start of a round that isn't the first round of battle

Accessory - Other: Mystic Infusion
1 | Essence Spark of Death- (Accessory, Other: Mystic Infusion, Magic, 1,000,000 Gold) 25% Critical, Any individual below Level 40 who conducts an attack against wielder takes 40,000 Flat Darkness element damage after said attack, Wielder's Necromancy spells cost 500 less MP
12 | Majesty Core- (Accessory, Other: Mystic Infusion, Glory & Wealth, 800,000,000 Gold) +800,000 to all stats, Wielder is Immune to individuals below Level 40, Wielder is Immune to debuffs and negative status effects from individuals below Level 60 if wielder is Level 60 or greater, Wielder becomes solely Glory & Wealth element, Wielder must be Level 40 or greater

Accessory - Ring
1 | Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats
2 | Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
2 | Minor Ring of War- (Accessory, Ring, Earth & Fire, 10,000 Gold) +10 Melee Attack
1 | Ring of Armor Invisibility- (Accessory, Ring, Air & Magic, 312,000 Gold) +300 Defense, Possessor’s equipped Armor may not be targeted or affected by sources below Level 40
2 | Ring of Secret Wonders- (Accessory, Ring, Earth & Wonder, 36,000,000 Gold) +36,000 to all stats, If one of wielder's allies scans wielder's stats, this item provides an additional +36,000 to all stats, and its wielder may summon 1 entity from the Enemy List that is below Level 40 that can normally be fought for drops at the start of each round, Max 60 summoned
3 | Ring of the Magi- (Accessory, Ring, Magic, 40,000,000 Gold) +40,000 Magical Attack, +40,000 MIN, +40,000 SPI, +400,000 MP as a bonus that stacks 3 times
1 | Salamander Ring- (Accessory, Ring, Fire, 400,000 Gold) Quantities of Fire element Damage dealy by wearer are increased by 2,000 points as a bonus that stacks 10 times

Accessory - Rune
3 | Nethermind Rune- (Accessory, Rune, Darkness & Psychic & Law, 5,000,000 Gold) +5,600 MIN, Wielder’s turn-order-determining stat becomes Mind, all of wielder’s pets and summons may act on possessor’s turn-order-determining stat’s value instead of their own provided that no opponents are above (Wielder’s Level + 20) or above Level 99

Accessory - Seal
5 | Cleric's Seal- (Accessory, Seal, Light, 200 Gold) +3 SPI
5 | Fighter's Seal- (Accessory, Seal, Physical, 200 Gold) +3 STR, +3 CON
1 | Seal of Bass (Fish Type)- (Accessory, Seal, Water, 6,000 Gold) Wielder's Fish weapons gain +15 Melee Attack, wielder's Aquatic pets and summons gain +15 to all stats
1 | Seal of Grilled Fish- (Accessory, Seal, Water & Fire, 9,000 Gold) All of wielder's Water-element Food Consumables that restore HP restore an additional 900 points, Wielder inflicts Drain on Aquatics below Level 40 with Fire-element attacks
1 | Seal of the Economic Grillmaster- (Accessory, Seal, Water & Fire, 15,000 Gold) Wielder has a 5% chance of not expending a charge from Water-element Food Consumables, though not Permanent Consumables, when wielder would normally expend a charge from such consumables, Wielder may treat Water-element Food consumables as being worth up to 5,000 less Gold
1 | Seal of the Economist- (Accessory, Seal, Psychic & Wealth, 21,000 Gold) Wielder gains 10% additional Gold from battles as a non-stacking effect, to a max of 5,000 Gold, This item only works when wielder's MIN is either above 10,000 or equal to wielder's Max MIN, +200 Defense against Gold damage
5 | Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
5 | Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN

Accessory - Sigil
3 | Purified Viper Sigil- (Accessory, Sigil, Darkness, 1,000 Gold) +15 Melee Attack, 1% Poisons enemy on hit

Accessory - Tome
1 | Book of Common Magic Items- (Accessory, Tome, Magic, 1,500 Gold) Wielder gains +5 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped
1 | Text of Forgotten Pathways- (Accessory, Tome, Spatial & Magic, 250,000,000 Gold) +250,000 MIN, +250,000 SPI, +2,500,000 MP as a non-stacking bonus, 25% Spatial Resistance, Wielder must be Level 40 or greater
1 | The Aqueous Moon, Vol. I: A Geomantic Study of Cintho's Power- (Accessory, Tome, Water, 10,000,000 Gold) Grants Abilities:
Downpour- Caster creates a Zone of Water and attaches an effect to this zone that creates an additional Zone of Water each round, with this effect only being able to be active on one Zone at any one time, Water, 10,000 MP
Blue Drop- 10,000 Damage, this attack uses Spirit as its Prime Attribute, Heals, this ability consumes a Zone of Water under the control of caster, Water, 0 MP
Cleansing Drop- Cures one debuff from a source below Level 60, this ability consumes a Zone of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Drowning Drop- 10,000 Damage, this attack uses Spirit as its Prime Attribute, 40% Inflicts Drowning, this ability consumes a Zone of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Eroding Drop- -1,000 STR, AGI, CON, MIN or SPI, does not stack with same-stat instances of itself, this ability consumes 2 Zones of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Blue Rain- 10,000 Damage, this attack uses Spirit as its Prime Attribute, Heals, 1 hit against 10, this ability consumes 3 Zones of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Cleansing Rain- Cures one debuff from a source below Level 60, 1 hit against 10, this ability consumes 3 Zones of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Drowning Rain- 10,000 Damage, this attack uses Spirit as its Prime Attribute, 40% Inflicts Drowning, 1 hit against 10, this ability consumes 3 Zones of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Eroding Rain- -1,000 STR, AGI, CON, MIN or SPI, does not stack with same-stat instances of itself, 1 hit against 10, this ability consumes 4 Zones of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP
Drowning Deluge- 10,000 Damage, this attack uses Spirit as its Prime Attribute, 200% Inflicts Drowning, 5 hits against 1, this ability consumes 3 Zones of Water under the control of caster (and fails to work if said cost is not paid), Water, 0 MP

1 | Tome of Wizardry, Volume VII- (Accessory, Tome, Magic, 20,000 Gold) +20 MIN

Accessory - Trinket
1 | Caduceus of the Doctor's Oath- (Accessory, Trinket, Light, 5,000,000 Gold) Wielder may not perform offensive actions unless an opponent of Level 60 or greater spends an action to disable this item
1 | Deathskull Pin- (Accessory, Trinket, Darkness & War, 15,500,000 Gold) +15,000 Ranged Attack, +15,000 to all stats, 10% War Resistance, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat
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
1 | Fragment of the World-Balance- (Accessory, Trinket, Law & Dust & Chaos & Devastation, 250,000,000 Gold) Whenever an entity prevents an element that is present on an entity, item, attack, or action from counting as a Base Element (to a max of once per element per round and three times per element per battle overall), wielder causes that entity, if it is below Level 90 and below wielder's Level, to lose its next action, to a max of 5 actions in a row (banking them as penalties are accrued as a floating debuff that does not stack and cannot be removed by sources below Level 90)
1 | Mushroom Army Standard- (Accessory, Trinket, Earth & Acid, 180,000 Gold) Wielder's allies who are Plants gain +300 to all stats as a bonus that stacks 3 times
1 | Ocean Magnet- (Accessory, Trinket, Water, 1,275,000 Gold) 25% creates a Zone of Water at the beginning of wielder’s first action each turn, 5% inflicts Drowning on individuals who are afflicted with Entombed when such a zone is created
1 | Statue of a Monk that Looks Convincing Enough to Mostly Count as a Worshiper- (Accessory, Trinket, Earth & Faith & Illusion, 3,000,000 Gold) Wielder counts as possessing an additional worshiper
1 | Weatherman's Doodad- (Accessory, Trinket, Water & Air & Ice & Electrical, 45,000 Gold) Wielder may skip a turn to change a Zone of Ice, Air, Electrical, or Water into a Zone of Ice, Air, Electrical, or Water

Accessory - Upgrade
1 | Afro Full of Bees- (Accessory, Upgrade, Acid, 700,000 Gold) +700 Ranged Attack, Wielder's attacks count as involving 500 additional Insects even if they previously involved 0
1 | Brass Gears- (Accessory, Upgrade, Earth, 50,000 Gold) +50 CON, +50 AGI, 5% Earth Resistance, +200 MP
1 | Enigmatic Dentures- (Accessory, Upgrade, Mystery, 500,000 Gold) This item counts as equipped by its carrier when it is carried but unequipped
1 | Eyeball with a Helpful AI Inside- (Accessory, Upgrade, Technology & Psychic, 5,000,000 Gold) +5,000 MIN, +15% To Hit, Wielder's To Hit cannot be penalized by sources below Level 40, Wielder may scan a target's stats at the start of each round, Wielder may use a MIN value of 15,000 instead of wielder's MIN value
1 | Satellite-Blinding Backpack-Mounted Laser- (Accessory, Upgrade, Technology & Light, 650,000 Gold) +100 Defense, +650 Ranged Attack, 100% inflicts Impaired: Blind, Individuals wielding a Satellite obtain -20% To Hit against wielder as an effect that stacks 3 times
155 | Skyship Guns- (Accessory, Upgrade, Technology, 600,000 Gold) Wielder's Vessel transformations have the Damage values of their abilities increased by 6,000 points as an effect that stacks 10 times
1 | ¬Tech-Shamanic Colored Core- (Accessory, Upgrade, Hope, 20,000,000 Gold) +20,000 to all stats, +1,600 Defense Against Stat Damage if wielder also has 'Tech-Shamanic Tall Yellow Wooden Mask' equipped, 5% Base Element Resistance if wielder also has 'Tech-Shamanic Blue Tendril Lash' equipped, Wielder's Defense cannot be pierced by individuals below level 30 if wielder also has 'Tech-Shamanic Pink Feather Blade' equipped, Individuals below level 30 treat possessor as having 50,000 more STR and CON for purposes of moving possessor to a different row if wielder also has 'Tech-Shamanic Black Frog Legs' equipped

Accessory - Watch
254 | Antique Pocket Watch- (Accessory, Watch, Earth, 90,000 Gold) +50 AGI

Accessory - Weapon Coating
1 | Ant Acid- (Accessory, Weapon Coating, Acid, 300,000 Gold) +300 Melee Attack, 20% inflicts Dissolving
1 | Ground Wereleaf- (Accessory, Weapon Coating, Earth, 90,000 Gold) Wielder's damage-dealing actions deal an additional 10,000 damage against individuals with the word 'Were' in their name and inflict Poison on individuals with the word "Were" in their name
47 | Styx Water- (Accessory, Weapon Coating, Water & Darkness & Psychic, 74,000,000 Gold) Wielder deals 7,400 MIN Damage, 100% inflicts Stat Drain: MIN Drain, Wielder's 'Magical Attack' actions have a 90% chance of removing a randomly chosen ability of targets below Level 60 as a debuff that stacks 5 times

Accessory - Wristwear
42 | Armband of Purity- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Individuals below Level 30 cannot inflict status effects on possessor
20 | Armband of Selflessness- (Accessory, Wristwear, Light, 2,700,000 Gold) +2,200 Magical Attack, +2,600 Defense, 20% Resilience, Whenever wearer would be the source of an action or effect which would harm an ally, provided that no opponents are Level 50 or higher and that wearer’s Max MP is greater than 0, cancel said effect and reduce possessor’s Max MP by 10% for the remainder of the thread instead
677 | Bracelet of Twin Venoms- (Accessory, Wristwear, Acid, 1,300,000 Gold) Wielder may stack inflictions of Poison twice on targets below Level 30
1 | Endurance Band- (Accessory, Wristwear, Physical, 1,000,000 Gold) +1,000 CON, +5,000 HP
1 | Kaleidoscopic Casting Bracelet- (Accessory, Wristwear, Magic & Earth & Air & Fire & Water & Light & Darkness & Physical & Psychic & Ice & Energy & Electrical & Acid, 30,100,000 Gold) Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect



Consumables
Consumable - Drink
50 | A Nice, Piping Hot Cup Of Shut the Fuck Up- (Consumable, Drink, Fury, 1 Charge, 24,000,000 Gold) Deals 240,000 Flat Fire element Damage, 100% inflicts Impaired: Mute, Target, if below Level 60, obtains a non-stacking 50% chance of skipping each of its actions
1 | Infinitely Repoisonous Coffee- (Consumable, Drink, Earth & Dopple & Toxin, 1 Charge, 175,000,000 Gold) Target, as a non-stacking buff that lasts 50 rounds, obtains 2% Dodge, +5 AGI, and +5 CON, Target is afflicted with Invigorated, Target has a 350% chance of being afflicted with Poison, and, as a debuff that cannot be removed by sources below user's Level who are below Level 80 who do not have Adept Tier or better Healer Magic or Alchemy attunement, has a 350% chance of being afflicted with Poison at the start of each round of battle and at the start of each future battle in the thread
1 | Missing Tea- (Consumable, Drink, Void, 1 Charge, 14,000,000 Gold) Target obtains the effects of a non-unique Drink Consumable whose name includes 'Tea' of equal or lower value to this item that has been used earlier in the same thread but does not have an instance of a buff or debuff it provides currently present on any individual in target's battlespace
30,000 | Nosebeer, the Traditional Ratador Drink: Patented by Noleco, Your Beverage Solutions Provider- (Consumable, Drink, Darkness & Earth, 1 Charge, 30,000 Gold) 100% inflicts Confusion: Drunk, +3% Dodge as a buff that stacks 20 times, Target's name counts as including 'Rat' and 'Bull' as a non-stacking buff

Consumable - Enchanted Item
8 | Memory Stone- (Consumable, Enchanted Item, Magic, 19,000 Gold) User may exchange one equipped Spell for an unequipped Spell that user owns

Consumable - Food
1 | Candied Fishgoop- (Consumable, Food, Water, 2 Charges, 6,000 Gold) Target is dealt 600 Flat Water element HP Healing and obtains a buff that stacks 5 times that provides +10 CON and MIN
1 | Fish-Expansion Toasted Seed Salad- (Consumable, Food, Earth & Water, 1 Charge, 4,000 Gold) Target is dealt 40 Flat points of Earth element HP healing and, at the end of the round, is dealt 40 Flat Points of Water element HP Healing as a non-stacking effect that is not a buff or debuff
295 | Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
100 | Lara-Quantu- (Consumable, Food, Water, 1 Charge, 450 Gold) Restores 90 HP
50 | Mega Tuna- (Consumable, Food, Water, 1 Charge, 2,000 Gold) Heals 2,000 HP
50 | Miracle Carp- (Consumable, Food, Water, 1 Charge, 17,000 Gold) +3,000 MP
100 | Navi-Kalmo- (Consumable, Food, Water, 1 Charge, 900 Gold) Restores 750 HP and 120 MP
1 | Radioactive Bee Meat- (Consumable, Food, Atomic, 1 Charge, 300,000 Gold) Deals 3,000 Flat Atomic element HP Healing unless wielder is an Insect
50 | Sagemouth Catfish- (Consumable, Food, Water, 1 Charge, 30,000 Gold) +5,000 MP
24,000 | Turkey- (Consumable, Food, Air & Earth, 1 Charge, 700 Gold) Heals 40 HP, +10 AGI, +5 CON
100 | Two-Crowned Bass- (Consumable, Food, Water, 3 Charges, 4,000 Gold) +50 Defense, lasts 18 rounds, stacks 50 times
100 | Yahi-Kalama- (Consumable, Food, Water, 1 Charge, 900 Gold) Restores 150 HP and 40 MP
100 | Yama-Qwarti- (Consumable, Food, Water, 1 Charge, 1,605 Gold) +5 Agility, stacks 50 times

Consumable - Lethal Item
1 | Briefcase Nuke- (Consumable, Lethal Item, Technology & Fire & Atomic, 1 Charge, 60,000,000 Gold) All individuals in user's battlespace (always including user as the first individual, but to a max of 60,000,000 individuals) are dealt 600,000 Flat Technology & Fire & Atomic element Damage and have a 100% chance of being afflicted with Poison: Irradiated
1 | Depressing Paperwork- (Consumable, Lethal Item, Darkness & Psychic, 1 Charge, 4,000 Gold) 20% inflicts Confusion: Depression
1 | Energy Rain Fireworks- (Consumable, Lethal Item, Energy, 1 Charge, 3,000,000 Gold) User may deal 30,000 Flat Energy element Damage to up to 300 targets, with said targets acquiring a debuff that stacks 3 times that lasts 5 rounds that deals 30,000 Flat Energy element Damage to its possessor at the start of each round
61 | ICBM- (Consumable, Lethal Item, Technology, 1 Charge, 590,000 Gold) Deals 20,000 Physical element damage, deals triple damage to Large Structures
12 | Nuclear Missile- (Consumable, Lethal Item, Technology & Atomic, 1 Charge, 60,000,000 Gold) User deals 600,000 Flat Atomic or Atomic & Technology element Damage to up to 600,000 targets and has a 120% chance of inflicting Poison: Irradiated on said targets
1 | Phantom Lasso- (Consumable, Lethal Item, Light, 1 Charge, 65,000 Gold) 75% Inflicts Paralysis

Consumable - Magic Item
1 | Beggar's Coin- (Consumable, Magic Item, Earth & Light, 1 Charge, 1 Gold) Lose 10,000 Gold if you possesses that amount or greater, Heals 5,000 HP (or 10,000 HP if you have under 10,000 Gold), Doubles gold from battle if no gold was lost and the total gold gained from the battle, after being doubled is under 10,000

Consumable - Medicine
606 | Unicorn's Horn- (Consumable, Medicine, Light & Magic, 200 Charges, 8,000,000 Gold) Cures all minor negative status effects from sources below Level 60

Consumable - Potion
5 | Curative Potion- (Consumable, Potion, Magic, 1 Charge, 3,900 Gold) +500 HP
5 | Handy Potion- (Consumable, Potion, Magic, 1 Charge, 50,000 Gold) Heals 5,000 HP and 5,000 MP, +50 to all stats
1 | Jell Potion- (Consumable, Potion, Earth, 1 Charge, 1,000 Gold) +5 CON, lasts 1 turn

Consumable - Powder
9 | Mirage Dust- (Consumable, Powder, Magic, 1 Charge, 1,900 Gold) 20% Confusion

Consumable - Summoning Stone
1 | Basket Full of Happy Harpies- (Consumable, Summoning Stone, Air, Unlimited Charges, 300,000,000 Gold) User summons up to 200 lower-Level entities from the Enemy List that are normally able to be fought for drops on the Enemy List whose name contains 'Harpy', with these summons naturally gaining the Constant Effect 'So Incredibly Happy- Possessor is Immune to Minor Negative Status effects, Constant Effect'
55 | Primordial Sculptor's Clay- (Consumable, Summoning Stone, Earth & Life, 1 Charge, 60,000,000 Gold) Summons one Human, Humanoid, Fae, Animal, Cthonian, Aerial, Aquatic, or Monster below Level 65 that is normally fightable for drops on the enemy list
1 | Wide Ball Summoning-Firework- (Consumable, Summoning Stone, Energy, 1 Charge, 500,000 Gold) User summons 10 Burstsphere from the Enemy List and may deal 5,000 Flat Energy element Damage to up to 50 targets, Max 10 summoned

Consumable - Trap
44 | 'Leviathan'-Class Snare- (Consumable, Trap, Water, 1 Charge, 15,000,000 Gold) User obtains a non-stacking buff that allows it to prevent the summoning of a lower-Level Aquatic below Level 80 once; If user possesses the ability 'Expert Thief Arts Attunement' said buff instead stacks 30 times and may prevent the summoning of Aquatics below Level 80 regardless of user's Level


Items
Item - Uniques
1 | *Tusks of Anghaul the Ghruz-Beast- (Item, Material, Physical & Beast & Fury, 65,000,000 Gold)
1 | ~*Manya Terror Crocodile Tooth- (Item, Material, Physical, 25,000,000 Gold)


Item - Antiquity
2 | 1/12 Holy Imperial Seal of Glory- (Item, Antiquity, Universe, 48,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source

1 | '''Great Wines of History' the Best Encyclopedia' Volume 7'- (Item, Antiquity, Water, 700,000 Gold)
1 | 'Don't Smoke Drug Dogs' Campaign Poster- (Item, Antiquity, Toxin & Fire & Air, 5,000 Gold)
1 | 'Female Power! How YOU Can Stand Up Against Male-Driven Gender-Oppression'- (Item, Antiquity, Fire & Light, 5,000 Gold)
1 | 'HAHAHAHAHAHAHAHAHAHAHA' (Item, Antiquity, Terror, 7,777,777 Gold)
1 | 'Investigation Record Looking for a Martini, Because Someone Heard the Word Martini'- (Item, Antiquity, Psychic, 5,000 Gold)
1 | 'It's Fun to Read!' Bookmark- (Item, Antiquity, Light & Earth, 67 Gold)
1 | 'ROY BELWOO RIDES AGAIN' The Autobiography of Roy Belwoo- (Item, Antiquity, Air, 6,000,000 Gold)
1 | 'Man that Is One Tiny Shoe: A Study'- (Itemx.05, Antiquity, Earth, 500 Gold)
1 | ~Noixian White Gold Key- (Item, Antiquity, Light, 5,000,000 Gold) (Bound to Noix)
1 | 'Things I Have a Beef With: The 385 Page Manifesto'- (Item, Antiquity, Fire & Psychic, 750 Gold)
1 | 'Tsayikk is Back!: Survival Tips'- (Item, Antiquity, Technology & Light, 5,000 Gold)
1 | 60-Pack of Crayons- (Item, Antiquity, Earth & Light & Darkness, 2,000 Gold)
1 | A Conch for Aunts- (Item, Antiquity, Air, 500 Gold)
1 | A Couch for Ants- (Item, Antiquity, Earth, 500 Gold)
1 | A Different Martini- (Item, Antiquity, Illusion & Dopple, -15,000 Gold)
1 | A List of Scribbled Stuff that Doesn't Make Sense- (Item, Antiquity, Null, 40 Gold)
1 | A Report Identifying the Birdhouse as an Fairly Bad Artifact- (Item, Antiquity, Truth & Basic, 5 Gold)
1 | A Tiiiiiiiiny Model Replica of the Battle Arena- (Item, Antiquity, Universe, 1/80,000,000 Gold)
1 | Advanced Math Textbook- (Item, Antiquity, Technology, 29,000 Gold)
1 | Air-Flow Suction Vacuum (Bagless) - (Item, Antiquity, Air, 26,000 Gold)
1 | AN H-SHAPED ROSE- (Item, Antiquity, Earth, 17,000 Gold)
1 | Anchor- (Item, Antiquity, Water & Physical, 6,000 Gold)
1 | Anime Fanfiction- (Item, Antiquity, Technology & Air, 1,400 Gold)
190 | Aquarium Containing Sorceror Coral- (Item, Antiquity, Water & Magic, 600,000 Gold)
1 | Aquatic Goblin's Fishing Net- (Item, Antiquity, Water, 400 Gold)
1 | Art Textbook- (Item, Antiquity, Air & Magic, 2,900 Gold)
2 | Assorted Doodads Produced by the Sepherys Corporation- (Item, Antiquity, Technology, 8,000 Gold)
1 | Banner Announcing that Yeah, It's Samurai Night- (Item, Antiquity, Fire, 800 Gold)
1 | Banner Notifying People that There was an Unnumbered Grabbyfest and that This is Apparently the Fifth One?!- (Item, Antiquity, Psychic, 500,000 Gold)
5 | Bascaradine Anti-Ink-Running Solution- (Item, Antiquity, Water & Technology, 1,900 Gold)
1 | Bascaradine Classic Children's Stories Volume 1- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 10- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 11- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 12- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 13- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 14- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 15- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 2- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 3- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 4- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 5- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 6- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 7- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 8- (Item, Antiquity, Magic, 600 Gold)
1 | Bascaradine Classic Children's Stories Volume 9- (Item, Antiquity, Magic, 600 Gold)
1 | Basic Gunsmith's Tools- (Item, Antiquity, Technology, 21,000 Gold)
1 | Basic Shipwright's Tools- (Item, Antiquity, Earth & Water, 21,000 Gold)
1 | Bathysphere- (Item, Antiquity, Water & Technology, 89,000 Gold)
1 | Big Musty Book of Old Lore - (Item, Antiquity, Earth, 40,000 Gold)
1 |Blueprints for a Futuristic Power Armor Part - (Item, Antiquity, Technology, 465,000 Gold)
12 | Blueprints for a Power Armor Part - (Item, Antiquity, Technology, 1,400 Gold)
1 | Blueprints for Something that Didn't Get Built- (Item, Antiquity, Technology, 500 Gold)
1 | Boat Made of CEEEEEEREAL- (Item, Antiquity, Water & Earth, 500,000 Gold)
1 | Bone Scribe’s Tome- (Item, Antiquity, Darkness, 15,000 Gold)
1 | Book about Bridge Building- (Item, Antiquity, Earth & Physical & Technology, 1,900 Gold)
1 | Book about Fire Building- (Item, Antiquity, Earth & Fire, 900 Gold)
1 | Book about Halfling Food Recipes- (Item, Antiquity, Earth, 3,900 Gold)
1 | Book about How to Deliver a Proper Kick- (Item, Antiquity, Physical, 1,430 Gold)
1 | Book of Complex Charts and Diagrams- (Item, Antiquity, Technology, 7,200 Gold)
1 | Book of Complex Diagrams- (Item, Antiquity, Technology, 7,000 Gold)
1 | Book of Fanciful Tales- (Item, Antiquity, Light & Magic, 7,500 Gold)
1 | Book of Healing Techniques and Folk Remedies- (Item, Antiquity, Light & Water, 1,435 Gold)
1 | Book of Lore- (Item, Antiquity, Magic, 1,800 Gold)
1 | Book on How to Ski- (Item, Antiquity, Ice & Air, 1,900 Gold)
1 | Book on Riding- (Item, Antiquity, Earth, 120 Gold)
1 | Book of Rules to the Game- (Item, Antiquity, Air, 700 Gold)
1 | Box Containing Next Century's Most Popular Video Game Console (and Its Complete Game Library)- (Item, Antiquity, Technology & Time & Wonder, 30,000,000 Gold)
1 | Box of Tissues- (Item, Antiquity, Physical & Air, 90 Gold)
1 | Business in a Nutshell- (Item, Antiquity, Technology, 500 Gold)
1 | CD of Gnomes Saying 'Wew, Lad' in Different Accents- (Item, Antiquity, Technology & Air, 7,000 Gold)
1 | Chameleon-Dragon's Multicolored Blood- (Item, Antiquity, Earth & Light & Magic & Darkness, 7,000,000 Gold)
422 | Chart of Alien Stars- (Item, Antiquity, Darkness & Astral, 100,000 Gold)
1 | Cheap, Trashy Novel- (Item, Antiquity, Air & Earth & Darkness & Physical, 9 Gold)
1 | Child's Coloring Book- (Item, Antiquity, Light & Air, 600 Gold)
1 | Children's Book Written in Draconic- (Item, Antiquity, Fire, 70 Gold)
1 | Clapping Monkey that Just Won't Shut Up- (Item, Antiquity, Sonic & Time, 500,000 Gold)
1 | Coloring Book- (Item, Antiquity, Air & Light, 400 Gold)
1 | Combat and Dueling Textbook- (Item, Antiquity, Physical, 2,900 Gold)
1 | Computer Science Textbook- (Item, Antiquity, Technology, 2,900 Gold)
1 | Cooking Textbook- (Item, Antiquity, Fire & Water, 2,900 Gold)
1,018 | Deactivated Desert Corsair Sand Ship- (Item, Antiquity, Earth, 600,000 Gold)
1,801 | Deactivated Desert Corsair Warship- (Item, Antiquity, Earth, 42,000,000 Gold)
1 | Detective Who Only Looks at the Internet and Only Cares Why People Aren't Posting in Threads Quickly- (Item, Antiquity, Psychic & Technology, 5,000,000 Gold)
1 | Digestion Wheel- (Item, Antiquity, Flesh & Steam & Acid, 45,000,000 Gold)
1 | Dimensional Navigation Textbook- (Item, Antiquity, Magic & Air, 2,900 Gold)
1 | Diploma Certifying Real Doctorship- (Item, Antiquity, Technology & Ice, 777,000 Gold)
527 | Dragon Czar's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 8,700,000 Gold)
4,491 | Dragon Lord's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 87,000,000 Gold)
3,427 | Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
2 | Dungeon Clear Pennant: Brightbeard Caverns, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
4 | Dungeon Clear Pennant: Crimson Citadel of Avandos, Standard- (Item, Antiquity, Fire & Physical, 50,000 Gold)
8 | Dungeon Clear Pennant: Temple of Orithon, Standard- (Item, Antiquity, Earth & Light, 50,000 Gold)
1 | Eclipsetech Clone Cylinder- (Item, Antiquity, Darkness & Technology & Astral, 31,000,000 Gold)
1 | Economics Textbook- (Item, Antiquity, Air & Technology, 2,900 Gold)
2 | Efrenwood Table- (Item, Antiquity, Earth, 45,000 Gold)
1 | Elemental Sciences Textbook- (Item, Antiquity, Earth & Air & Fire & Water, 2,900 Gold)
1 | Empty Creme Liqueur Shotglass (2)- (Item, Antiquity, Water, 300 Gold)
1 | Empty Sake Glass- (Item, Antiquity, Air, 300 Gold)
1 | Encounter Sciences Textbook- (Item, Antiquity, Technology & Magic, 2,900 Gold)
1 | Enlistment Records- (Item, Antiquity, Technology & Physical & Air, 7,600 Gold)
1 | Envelope Labelled 'Secret'- (Item, Antiquity, Technology & Psychic, 2,900 Gold)
1 | Explanation As To How All The Sake Can Already Be Gone Despite The Sorrow And The Joy- (Item, Antiquity, Water, 300 Gold)
1 | Explanation As To Why The Downstairs Was Visited (Spoilers: It Was To Remove the Alcohol Glasses)- (Item, Antiquity, Ice, 300 Gold)
1 | Explanation Of Why This Item Costs 300 Gold- (Item, Antiquity, Air, 300 Gold)
1 | Fake Wine- (Item, Antiquity, Water & Technology, 300 Gold)
236 | Feathered Serpent's Relic- (Item, Antiquity, Magic, 40,000,000 Gold)
1 | Finger that Can't be Used for Typing Because of Peanut Spice- (Item, Antiquity, Darkness & Fire, 700 Gold)
1 | Flower Petals- (Item, Antiquity, Light & Earth & Water, 15 Gold)
1 | Gearwright's Tools- (Item, Antiquity, Technology, 20,000 Gold)
1 | General Textbook- (Item, Antiquity, Physical & Technology, 2,900 Gold)
1 | Geography Textbook- (Item, Antiquity, Earth & Water, 2,900 Gold)
1 | Geologist's Tools- (Item, Antiquity, Earth, 7,000 Gold)
1 | Giant Eyedropper- (Item, Antiquity, Technology & Water, 27,000 Gold)
1 | Guide on How to Properly Cut Beef- (Item, Antiquity, Earth & Physical, 3,790 Gold)
1 | Guide to Basic Martial Arts- (Item, Antiquity, Physical & Fire, 7,400 Gold)
1 | Guide to Trees- (Item, Antiquity, Earth, 500 Gold)
1 | Hairs from Belyaam the Nimble- (Item, Antiquity, Air & Light, 800,000 Gold)
1 | Hairs from Iadro Darkstalker- (Item, Antiquity, Air & Darkness, 750,000 Gold)
1 | Hairs from Lyseddia the Vermilion- (Item, Antiquity, Fire & War, 950,000 Gold)
1 | Hairs from Niarzar, Hand of Eth'Mehnot- (Item, Antiquity, Light, 950,000 Gold)
1 | Hairs from Tresia Elf-Blood- (Item, Antiquity, Air & Magic, 800,000 Gold)
22 | Hambelstern Prototype Engine- (Item, Antiquity, Technology, 30,000,000 Gold)
1 | Health Textbook- (Item, Antiquity, Physical & Light, 2,900 Gold)
1 | History Textbook- (Item, Antiquity, Earth & Air, 2,900 Gold)
1 | HOERS- (Item, Antiquity, Fire, 5,000 Gold)
1 | Hover Tank Model Kit- (Item, Antiquity, Technology, 2,900 Gold)
1 | How to Ride a Horse- (Item, Antiquity, Earth, 180 Gold)
1 | HROSE- (Item, Antiquity, Earth & Magic, 5,000 Gold)
1 | Incorrect Maps- (Item, Antiquity, Water & Air & Earth, 200 Gold)
1 | Kitsune's Tail- (Item, Antiquity, Earth & Magic, 51,455 Gold)
572 | Lamp Shaped Like a Sexy Leg- (Item, Antiquity, Fire & Darkness & Light, 6,000 Gold)
1 | Language Textbook- (Item, Antiquity, Air & Light, 2,900 Gold)
1 | Large Folio of Maps- (Item, Antiquity, Water & Earth & Air, 6,000 Gold)
1 | Leaflet Memorializing Grabbyticket Ticketfest Plus All the Dudes- (Item, Antiquity, Dopple & Dawn & Dusk, 555,555 Gold)
1 | Lights of the New Year- (Item, Antiquity, Light & Time & Wonder & Ice, 7,000,000 Gold)
1 | List of Cool Places Owned by Samurai- (Item, Antiquity, Spatial & Earth & War, 750,000 Gold)
1 | List of Suspicious Questions- (Item, Antiquity, Darkness, 300 Gold)
1 | Livestream of a Man Qutting the Bottle and Going to Brush His Teeth, Which are Neither Wooden nor WooOOOooden- (Item, Antiquity, Technology & Not Bees, 5,000 Gold)
1 | Livestream of a Man Returning with Clean Teeth, Which Are Still Neither Wooden nor WooOOOooden- (Item, Antiquity, Water & Law, 5,000 Gold)
1 | Livestream of a Naked Chick Who Is Not Getting Nearly as Many Views as the Man Who is Livestreaming Men Who are Livestreaming Men Who are Livestreaming Men Who are Livestreaming How they are Losing to Colonel Wilson Jonas in Basketball- (Item, Antiquity, Fire, 30 Gold)
1 | Locksmith's Guide- (Item, Antiquity, Air, 200 Gold)
1 | Logs that Desire to Visit the Hotel- (Item, Antiquity, Wood & Psychic, 6,000 Gold)
1 | Low Cow Calendar- (Item, Antiquity, Air & Earth, 777 Gold)
42 | Low-End Doomsday Device Blueprints- (Item, Antiquity, Technology, 8,500,000 Gold)
1 | Magic Studies Textbook- (Item, Antiquity, Magic, 2,900 Gold)
1 | Master's Fishing Pole- (Item, Antiquity, Water, 5,000 Gold)
1 | Math Textbook- (Item, Antiquity, Technology, 2,900 Gold)
1 | Medical Diploma- (Item, Antiquity, Technology & Light, 50,000 Gold)
1 | Motorcycle that Sounds Like Bees- (Item, Antiquity, Technology, 850,000 Gold)
1 | Music Textbook- (Item, Antiquity, Air & Physical, 2,900 Gold)
1 | Nature Sciences Textbook- (Item, Antiquity, Water & Earth, 2,900 Gold)
1 | Neighing Hose- (Item, Antiquity, Earth & Water, 3,000 Gold)
1 | Nekomata's Tail- (Item, Antiquity, Air & Magic, 61,000 Gold)
1 | Nogitsune's Tail- (Item, Antiquity, Darkness & Magic, 81,455 Gold)
1 | Note About Literary Tendencies In Nexus- (Item, Antiquity, Air, 300 Gold)
1 | Note About the Applesauce Factory With Pictures of Men in Kilts- (Item, Antiquity, War & Glory, 300 Gold)
1 | Note About the Bus Track- (Item, Antiquity, Magic & Light & Technology, 300 Gold)
1 | Note Clarifying That The Finger Is The Pointer- (Item, Antiquity, Fire & Time, 300 Gold)
1 | Note Explaining The Correctness of Dave- (Item, Antiquity, Fire, 300 Gold)
1 | Note Explaining the MP Amount (It is 30)- (Item, Antiquity, Moon, 300 Gold)
1 | Note Explaining Why You Failed To Grab That- (Item, Antiquity, Darkness, 300 Gold)
1 | Note Laughing, And Laughing, And Laughing- (Item, Antiquity, Whimsy & Terror, 7,000,000 Gold)
1 | Note Telling You That You Shouldn't Have Done That- (Item, Antiquity, Psychic & Darkness, 300 Gold)
1 | Number 10- (Item, Antiquity, Numerals, 10 Gold)
12 | Ocean Lure- (Item, Antiquity, Water & Magic, 6,000,000 Gold)
1 | Old Vase- (Item, Antiquity, Earth, 200 Gold)
1 | Orange Dice- (Item, Antiquity, Acid & Fire, 200 Gold)
1 | Outdated Newspapers In A Pile- (Item, Antiquity, Earth & Air & Water, 500 Gold)
1 | Overt Photograph of the Secret Lettuce- (Item, Antiquity, Earth & Pleasure, 3,000,000 Gold)
1 | Peanut that Fell on a Toe and Probably Shouldn't Be Eaten- (Item, Antiquity, Fire & Earth, 300 Gold)
1 | Pen That Secretly Doesn't Write and Instead Gets Ink On Your Hand- (Item, Antiquity, Water & Darkness, 63 Gold)
1 | Permissions to Add Emoticons to the Roy Belwoo Sound Network- (Item, Antiquity, Earth & Technology, 700,000 Gold)
1 | Phantom Challenge Clear Pennant: Brightbeard Caverns, Manethos Battle- (Item, Antiquity, Earth, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Brightbeard Caverns, Orindar Battle- (Item, Antiquity, Darkness, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Doppelganger Battle- (Item, Antiquity, Illusion, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Irastor Battle- (Item, Antiquity, Fire & Magic, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lord Avandos Battle- (Item, Antiquity, Fire, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Crimson Citadel of Avandos, Lyrandora Battle- (Item, Antiquity, Fire, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Azzhelossi Battle- (Item, Antiquity, Air, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Khrommanguard Battle- (Item, Antiquity, Light, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Khyzz-Drikk Battle- (Item, Antiquity, Water, 100,000 Gold)
1 | Phantom Challenge Clear Pennant: Temple of Orithon, Sentinel Battle- (Item, Antiquity, Warding, 400,000 Gold)
1 | Phonecall from Roy Belwoo, LIVE ON AIR- (Item, Antiquity, Glitz & Sonic, 5,000,000 Gold)
1 | Phonograph Containing a Recording of Colonel Wilson Jonas Talking About Photographs of Colonel Wilson Jonas Looking at Photographs of Phonographs with Colonel Wilson Jonas- (Item, Antiquity, Ice & Sonic, 200,000 Gold)
1 | Phonograph Recording of Audio from an Anniversary Party Involving Colonel Wilson Jonas- (Item, Antiquity, Technology & Steam, 5,000,000 Gold)
1 | Photograph of a Mouse that 50,000,000,000 People Are in Love with for Some Unclear Reason (Maybe it is Cute?)- (Item, Antiquity, Electrical & War & Technology & Cute Pets, 600,000 Gold)
1 | Photograph of a Person Stopping a Different Person from Looking at a Photograph of Colonel Wilson Jonas- (Item, Antiquity, Water, 300,000 Gold)
1 | Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Taking Roy Belwoo to a Bar- (Item, Antiquity, Water, 700 Gold)
1 | Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Keeps Calling Samurai Enchiladas- (Item, Antiquity, Fire, 300,000 Gold)
1 | Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Keeps Calling Samurai Enchiladas While Riding a Stupid Motorcycle that Drifts too Much- (Item, Antiquity, Fire, 300,000 Gold)
1 | Photograph of Books About Colonel Wilson Jonas Writing to Samurai about Books that they Should Write Sometime- (Item, Antiquity, Fire & Air, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas and some Samurai Detectives at an Anniversary Party- (Item, Antiquity, Air & Psychic, 1,000 Gold)
1 | Photograph of Colonel Wilson Jonas Looking at a Samurai- (Item, Antiquity, Fire & Air, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas Looking at a Samurai Writing a Book- (Item, Antiquity, Fire & Air, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas Looking at a Samurai Writing a Book About Colonel Wilson Jonas Looking at Samurai- (Item, Antiquity, Fire & Air, 300,000 Gold)
Photograph of Colonel Wilson Jonas Realizing that Dulcinea is Interested in Colonel Wilson Jonas- (Item, Antiquity, Psychic, 5,000,000 Gold)
1 | Photograph of Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written Looking at a Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas Writing a Book About Looking at Himself in a Mirror While Writing a Book About Samurai Writing Books About Books- (Item, Antiquity, Fire & Air, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas Writing a Book About Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written While Looking at a Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
1 | Photograph of Doris the Mechanical Detective Investigating Why Roy Belwoo Did Not Want to Wear the Codpiece Artifact- (Item, Antiquity, Metal & Psychic, 5,000 Gold)
1 | Photograph of Lennie Bulow's Knees- (Item, Antiquity, Air, 500 Gold)
1 | Photograph of Roy Belwoo Delcining to Wear a Codpiece Artifact- (Item, Antiquity, Sonic, 500 Gold)
1 | Photograph of Colonel William Jonas and Catherine- (Item, Antiquity, Psychic & Air, 70,000 Gold)
1 | Photo of Colonel Wilson Jonas and Five Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
1 | Photo of Colonel Wilson Jonas and Four Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
1 | Photo of Colonel Wilson Jonas and Six Men at a Bar- (Item, Antiquity, Psychic & Water, 6,000 Gold)
1 | Photo of Colonel Wilson Jonas and Three Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
1 | Photo of Colonel Wilson Jonas and Two Men at a Bar- (Item, Antiquity, Psychic & Water & Blood, 6,000 Gold)
1 | Photo of Colonel Wilson Jonas at the Discount Shop With Murray Williams- (Item, Antiquity, Psychic & Earth & Commerce, 600 Gold)
1 | Photo of Colonel Wilson Jonas Behind the Discount Shop With Murray Williams's Mother- (Item, Antiquity, Psychic & Earth & Commerce, 600 Gold)
1 | Photo of Colonel Wilson Jonas Behind the Discount Shop With Murray Williams's Mother's Corpse- (Item, Antiquity, Psychic & Earth & Blood, 600 Gold)
1 | Photo of Colonel Wilson Jonas Looking at a Photo of Colonel Wilson Jonas Alone at a Bar- (Item, Antiquity, Psychic & Air, 6,000 Gold)
1 | Photograph Taped to a Motorcycle of a Photograph of Colonel Wilson Jonas on a Motorcycle Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Dressed as a Samurai Looking at Colonel Wilson Jonas Dressed as a Ninja Looking At A Person Who Keeps Calling Echidnas Enchiladas While Riding a Stupid Motorcycle that Drifts too Much to Go Meet Colonel Wilson Jonas- (Item, Antiquity, Fire, 300,000 Gold)
4 | Photo of the Hippo-Kin Institute Career Reunion- (Item, Antiquity, Technology, 6,000 Gold)
1 | Photo of the World, As Seen From the Left- (Item, Antiquity, Water & Astral, 77,000 Gold)
1 | Photograph of a Person Trying to Stop a Different Person from Stopping a Third Person from Looking at a Photograph of Colonel Wilson Jonas- (Item, Antiquity, Water, 300,000 Gold)
1 | Photograph of a Photograph of Colonel Wilson Jonas Looking at a Photograph of a Photograph of a Photograph of Colonel Wilson Jonas Looking at Colonel Wilson Jonas Looking At A Person Who Can't Pronounce 'Samurai' Correctly- (Item, Antiquity, Fire, 7,500 Gold)
1 | Photograph of Colonel Wilson Jonas and Roy Belwoo's Corpse- (Item, Antiquity, Electric & Energy & Terror, 18,000 Gold)
1 | Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
1 | Photograph of Colonel Wilson Jonas Wearing a Hat Full of Books that Could Have Been Written Looking at a Photograph of Colonel Wilson Jonas Looking at a Hat Full of Books that Could Have Been Written About Colonel Wilson Jonas- (Item, Antiquity, Psychic & Knowledge, 300,000 Gold)
1 | Photograph of Doris the Mechanical Detective Interviewing Roy Belwoo- (Item, Antiquity, Law & Chaos, 7,000,000 Gold)
1 | Photograph of Roy Belwoo Escaping an Exploding Bar on a Lightspeed Motorcycle Bound for the Casino District of the One City- (Item, Antiquity, Energy & Light, 500,000 Gold)
1 | Physical Education Textbook- (Item, Antiquity, Physical, 2,900 Gold)
1 | Pile of Assorted Books- (Item, Antiquity, Earth & Magic, 12,000 Gold)
1 | Prayer Book- (Item, Antiquity, Light, 700 Gold)
1 | Program that Recounts the Events of the First Ascension Via Textline- (Item, Antiquity, Technology, 50,000 Gold)
1 | Pure-White Burial Shroud- (Item, Antiquity, Light & Darkness, 9,000 Gold)
1 | Religion Textbook- (Item, Antiquity, Light & Darkness, 2,900 Gold)
1 | Report About a Committee Tasked with Writing a Report About the Reports Written on Grabbyfest- (Item, Antiquity, Law, 555,000 Gold)
1 | Report about Colonel Wilson Jonas Breaking the Backwards Triple High-Dive World Record Seven Times- (Item, Antiquity, Mystery & Physical, 3,000,000 Gold)
1 | Report About the People Who Write the Grabbyfest Reports- (Item, Antiquity, Air, 50,000 Gold)
1 | Report About Why So Many Items this Grabbyfest are Antiquities- (Item, Antiquity, Earth, 50 Gold)
1 | Report About Why So Many Reports Are Written During Grabbyfest- (Item, Antiquity, Technology, 6,000 Gold)
1 | Report Criticizing the Boat Designers for Using CEEEEEEREAL Instead of SEAreal, which is Clearly Better for BOAT DESIGN YOU HACKS- (Item, Antiquity, Fury & Water, 500,000 Gold)
1 | Report Revealing that Rebecca Is a Dauntless Devil Mindshadow Darkspawn- (Item, Antiquity, Darkness & Truth, 5,000,000 Gold)
1 | Report the Squad Might Have Written- (Item, Antiquity, Illusion & Truth, 5,000,000 Gold)
1 | Riding for Kids- (Item, Antiquity, Air, 140 Gold)
1 | Riding Your Horse and You- (Item, Antiquity, Air, 170 Gold)
1 | Role Playing Game Adventure- (Item, Antiquity, Magic, 1,500 Gold)
1 | Role Playing Game Book- (Item, Antiquity, Magic, 1,100 Gold)
1 | Role Playing Game Core Book- (Item, Antiquity, Magic, 4,000 Gold)
1 | Role Playing Game Mega-Adventure- (Item, Antiquity, Magic, 8,000 Gold)
1 | Role Playing Game Rules Book- (Item, Antiquity, Magic, 3,000 Gold)
1 | Role Playing Game Setting Supplement- (Item, Antiquity, Magic, 2,500 Gold)
1 | Role Playing Game Supplement- (Item, Antiquity, Magic, 2,100 Gold)
1 | Rothart's Encyclopedia of Transuniversal Space- (Item, Antiquity, Technology & Magic, 3,000 Gold)
1 | Sad Love Story- (Item, Antiquity, Darkness & Fire & Light, 570 Gold)
1 | Sandbag- (Item, Antiquity, Earth, 600 Gold)
1 | Sappy Book of Poetry about Kittens- (Item, Antiquity, Light, 5,000 Gold)
1 | Science Textbook- (Item, Antiquity, Technology, 2,900 Gold)
1 | Sign Declaring Things Declared- (Item, Antiquity, Null & Time, 5,000 Gold)
231 | Skyship Core Engine- (Item, Antiquity, Air & Technology, 1,000,000 Gold)
1 | Slasher Movie Collection- (Item, Antiquity, Darkness & Technology, 18,000 Gold)
1 | Solid Gold Nutcracker Shaped Like a Dead Walrus- (Item, Antiquity, Earth & Water & Darkness & Hope, 5,000,000 Gold)
1 | Some Superhero's Shaved Leg-Hair- (Item, Antiquity, Physical, 800,000 Gold)
1 | Sonar System- (Item, Antiquity, Technology, 45,000 Gold)
1 | Sports Stadium (Level 1-14) Spawn Table- (Item, Antiquity, Air & Physical & Earth & Fire, 601,000 Gold)
1 | Spyglass that Sees the Songs at the End of Time- (Item, Antiquity, Time & Sonic & Air & Darkness & Devastation & Hope, 350,000,000 Gold)
1 | Squad of Detectives Investigating What Makes Societies Work- (Item, Antiquity, Psychic & Law & Civilization, 5,000,000 Gold)
1 | Squad of Detectives Investigating Whether Lancer Has Retired- (Item, Antiquity, Psychic & Life, 5,000,000 Gold)
1 | Statue of a Dude Doing the Low Crawl to Sneak Up on a Samurai Who Can Actually See Him and is Going to Wreck His Day with a Sweet Nodachi- (Item, Antiquity, Fire & Physical, 700,000 Gold)
2 | Statue that was Once a Person- (Item, Antiquity, Earth, 110,000 Gold)
237 | Suncrow Feather- (Item, Antiquity, Fire & Light & Atomic, 30,000,000 Gold)
12 | Textbook on an Esoteric Subject- (Item, Antiquity, Technology, 2,900 Gold)
1 | The Malware Scanner- (Item, Antiquity, Technology, 17,500 Gold)
1 | The Old Shoe that Lied Forgotten- (Item, Antiquity, Rot, 500 Gold)
1 | The Saga of the Five Seals Placed Upon the Port Bottle by the Aghartan Abjurers- (Item, Antiquity, Earth & Mystic & Warding, 5,000,000 Gold)
14 | Tjourquimaddan Advisor’s Mind- (Item, Antiquity, Darkness & Psychic, 1,900,000 Gold)
1 | Tome Detailing Basic Elemental Binding- (Item, Antiquity, Earth & Air & Fire & Water, 7,000 Gold)
1 | Tome of Laws- (Item, Antiquity, Light & Air, 17,000 Gold)
1 | Tome of Legends- (Item, Antiquity, Light, 7,000 Gold)
1 | Tongue with a Peanut On It- (Item, Antiquity, Fire & Physical, 300 Gold)
1 | Toy Triceratops Figure- (Item, Antiquity, Earth & Physical, 4,000 Gold)
1 | Trashcan that Can Hold Toe Peanuts- (Item, Antiquity, Technology, 300 Gold)
1 | Tree- (Item, Antiquity, Earth, 15,000 Gold)
273 | Unusually Festive Lamp Shaped Like a Sexy Leg- (Item, Antiquity, Fire & Ice & Light, 36,000 Gold)
5 | Vacuum Cleaner- (Item, Antiquity, Technology & Air, 14,000 Gold)
1 | Very Valuable History Book- (Item, Antiquity, 7,000 Gold)
1 | Video of a Satori- (Item, Antiquity, Psychic & Technology, 110,000 Gold)
1 | Video of that Dude Leaving to Look at Samurai a Second Time- (Item, Antiquity, Technology & Earth & Air & Fire & Water & Time, 500,000 Gold)
1 | Wall-Adhering Wallrus Calendar- (Item, Antiquity, Water, 700 Gold)
1 | Wax-Sealed Box of Love- (Item, Antiquity, Law & Wood & Fire, 15,500,000 Gold)
16 | Weathermen of the Year Calendar- (Item, Antiquity, Air & Water & Electrical & Technology, 1,600 Gold)
1 | Wet-Dog-Scented Air Freshener- (Item, Antiquity, Earth & Physical & Water & Darkness, 80 Gold)
1 | Wharf District- (Item, Antiquity, Water, 15,000,000 Gold)
1 | Whotograph of the Finger, The Spice, The Sage- (Item, Antiquity, Fire & Glory & Time, 80,000 Gold)
1 | WHY IS THERE SUDDENLY A VUVUZELA IN MY BACKYARD: A LOUD DOCUMENTARY- (Item, Antiquity, Sonic, 17,000 Gold)
1 | Writing Textbook- (Item, Antiquity, Air & Water, 2,900 Gold)
1 | Yellow Camera- (Item, Antiquity, Technology & Acid, 300 Gold)

Item - Crafting Equipment
1 | Book of a Thousand Secrets- (Item, Crafting Equipment, Darkness, 50,000 Gold) Is not consumed in combos unless specifically noted
1 | Book of Beasts and Doorways- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
179 | Codex of the Ancients- (Item, Crafting Equipment, Technology, 250,000,000 Gold) Is not consumed in combos unless specifically noted
1 | Everchanging Tome - (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of
1 | Portable Mini-Forge- (Item, Crafting Equipment, Fire, 60,000 Gold) Is not consumed in combos unless specifically noted
1 | Record of the Endliners- (Item, Crafting Equipment, Technology & Time, 350,000,000 Gold) Is not consumed in combos unless specifically noted
2 | The Wizard's Guide to Spells- (Item, Crafting Equipment, Magic, 50,000 Gold) Not consumed in combinations it is a part of

Item - Currency
1 | Coins for the Ferryman- (Item, Currency, Darkness & Water, 100,000 Gold)
328 | Coin of the Silver Pig- (Item, Antiquity, Physical & Light, 860,000 Gold)
1,194 | Money with Its Current Owner's Face On It- (Item, Currency, Wealth, 5,000 Gold)
4 | Weekly Paycheck- (Item, Currency, Technology, 200,000 Gold)

Item - Item Piece
19 | 1/19th Tablet of Water- (Item, Item Piece, Water, 5,000 Gold)

Item - Material
1 | Acid Mana Oil- (Item, Material, Acid, 5,000 Gold)
1 | Adaptive Blasphemy Matter- (Item, Material, Void & Darkness & Acid & Devastation & Progress, 500,000,000 Gold)
1 | Adaptive Miracle Matter- (Item, Material, Void & Astral & Wonder & Faith & Progress, 500,000,000 Gold)
11 | Adept's Horizon-Breaking Formula- (Item, Material, Progress, 250,000,001 Gold)
1 | Air Mana Oil- (Item, Material, Air, 5,000 Gold)
90 | Alien Parts- (Item, Material, Technology, 40,000 Gold)
1 | Ancient Freshwater- (Item, Material, Water & Law, 50,000,000 Gold)
1 | Arrow-Deflecting Cloth- (Item, Material, Physical, 75,000 Gold)
1 | Bigfoot Fur- (Item, Material, Earth, 170,000 Gold)
30 | Bones of the Elder Ocean- (Item, Material, Darkness & Water, 15,000,000 Gold)
1 | Celestial Breath- (Item, Material, Light & Air, 200,000 Gold)
1 | Celestial Light- (Item, Material, Light, 200,000 Gold)
716 | Crate of Spices- (Item, Material, Earth, 7,000 Gold)
13,496 | Crate of Stolen Desert Supplies and Finery- (Item, Material, Earth, 30,000 Gold)
11 | Crossworld Fractal-Structure- (Item, Material, Spatial & Astral & Color, 300,000,000 Gold)
1 | Dark Basalt Stone- (Item, Material, Earth & Darkness, 300 Gold)
37 | Dark War Iron- (Item, Material, Darkness & War & Destruction, 3,500,000 Gold)
1 | Darkness Crystal- (Item, Material, Darkness, 20,000 Gold)
3 | Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
1 | Deathless Shadow Stuff- (Item, Material, Darkness, 7,000 Gold)
2 | Demon Skin- (Item, Material, Darkness, 41,000 Gold)
1 | Dreamstuff- (Item, Material, Magic & Psychic, 500,000 Gold)
1 | Earth Element Stone- (Item, Material, Earth, 1,000 Gold)
1 | Earth Mana Oil- (Item, Material, Earth, 5,000 Gold)
1 | Ectoplasm- (Item, Material, Darkness, 9,000 Gold)
1 | Electrical Mana Oil- (Item, Material, Electrical, 5,000 Gold)
1 | Energy Mana Oil- (Item, Material, Energy, 5,000 Gold)
13 | Fadefractal Silk - (Item, Material, Illusion & Technology & Aether, 120,000,000 Gold)
2 | Fading Wing- (Item, Material, Magic, 1,000 Gold)
12 | Farheaven Cloud- (Item, Material, Light & Spatial & Air & Aether, 140,000,000 Gold)
11 | Farspace Blossom- (Item, Material, Astral & Spatial & Wood, 180,000,000 Gold)
1 | Fire Mana Oil- (Item, Material, Fire, 5,000 Gold)
1 | Fireproof Plastic- (Item, Material, Fire & Water & Technology, 9,800 Gold)
70 | Godseed: Love- (Item, Material, Fire & Light, 180,000,000 Gold)
1 | Golemstone- (Item, Material, Magic & Earth, 85,000 Gold)
49 | Great Forest's Worth of Highly Enchanted Wood- (Item, Material, Wood, 30,000,000 Gold)
45 | Great Reef's Worth of Highly Enchanted Coral- (Item, Material, Water & Magic, 30,000,000 Gold)
1 | Half-Ton of Necromantically-Infused Flesh- (Item, Material, Darkness, 8,000 Gold)
31 | Hambelstern Prototype Drone Network System Core- (Item, Material, Technology, 11,000,000 Gold)
134 | Hambelstern Prototype Parts- (Item, Material, Technology, 30,575,900 Gold)
1 | Hope Mana Oil- (Item, Material, Hope, 5,000 Gold)
373 | Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
1 | Ice Mana Oil- (Item, Material, Ice, 5,000 Gold)
1 | Impurity- (Item, Material, Darkness, 5,000,000 Gold)
4 | Jell Goo- (Item, Material, Earth, 100 Gold)
1 | Kevlar- (Item, Material, Technology & Physical, 9,500 Gold)
20 Knowledge- (Item, Material, Magic & Technology, 6,000,000 Gold)
1 | Large Container of Air Mana Oil- (Item, Material, Air, 50,000 Gold)
1 | Large Container of Earth Mana Oil- (Item, Material, Earth, 50,000 Gold)
1 | Large Container of Fire Mana Oil- (Item, Material, Fire, 50,000 Gold)
1 | Large Container of Water Mana Oil- (Item, Material, Water, 50,000 Gold)
20 Magical Knowledge- (Item, Material, Magic, 6,000,000 Gold)
5 | Magic Copper Ore- (Item, Material, Magic, 5,000 Gold)
5 | Magic Gold Ore- (Item, Material, Magic, 100,000 Gold)
1 | Magic Mana Oil- (Item, Material, Magic, 5,000 Gold)
5 | Magic Silver Ore- (Item, Material, Magic, 50,000 Gold)
197 | Mason-Crafted Stone- (Item, Material, Earth, 6,000 Gold)
12 | Master's Silver- (Item, Material, Hope & Metal, 150,000,000 Gold)
11 | Mirror-Realm Diamond- (Item, Material, Ice & Spatial, 36,000,000 Gold)
39 | Mountain Range's Worth of Highly Enchanted Alabaster- (Item, Material, Earth & Light, 30,000,000 Gold)
38 | Mountain Range's Worth of Highly Enchanted Gems- (Item, Material, Earth & Wealth, 90,000,000 Gold)
51 | Mountain Range's Worth of Highly Enchanted Obsidian- (Item, Material, Earth & Fire & Darkness, 30,000,000 Gold)
54 | Mountain Range's Worth of Highly Enchanted Stone- (Item, Material, Earth & Magic, 30,000,000 Gold)
1 | Mud- (Item, Material, Earth, 20 Gold)
12 | Neo-Aetherium- (Item, Material, Aether & Progress, 230,000,000 Gold)
12 | Neo-Orihalcum- (Item, Material, Metal & Progress, 220,000,000 Gold)
1 | Neo-Orihalcum Bar With (Comparatively Weak) Premium Anti-Stain Sprayed On- (Item, Material, Metal & Progress, 220,010,000 Gold)
827 | Orihalcum- (Item, Material, Earth & Physical & Magic, 100,000,000 Gold)
2 | Ostracon- (Item, Material, Earth & Magic, 71,000 Gold)
1 | Physical Mana Oil- (Item, Material, Physical, 5,000 Gold)
11 | Planecage Gold- (Item, Material, Spatial & Metal & Warding, 160,000,000 Gold)
12 | Primordial Code- (Item, Material, Technology & Life & Time, 170,000,000 Gold)
29 | Primordial Clay- (Item, Material, Earth & Life, 15,000,000 Gold)
1 | Proper Timing- (Item, Material, Time, 16,000,000 Gold)
1 | Psychic Mana Oil- (Item, Material, Psychic, 5,000 Gold)
4,753 | Purity- (Item, Material, Light, 5,000,000 Gold)
1 | Python Ogre Scales- (Item, Material, Earth, 1,000 Gold)
1 | Rare Bones- (Item, Material, Darkness, 43,000 Gold)
1 | Regenerating Fabric- (Item, Material, Water & Technology, 65,000)
2,495 | Sand Diamond- (Item, Material, Earth, 36,000,000 Gold)
1 | Scorched Skull- (Item, Material, Fire & Darkness, 120 Gold)
1 | Sonic Fleece- (Item, Material, Sonic, 1,500,000 Gold)
1 | Spectral Essence- (Item, Material, Darkness, 70,000 Gold)
4 | Sunproof Cloth- (Item, Material, Light, 30,000,000 Gold)
1 | Swan Feathers- (Item, Material, Water & Air & Light, 7,000 Gold)
1 | Technology Mana Oil- (Item, Material, Technology, 5,000 Gold)
2 | Totem Wood- (Item, Material, Earth & Magic, 160,000 Gold)
212 | Unknown Substance- (Item, Material, Magic, 5,000 Gold)
1,301 | Untyped Element Core- (Item, Material, Null, 1,000,000 Gold)
1 | Water Mana Oil- (Item, Material, Water, 5,000 Gold)
2 | Weapons-Grade Radioactive Material- (Item, Material, Energy & Technology, 4,100,000 Gold)

Item - Property
1 | Cage-Framework of Twelve Planet-Sized Demiplanes- (Item, Property, Spatial, 850,000,000 Gold)
40 | City Block- (Item, Property, Technology, 40,000 Gold)
6 | City Library- (Item, Property, Technology, 120,000 Gold)
1 | Computer Lab- (Item, Property, Technology, 98,700 Gold)
1 | Concert Hall- (Item, Property, Air & Magic, 190,000 Gold)
1 | Cyclopean Ruins- (Item, Property, Earth & Magic, 4,500,000 Gold)
1 | Datawind Tower- (Item, Property, Air & Technology, 30,000,000 Gold)
1 | Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) (Scanned)
1 | Dockyard- (Item, Property, Water, 2,000,000 Gold)
1 | Eternal Birthday Palace- (Item, Property, Time & Whimsy & Hope, 275,000,000 Gold)
1 | Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) (Scanned)
1 | Fish Market- (Item, Property, Water & Air, 75,000 Gold)
102 | Flowing Core- (Item, Property, Fire, 400,000,000 Gold)
37 | Fortified Bunker- (Item, Property, Magic & Earth, 620,000 Gold)
1 | Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) (Scanned)
23 | Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold)
2 | Grocery Store- (Item, Property, Technology & Air & Water, 80,000 Gold)
1 | High-Tech Command Center- (Item, Property, Technology, 10,745,000 Gold)
368 | Laboratory- (Item, Property, Technology & Electrical & Acid, 970,000 Gold)
1 | Mage’s Tower- (Item, Property, Magic, 5,000,000 Gold)
1 | Metal-Starscape Planetarium- (Item, Property, Metal & Astral, 14,880,000 Gold)
1 | Moon Base- (Item, Property, Technology, 4,825,000 Gold)
1 | Old City District- (Item, Property, Earth, 6,500,000 Gold)
1 | Old, Haunted School Building- (Item, Property, Darkness, 151,000 Gold)
1 | Photo Kiosk- (Item, Property, Technology & Darkness & Air, 78,000 Gold)
1 | Plain of Ice Castles Which Fall Like Snow- (Item, Property, Ice & Air & Magic, 475,000,000 Gold)
1 | Port- (Item, Property, Water, 15,700,000 Gold)
3 | Power Plant- (Item, Property, Electrical, 180,000 Gold)
1 | River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) (Scanned)
1 | Shipyard- (Item, Property, Water, 2,500,000 Gold)
1 | Shrine to the Beast of the Center- (Item, Property, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid, 15,000,000 Gold)
1 | Shrine to the Beast of the East- (Item, Property, Wood & Electrical, 10,000,000 Gold)
1 | Shrine to the Beast of the North- (Item, Property, Water & Ice, 10,000,000 Gold)
1 | Shrine to the Beast of the South- (Item, Property, Fire & Energy, 10,000,000 Gold)
1 | Shrine to the Beast of the West- (Item, Property, Metal & Acid, 10,000,000 Gold)
1 | Shrine of Emptiness- (Item, Property, Void, 15,000,000 Gold)
1 | Silent Library- (Item, Property, Darkness & Psychic, 490,000 Gold)
5 | Small Corner Store- (Item, Property, Earth, 40,000 Gold)
1 | Spaceport- (Item, Property, Technology, 17,450,333 Gold)
1 | Square Mile of Colonel Wilson Jonas's Former Thoughts in a Random Dimension- (Item, Property, Psychic & Darkness, 30,000,000 Gold)
6 | Square Mile of Ocean on a Random World- (Item, Property, Water, 30,000 Gold)
1 | Square Mile of Plain of Stone Hands on a Random World- (Item, Property, Earth, 5,000,000 Gold)
1 | Square Mile of Rolling Farmland- (Item, Property, Technology, 70,000 Gold)
1 | Storybook Land (Small)- (Item, Property, Magic, 7,000,000 Gold)
18 | Trapped Fortress- (Item, Property, Physical, 1,800,000 Gold)
1 | Very Small, Overlayable Mirror-Universe- (Item, Property, Ice & Spatial, 108,000,000 Gold)
11 | Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold)
24 | Weather Channel Studio- (Item, Property, Technology & Air & Water & Electrical, 2,500,000 Gold)
1 | Zoning Office- (Item, Property, Air & Earth & Water, 316,000 Gold)

Item - Resource
1 | Leprechaun's Magical Pot o' Gold- (Item, Resource, Magic & Wealth, 50,000,000 Gold) This item produces 5,000,000 Gold at the start of each month

Item - Ticket
<NONE>


Spells
Spell- Abjuration
1 | Abjurative Deflection- (Spell, Abjuration, Physical & Air, 30,000 MP, 30,000,000 Gold) Target gains a 30% chance of reflecting actions from sources below Level 60 that are 5 or more Levels below caster's Level, Caster must be Level 20 or greater
1 | Total Abjurant Strength-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Strength, Caster must be Level 20 or greater
1 | Total Abjurant Agility-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Agility, Caster must be Level 20 or greater
1 | Total Abjurant Constitution-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Constitution, Caster must be Level 20 or greater
1 | Total Abjurant Mind-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Mind, Caster must be Level 20 or greater
1 | Total Abjurant Spirit-Shielding- (Spell, Abjuration, Magic, 100,000 MP, 100,000,000 Gold) Target ignores debuffs from sources below Level 60 that reduce target's Spirit, Caster must be Level 20 or greater

Spell - Alchemy
3 | Bottled Stardust- (Spell, Alchemy, Astral & Magic, 170,000 MP, 170,000,000 Gold) Target obtains +35,000 to all stats as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
1 | Elixir of Youth- (Spell, Alchemy, Earth & Light & Water, 60,000 MP, 12,000,000 Gold) Cures Fatigued: Elderly, Target gains Fatigued: Elderly Immunity
1 | Plastic Surgeon's Formula- (Spell, Alchemy, Technology, 500 MP, 300,000 Gold) The name of target Human or Humanoid who is either willing or below Level 40 is replaced with the name of any Human or Humanoid below Level 40 that is normally fightable for drops on the Enemy List
1 | Pseudouniversal Solvent- (Spell, Alchemy, Acid, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, +10,000 Ranged Attack, May deal no damage and remove any one buff or debuff from a target that comes from a source below Level 80 that is not 20 or more Levels greater than caster
1 | Solar Alchemical Bomb- (Spell, Alchemy, Light & Fire, 190,000 MP, 190,000,000 Gold) +190,000 Magical Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's allies are cured of all debuffs from sources below Level 60, 1 hit against 300,000,000, Caster must be Level 40 or greater
1 | Transformative Alchemic Mutagen: Beasts- (Spell, Alchemy, Acid & Earth, 20,000 MP, 20,000,000 Gold) Caster transforms into an Animal of equal or lower Level that is normally fightable for drops on the Enemy List that is below Level 40
1 | Transformative Alchemic Mutagen: Horrors- (Spell, Alchemy, Acid & Earth, 20,000 MP, 20,000,000 Gold) Caster transforms into an Bio-Horror of equal or lower Level that is normally fightable for drops on the Enemy List that is below Level 40
1 | Transformative Alchemic Mutagen: Oozes- (Spell, Alchemy, Acid & Earth, 20,000 MP, 20,000,000 Gold) Caster transforms into an Ooze of equal or lower Level that is normally fightable for drops on the Enemy List that is below Level 40
1 | True Lunar Elixir- (Spell, Alchemy, Moon, 180,000 MP, 180,000,000 Gold) Inflicts three minor or moderate negative or positive status effects on up to 5 chosen targets, or caster obtains +18,000 MIN as a non-stacking buff, Caster must be Level 40 or greater

Spell - Arcanist Magic
3 | One Card of Dis-Buff- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Removes all stacked copies of 1 positive enhancements accrued on a single opposing character from items used by characters under level 10, spells cast by characters under level 10, and abilities activated by pets, summons, and transformations under level 10
3 | One Card of Dis-Summon- (Spell, Arcanist Magic, Magic, 50 MP, 12,000 Gold) Unsummons 1 summoned entity that is under level 10 and were summoned by an entity that is under level 10
3 | One Card of Flame Lash- (Spell, Arcanist Magic, Fire, 80 MP, 31,000 Gold) +40 Magical Attack
3 | One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
2 | Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff

Spell- Archery
1 | Nova Shot- (Spell, Archery, War & Energy & Fury, 550,000 HP, 55,000,000 Gold) +55,000 Ranged Attack, +55,000 Magical Attack, 100% inflicts Impaired: Blind, 1 hit against each individual in one row (to a max of 40,000,000 individuals)

Spell - Artifice
1 | Reforge: Opulent- (Spell, Artifice, Physical & Earth, 900 MP, 1,000,000 Gold) Gives target possession the permanent Smithing Technique Opulent, costs 500 XP, and 10 times the item’s value in Gold

Spell- Astral Magic
1 | Meteor- (Spell, Astral Magic, Fire & Earth & Air & Physical, 1,800,000 MP, 80,000,000 Gold) +80,000 Magical Attack, 150% inflicts Fatigued: Stun, may inflict 1 hit against 500,000 and deal 1/2 damage, Caster must be at least Level 45 with at least 80,000 MIN to cast this spell
1 | Starseal- (Spell, Astral 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 Empowered Constellations, create Empowered Constellations, alter Empowered Constellations, attach effects to Empowered Constellations, remove effects from Empowered Constellations, or alter effects on Empowered Constellations without caster's permission, Caster must be Level 40 or greater

Spell - Bardic Music
1 | Ballad of the Wailing Maiden- (Spell, Bardic Music, Darkness & Sonic, 70 MP, 169,000 Gold) +210 Magical Attack, 15% inflicts Confusion: Depression, 15% inflicts Paralysis, 50 MIN Damage, 50 SPI Damage, 50 CON Damage, may inflict 1 hit against 5 and deal 1/2 damage
1 | Song to Light the Rain Ablaze- (Spell, Bardic Music, Fire & Water, 5,000 MP, 5,000,000 Gold) Attaches an effect to target Zone of Water that does not stack on the same Zone or across zones that deals 250,000 Flat Fire element Damage to each individual in said zone at the start of each round

Spell - Biomancy
1 | Augment Natural Weaponry- (Spell, Biomancy, Technology, 30 MP, 40,000 Gold) Target 1 Biohorror per caster level has the damage of its natural attacks raised by 40 per caster level to a max of 6,000, stacks 20 times, lasts 40 turns
1 | Biowarp- (Spell, Biomancy, Acid, 23,000 MP, 2,000,000 Gold) Target gains +1,000 or -1,000 to any one stat, stacks 4 times

Spell - Celestial Magic
1 | Celestial Wisdom- (Spell, Celestial Magic, Magic, 2,000 MP, 2,000,000 Gold) +2,000 MIN, does not stack
1 | Heaven's Chariot- (Spell, Celestial Magic, Light & Fire, 8,000 MP, 3,000,000 Gold) Target obtains +3,000 to its turn-order-determining stat sum for turn-order-determining purposes, does not stack

Spell - Channeling
1 | All the Treasures of the Sea- (Spell, Channeling, Water & Void & Treasure, 3,500,000 MP, 350,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor to lose all equip slots and become unable to gain equip slots, at the beginning of each action, the buff's possessor may choose up to 2 weapons, 1 armor, 5 accessories, and 5 spells that ((are being wielded or carried by an entity that is in a Zone of Water within any battlespace in the same battle) or (are being wielded or carried by an entity that is in a Terrain or Phantom Terrain of Ocean or whose name includes 'Water', 'Ocean', 'Reef', 'Sargasso', 'Deep', or 'Sea', within any battlespace in the same battle)), (do not possess restrictions that would make them unequippable by the buff's possessor), (are not unique items that are being wielded by a unique opponent), (are not being wielded by an opponent 20 or more Levels greater than the buff's possessor), and (are worth under 3,500,000,000 Gold), and, until the buff's possessor changes those selections, the buff's possessor benefits as though wielding replicated instances of those items, Caster must be Level 40 or greater and must possess the ability 'Adept Channeling Attunement'
1 | Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times
1 | Transfer Element- (Spell, Channeling, Magic, 100 MP, 80,000 Gold) Switches the elements of two allies
1 | Transfer HP- (Spell, Channeling, Magic, X MP, 20,000 Gold) Transfers from 1-5,000 HP from one allied target to another, costs 1 MP per 10 HP transferred
1 | Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another

Spell - Dark Magic
1 | Become Chonchon- (Spell, Dark Magic, Air & Darkness & Magic, 28,000 MP, 14,000,000 Gold) Caster transforms into a Chonchon if Level 36 or greater
1 | Evil Eye- (Spell, Dark Magic, Darkness & Psychic, 2,000 MP, 1,000,000 Gold) May deal 200 Flat Darkness element SPI Damage, 50% inflicts Hexed, 30% inflicts Confusion: Fear
156 | Greater Variable Curse- (Spell, Dark Magic, Darkness & Magic, 10,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 500 Stat Damage to any one stat, 40% inflicts any one minor negative status effect, -500 to any three chosen stats, 40% may inflict Hexed or Hexed: Ill Fortune, stacks 5 times
1 | Invoke Minor Tragedy- (Spell, Dark Magic, Darkness, 500 MP, 450,000 Gold) +500 Magical Attack, May deal no damage, May inflict any minor status effect on up to 5 targets that are non-unique and below Level 20, May remove up to 2 buffs from sources below Level 20 from up to 10 different targets, may inflict 1 hit against 20 if all targets are below Level 20, 80% Fails to work as a Malevolent Backlash Effect and inflicts Hexed on caster instead
1 | 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
1 | Werewolf's Claws- (Spell, Dark Magic, Darkness, 740 MP, 85,000 Gold) Target receives +145 Melee Attack when unarmed, Does not stack

Spell - Divining
1 | 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
1 | Masterfully Timed Accusation- (Spell, Divining, Air, 5,000 MP, 8,000,000 Gold) This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and removes one buff from each targets below Level 50 that comes from a source below Level 50, This action may not be countered by individuals below Level 40, This spell may only be cast as part of an action that includes the Technique 'Detective's Accusation'
1 | Panopticon- (Spell, Divining, 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
1 | POWER INQUIRY: 'WHERE THE HOOT ZONE AT?'- (Spell, Divining, Air & Psychic, 50 MP, 500 Gold) Caster is informed what Zone in what Battlespace contains the most entities with 'Owl' or 'Hoot' in the name.

Spell - Divine Magic
Holy Wrath- (Spell, Divine Magic, Light & Destruction, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack, 60% inflicts Awestruck, 1 hit against 600,000, deals 3/4 Damage, Caster must have a patron deity

Spell - Druid Magic
1 | Call Private Cloud Formation- (Spell, Druid Magic, Air, 30 MP, 36,000 Gold) Target ignores negative effects attached to Zones that have a source below level 15
1 | 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


Spell - Elemental Magic
1 | Flame Shield- (Spell, Elemental Magic, Fire, 200 MP, 71,000 Gold) Target gains 30% Fire Resistance, stacks 2 times (note that unless somehow changed, it won't do anything different when it's stacking than when it's not stacking, effect-wise), lasts 10 rounds
1 | Thousand-Year Winter- (Spell, Elemental Magic, Ice, 300,000 MP, 30,000,000 Gold) Attaches an effect to target Zone of Ice that provides +7,500 to the stats of all Ice element individuals in it, provides -5,000 to the stats of all Energy element targets in it, causes Energy element spells and abilities to cost 500,000 additional MP, and makes said Zone unable to be removed or altered by individuals below Level 50, does not stack on the same zone or across zones, Call Unto Seasons: Winter must have been cast 15 times to cast this spell

Spell - Enchantment
1 | Enchant Weapon: Crimson Nova- (Spell, Enchantment, Fire & Magic, 600,000 MP, 60,000,000 Gold) Gives target weapon the permanent Enchantment Crimson Nova, costs 3,000,000 XP and 30,000,000 Gold, Caster must be Level 20 or greater and must possess the ability 'Enchanter'
1 | Enchant Weapon: Flurrying- (Spell, Enchantment, Magic, 2,000,000 MP, 200,000,000 Gold) Gives target weapon the Applied Enchantment Flurrying, costs 10,000,000 XP and 100,000,000 Gold, Caster must be Level 40 or greater and must possess the ability 'Adept Enchantment Attunement'
1 | Enchant Weapon: Hornet's Nest- (Spell, Enchantment, Air, 2,000,000 MP, 200,000,000 Gold) Gives target weapon the Applied Enchantment Hornet's Nest, costs 10,000,000 XP and 100,000,000 Gold, Caster must be Level 40 or greater and must possess the ability 'Adept Enchantment Attunement'
1 | Enchant Weapon: Magestorm- (Spell, Enchantment, Air, 2,000,000 MP, 200,000,000 Gold) Gives target weapon the Applied Enchantment Magestorm, costs 10,000,000 XP and 100,000,000 Gold, Caster must be Level 40 or greater and must possess the ability 'Adept Enchantment Attunement'
1 | Enchant Weapon: Triumphant- (Spell, Enchantment, Glory, 400,000 MP, 40,000,000 Gold) Gives target weapon the permanent Enchantment Triumphant, costs 2,000,000 XP and 20,000,000 Gold, Caster must be Level 20 or greater and must possess the ability 'Enchanter'
452 | Eternal Love- (Spell, Enchantment, Light & Fire, 450,000 MP, 130,000,000 Gold) 200% inflicts Charm, this spell ignores the status effect Resistances and Immunities of individuals below Level 60, instances of Charm this spell inflicts possess no per-round auto-recovery chance and may not be auto-recovered from by or cured by individuals below Level 80, Caster must be Level 40 or greater
230 | Sublime Caress- (Spell, Enchantment, Light & Fire, 500,000 MP, 140,000,000 Gold) 30% inflicts Dominion, Caster must by Level 40 or greater

Spell - Ethereal Magic
1 | A Drought of Rulership- (Spell, Ethereal Magic, Nobility & Water, 900,000 MP, 87,000,000 Gold) Target, if below Level 80 and not 10 or more Levels greater than caster, loses the element Nobility and has all of its non-unique summons become uncontrolled, Caster must be Level 20 or greater
1 | All Is Emptiness- (Spell, Ethereal Magic, Magic & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Target's stats may not be affected by sources below Level 80 that are not 20 or more Levels greater than caster or effects coming from such sources other than said effect's possessor's equipped items that are equipped at the time of said effect's application and its possessor's Constant Effects and Passive Abilities (not counting buffs generated by said effects or abilities), does not stack
1 | Banishing Echo- (Spell, Ethereal Magic, Sonic, 7,000 MP, 7,000,000 Gold) +7,000 Magical Attack, Target obtains a non-stacking debuff that causes its possessor to be dealt 70,000 Flat Sonic element Damage and be unsummoned (with said unsummoning only being able to unsummon individuals below Level 40) at the start of the next round
1 | Bestow Minor Unfettered Aura- (Spell, Ethereal Magic, Air, 600 MP, 60,000 Gold) Target’s chance of auto-recovery from minor status effects becomes 60% if lower than 60%
1 | Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
1 | Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
1 | Carousel of Ghosts- (Spell, Ethereal Magic, Aether & Whimsy, 500,000 MP, 50,000,000 Gold) Caster obtains a non-stacking buff that makes it so that whenever the number of rounds an individual who died in the same battlespace as its possessor or a battlespace its possessor has been in while possessing the buff would have been dead would become greater than 10, it is instead set to 0, Caster must be Level 20 or greater
1 | Dissolve Realm- (Spell, Ethereal Magic, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
1 | Ethereal Tempest- (Spell, Ethereal Magic, Water & Air & Electical & Aether, 1,750,000 MP, 175,000,000 Gold) Caster obtains a non-stacking buff that causes summons below Level 60 that would be summoned into the same battlespace as caster to not be summoned, for summons below Level 80 that are not 20 or more Levels greater than caster to have a 25% chance of not being summoned, to be afflicted with Fatigued when summoned, and to have a 50% chance of being unable to act on the turn they are summoned, Caster must be Level 40 or greater
1 | Ghastly Radiance- (Spell, Ethereal Magic, Atomic, 120,000 MP, 40,000,000 Gold) +40,000 Magical Attack, 120% inflicts Poison: Irradiated, this action gains +30% To Hit, 1 hit against 600,000, deals 3/4 Damage
1 | Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
3 | One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
1 | Procession of Ethereal Spiders- (Spell, Ethereal Magic, Aether, 32,000 MP, 16,000,000 Gold) Caster and up to 8 allies obtain a non-stacking buff that causes its possessors to gain the subtype Insect, gain the subtype Mount, to count as possessing an ally named 'Transparent Spider', to count as possessing 1 additional ally, to gain +1,600 AGI, to gain +1,600 SPI, to gain Immunity to Paralysis from sources below caster's Level, and to gain Immunity to Fatigued from effects attached to Zones by sources below caster's Level, Caster must possess the ability 'Ethereal Mage' or the ability 'Summoner'
1 | Unburdened Weight- (Spell, Ethereal Magic, Air, 900 MP, 78,000 Gold) Target two buffs and this buff may be carried together in one buff slot, stacks 3 times, does not stack with other Ethereal Magic spells that allow multiple buffs to be carried in single buff slots
1 | Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
1 | Untouching Footsteps- (Spell, Ethereal Magic, Air & Earth, 680 MP, 80,000 Gold) Target may ignore the effects and presence of Zones, Terrain, and Phantom Terrain that come from sources below Level 20
1 | Waters of Rasu- (Spell, Ethereal Magic, Water, 2,000,000 MP, 200,000,000 Gold) All buffs, debuffs, Zones, Terrains, Phantom Terrains, and effects attached to Zones, Terrains, or Phantom Terrains with sources below Level 85 that are present in the same battlespace as caster are removed, Caster must be Level 40 or greater

Spell - Forbidden Magic
50 | Summon Eldritch Monstrosity- (Spell, Forbidden Magic, Darkness, 800,000 MP, 80,000,000 Gold) Summons 1 Eldritch Monstrosity from the Enemy List, Summons of this spell have a 5000% chance of being uncrontrolled, Max 1 summoned

Spell - Gate Magic
2 | Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
1 | Recurrent Metageometerization- (Spell, Gate Magic, Spatial & Knowledge, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (create battlespaces or leave a battlespace that caster is in) without caster's permission, Caster must be Level 40 or greater


Spell - Geomancy
1 | Create Zone of Atomic- (Spell, Geomancy, Atomic, 200 MP, 500,000 Gold) Caster creates a Zone of Atomic and may set the Phantom Terrain to Rad-Wastes
1 | Erosion of Borders- (Spell, Geomancy, Air & Water & Earth & Spatial, 48,000 MP, 24,000,000 Gold) Caster may combine two Zones that are solely of one element each, each of which possesses a source that is either caster or is below Level 60 into a single Zone that is both of their elements that possesses all of the effects that were previously attached to said individual Zones, Caster must be Level 20 or greater and must possess the ability 'Adept Geomancy Attunement'
1 | Geomantic Lockdown- (Spell, Geomancy, 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
3 | Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & 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 Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater
1 | Manifest Chronogeomantic Zone of Dawn- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dawn that also counts as a Chronogeomantic Zone of Late Night and a Chronogeomantic Zone of Morning, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
1 | Manifest Chronogeomantic Zone of Dusk- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dusk that also counts as a Chronogeomantic Zone of Evening and a Chronogeomantic Zone of Early Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
2 | Manifest Chronogeomantic Zone of Midnight- (Spell, Geomancy, Darkness, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Midnight that also counts as a Chronogeomantic Zone of Night, a Chronogeomantic Zone of Early Night, and a Chronogeomatic Zone of Late Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
1 | Manifest Chronogeomantic Zone of Noon- (Spell, Geomancy, Light, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Noon that also counts as a Chronogeomantic Zone of Day, a Chronogeomantic Zone of Morning, and a Chronogeomantic Zone of Evening, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
2 | 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
1 | Set Phantom Terrain: Forest- (Spell, Geomancy, Earth, 100 MP, 80,000 Gold) The Phantom Terrain is set to Forest
1 | Set Phantom Terrain: Mountains- (Spell, Geomancy, Earth, 100 MP, 80,000 Gold) The Phantom Terrain is set to Mountains
1 | Set Phantom Terrain: Ocean- (Spell, Geomancy, Water, 100 MP, 80,000 Gold) The Phantom Terrain is set to Ocean
1 | Set Phantom Terrain: Rad-Wastes- (Spell, Geomancy, Atomic, 200 MP, 160,000 Gold) The Phantom Terrain is set to Rad-Wastes
25 | Terrain Spell of the Desert: Speed of the Blowing Sand- (Spell, Geomancy, Earth, 3,480 MP, 186,000 Gold) +210 AGI, does not stack, may only be cast if the terrain or phantom terrain is Desert
12 | Terrain Spell of the Lake: Abundant Fish Hurricane- (Spell, Geomancy, Water, 20 MP, 135,000 Gold) +129 Magical Attack, may inflict 1 hit against 5 at 1/3 damage per hit if caster has a Fish equipped, The terrain or phantom terrain must be Lake to cast this spell
1 | Terrain Spell of the Mountains: Arise Oh Golden Bastion- (Spell, Geomancy, Earth & Glory, 5,000,000 MP, 250,000,000 Gold) Caster obtains a non-stacking buff that causes its possessor and its possessor's allies to gain +125,000 Defense and +125,000 Magical Attack and to count as possessing an additional Large Structure ally, The terrain or phantom terrain must be Mountains to cast this spell, Caster must be Level 55 or greater and must possess the ability 'Adept Geomancy Attunement'
13 | Terrain Spell of the Ocean: Deep Blue- (Spell, Geomancy, Water, 80 MP, 65,000 Gold) +61 Magical Attack, 50% inflicts Drowning, does not harm Aquatics The terrain or phantom terrain must be Ocean to cast this spell
12 | Terrain Spell of the Polluted Morass: Toxic Mud Blob Hail- (Spell, Geomancy, Acid, 65 MP, 58,000 Gold) +55 Magical Attack, 19% inflicts Poison, The terrain or phantom terrain must be Polluted Morass to cast this spell
12 | Terrain Spell of the River-Land: Good Weather for the Trade Routes- (Spell, Geomancy, Water, 89 MP, 65,000 Gold) All allies may immediately exchange and re-equip up to 5 items total, The terrain or phantom terrain must be River-Land to cast this spell
12 | Terrain Spell of the Space: Feel the Cold, Dark Vastness- (Spell, Geomancy, Earth, 600 MP, 99,000 Gold) 50% inflicts Voidstruck, 50% inflicts Suffocation, 50% inflicts Frozen, 50% inflicts Impaired: Deafened, The terrain or phantom terrain must be Space to cast this spell
1 | Terrain Spell of the Wasteland: Harsh Loneliness- (Spell, Geomancy, Darkness, 20 MP, 41,000 Gold) The present terrain or phantom terrain has an effect added to it that makes all summon spells cost 500 more MP per individual they summon, lasts 30 rounds, does not stack, The terrain or phantom terrain must be Wasteland to cast this spell
1 | Transcendent Consumption of the False World- (Spell, Geomancy, Psychic & Void, 2,150,000 MP, 210,000,000 Gold) Caster destroys up to 2,000,000,000 Phantom Terrains created by sources below Level 90 that are not 5 or more Levels greater than caster, for each 5 such Phantom Terrains caster destroys, caster immediately gains an action that must be a 'Meditate' action, to a max of 20 such additional actions per round, Caster must be Level 60 or greater or must be Level 40 or greater and possess the ability 'Expert Void Synchronization'

Spell - Golomancy
1 | Wonder of the Ages: Construct Alabaster Colossus- (Spell, Golomancy, Light, 130,000 MP, 130,000,000 Gold) Summons 1 Alabaster Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the abilities 'Adept Divine Magic Attunement' or the ability 'Adept Golomancy Attunement'
1 | Wonder of the Ages: Construct Gem Colossus- (Spell, Golomancy, Earth & Wealth, 130,000 MP, 1,300,000,000 Gold) Summons 1 Gem Colossus from the enemy list, Costs 1,300,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the ability 'Adept Dread Banking Attunement' or the ability 'Adept Golomancy Attunement'
1 | Wonder of the Ages: Construct Obsidian Colossus- (Spell, Golomancy, Fire & Earth, 130,000 MP, 130,000,000 Gold) Summons 1 Obsidian Colossus from the enemy list, Costs 130,000,000 Gold to cast, takes 15 actions to cast, Caster must be Level 40 or greater and must possess the abilities 'Adept Elemental Magic Attunement' or the ability 'Adept Golomancy Attunement'

Spell - Healer Magic
1 | Anoint With Purifying Oils- (Spell, Healer Magic, Water & Light, 1,000 MP, 100,000 Gold) Cures Hexed
1 | Anti-Poison- (Spell, Healer Magic, Light & Water, 1,000 MP, 100,000 Gold) Cures Poison
1 | Atrocity Procedure- (Spell, Healer Magic, Darkness & Progress, 30,000 MP, 10,000,000 Gold) +10,000 Magical Attack, May Heal, 100% inflicts any one minor negative status effect, May apply a debuff that provides -500 to any one stat that stacks 5 times
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
1 | Brain Massage- (Spell, Healer Magic, Physical & Psychic, 1,000 MP, 100,000 Gold) Cures Confusion
1 | Cure What Ails You- (Spell, Healer Magic, Light & Water, 1,000 MP, 100,000 Gold) Cures Diseased
1 | Disinfatuate- (Spell, Healer Magic, Darkness & Psychic, 1,000 MP, 100,000 Gold) Cures Charm
1 | Fix-Up- (Spell, Healer Magic, Physical, 1,000 MP, 100,000 Gold) Cures Impaired
1 | Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
1 | Greater Vivify- (Spell, Healer Magic, Light, 400,000 MP, 40,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 400,000 HP at the start of each round, Caster must be Level 20 or greater and must possess the ability 'Healer'
1 | Painkiller- (Spell, Healer Magic, Physical & Acid & Technology, 1,000 MP, 100,000 Gold) Cures Pain
1 | Relaxant- (Spell, Healer Magic, Physical & Light & Technology, 1,000 MP, 100,000 Gold) Cures Paralysis
1 | Resurrection- (Spell, Healer Magic, Light, 500,000 MP, 50,000,000 Gold) Resurrects target, to a max of once per target per thread, is target was killed by a source below Level 80 that is not 20 or more Levels greater than caster, Caster must be Level 20 or greater and must possess the ability 'Healer'
2 | Shade Restore- (Spell, Healer Magic, Darkness, 35 MP, 2,000 Gold) +30 Magic Attack, Heals target
1 | Smelling Salt Throw- (Spell, Healer Magic, Air & Energy, 1,000 MP, 100,000 Gold) Cures Fatigued
1 | Treat Debuff- (Spell, Healer Magic, Light, 5,000 MP, 450,000 Gold) Removes any one debuff from a source below Level 50
1 | Vitalize- (Spell, Healer Magic, Light & Energy & Fire, 1,000 MP, 100,000 Gold) Cures Stat Drain
1 | Vivify- (Spell, Healer Magic, Light, 40,000 MP, 4,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 40,000 HP at the start of each round

Spell - Hypertech
288 | Brass Chimera Laser- (Spell, Hypertech, Technology, 44,000 MP, 2,100,000 Gold) +2,200 Ranged Attack, +2,200 Magical Attack, Damage dealt by this action may not be healed by individuals below Level 40, 15% inflicts Antimatter
75 | Create Turrets- (Spell, Hypertech, Physical, 90 MP, 70,000 Gold) This spell if cast inside a Zone of Technology creates a turret that has 12,000 HP, 230 Defense, and deals 1,500 Technology damage as an action at the end of its creator’s first action each round, A max of 3 turrets may be created at once, these turrets disappear if no longer in a Zone of Technology
368 | 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
1 | Greater AGI-Draining Laser- (Spell, Hypertech, Technology, 50 MP, 78,000 Gold) +70 Magical Attack, 15% inflicts Stat Drain: AGI Drain
1 | Grenade Barrage- (Spell, Hypertech, Fire & Air, 60 MP, 49,000 Gold) +45 Ranged Attack, 2% Inflicts Stun, 1 hit against 6
48 | 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
87 | 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
1 | Laser Blast- (Spell, Hypertech, Technology, 5 MP, 700 Gold) +7 Magical Attack
31 | 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
60 | Raise Fortifications- (Spell, Hypertech, Physical, 90 MP, 70,000 Gold) This spell attaches an effect to a Zone of Technology that raises the Defense of all of caster’s allies and caster in said zone by 200, This spell may, instead, increase the Defense of all of caster’s allies and caster by 40, stacks 3 times regardless of which effect is chosen

Spell - Illusion Magic
44 | Illusory World- (Spell, Illusion Magic, Illusion, 400,000,000 MP, 215,000,000 Gold) Caster creates a Battlespace and moves any number of individuals below caster's Level who are below Level 70 and do not possess the ability 'Adept Diviner' into it, The actions of all individuals below Level 60 in said Battlespace fail, Caster may target individuals in said Battlespace, Caster must be Level 60 or greater, Can sculpt worlds of illusions in RP threads

Spell - Necromancy
1 | Cackling of the Nightskulls- (Spell, Necromancy, Darkness, 310,000 MP, 31,000,000 Gold) Caster summons up to 5 Undead from the Enemy List that are below Level 60 and normally fightable for drops, applying a non-stacking buff to each of these summons that allows its possessor to deal HP Drain instead of HP Damage, Max 5 summoned, Caster's opponents have a 120% chance of being afflicted with Hexed and Confusion: Fear, Caster's opponents and Undead summons obtain a non-stacking debuff that has a 200% chance of inflicting Hexed on each of possessor's opponents when its possessor dies, If caster possesses the ability 'Adept Necromancy Attunement', this spell's summons gain a buff that allows its possessor, if its possessor kills an opposing target afflicted with Hexed, to summon 20 Undead from the Enemy List that are below Level 60, with a max of 60 summoned through this effect across all summoners, If caster possesses the ability 'Adept Necromancy Attunement', Instances of Hexed inflicted through this spell or debuffs created by this spell do not possess a natural per-round recovery chance, and, if possessed by an entity when that entity dies, are re-applied to that entity when that entity is resurrected, Caster must possess the ability 'Necromancer'
3 | Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
1 | Endless Keening- (Spell, Necromancy, Sonic, 1,600,000 MP, 80,000,000 Gold) 15% inflicts Instant Death, this action repeats itself at the start of every round if none of its caster's other actions have already repeated on said round, 1 hit against 50,000,000, Caster must be Level 40 or greater and must possess the ability 'Adept Necromancy Attunement' or the ability 'Adept Bardic Music Attunement'
1 | Flow of Unconquered Life- (Spell, Necromancy, Life & Glory, 2,000,000 MP, 200,000,000 Gold) +2,000,000 Magical Attack, Heals, 1 hit against 50,000,000, Caster obtains a non-stacking buff that causes its possessor's dead allies to be resurrected (gaining the subtype Undead and the element Life in the process) at the start of each round, provided that they have been dead for at least 3 rounds and were not killed by sources greater than Level 80 that are not either Level 85 or greater or greater Level than caster, Caster must be Level 40 or greater
1 | Geistwrath- (Spell, Necromancy, Fury & Fate & Aether, 1,800,000 MP, 180,000,000 Gold) +180,000 Ranged Attack, +180,000 Magical Attack, This action is (providing no other action involving the same spell is already delayed by the individual performing this action) delayed until the round after its performer dies (with said delayed action still occurring despite its performer's death, provided its performer is still dead at the time it would occur, but with all other action delaying requirements still being in place), Caster must be Level 40 or greater and must possess either the ability 'Expert Necromancy Attunement' or (the ability 'Adept Necromancy Attunement' and the ability 'Adept Deathless One Knowledge')
1 | Pyramidal Necromancy: Call the Guardians of the Dead Sultan- (Spell, Necromancy, Earth & Fire & Darkness, 1,490 MP, 120,000 Gold) Summons 1 Guardian of the Dead Sultan, Max 5 Summoned, Max 12 summoned if caster has the ability Necromancer, Embalmer, or Pyramidic Necromancer, This spell’s summons come from the Enemy List and do not level
1 | Pyramidal Necromancy: Temporary Corpse Preservation- (Spell, Necromancy, Earth & Light, 90 MP, 31,000 Gold) Target dead ally does not count the next 5 rounds that pass for purposes of rounds passed since death
1 | Sanguine Emperor's Dominion- (Spell, Necromancy, Blood, 1,500,000 MP, 115,000,000 Gold) +115,000 Melee Attack, +115,000 Magical Attack, Deals HP Drain, 60% inflicts Charm, 5% inflicts Dominion, this action may deal 1/2 Damage and gain '1 hit against 500,000,000', Caster must be Level 40 or greater
1 | Sign of the Pharaoh- (Spell, Necromancy, Mystic & Warding, 800,000 MP, 80,000,000 Gold) Caster obtains a non-stacking buff that does not stack across different individuals that provides its possessor's allies with +4,000 Defense and, whenever one of said allies is killed by an opponent of said buff's possessor, said opponent obtains a debuff that stacks 200 times that provides -400 to all stats, This buff does not vanish if caster dies until caster' corpse ceases being present (through a means other than caster's resurrection) if caster possesses the ability 'Expert Necromancy Attunement', Caster must be Level 20 or greater and must possess the ability 'Adept Necromancy Attunement'
1 | Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
1 | Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater

Spell - Ninjutsu
1 | Wind Run- (Spell, Ninjutsu, Air, 30,000 MP, 3,000,000 Gold) Target gains +3,000 AGI, 30% Dodge, 30% Earth Resistance, and 30% Entombed Resistance, does not stack

Spell - Other: Ancient Magic
1 | Howling Sea of Khalmarass- (Spell, Other: Ancient Magic, Water & Air, 2,800,000 MP, 140,000,000 Gold) +140,000 Magical Attack, Inflicts Vanished on targets below Level 60 that are not equal Level to or greater Level than caster, 100% Inflicts Drowning, 1 hit against 50,000,000, Caster gains a non-stacking buff that allows its possessor to inflict Vanished on up to 20 targets that are below Level 60 that are lower Level than its possessor at the start of each round, Caster must be Level 45 or greater and must possess the ability 'Archmage of the Ancients'
1 | Word Which Brings Down the Ancient Lightning- (Spell, Other: Ancient Magic, Electrical, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack,100% inflicts Electrocuted, 50% may inflict Manablasted, This action may be delayed up to 4 rounds, This action may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 35 or greater and must possess the ability 'Basic Ancient Magic Attunement'
1 | Word Which Merges the Land and Sea- (Spell, Other: Ancient Magic, Air & Water & Earth, 48,000 MP, 24,000,000 MP) +24,000 Magical Attack, 100% inflicts Drowning, 100% inflicts Entombed, Caster may combine a Zone of solely Earth and a Zone of solely Water each which possesses a source that is either caster or is below Level 60 into a single Zone of Earth & Water that possesses all of the effects that were previously attached to said individual Zones, This action may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater and must possess the ability 'Basic Ancient Magic Attunement'
1 | Word Which Turns the Rain Into Blades of Scything Crystal- (Spell, Other: Ancient Magic, Air & Water & Earth, 24,000 MP, 12,000,000 Gold) +12,000 Magical Attack, 100% inflicts Wounded, Pierces 12,000 Defense, this action, at the cost of 240,000 MP, This action may gain '1 hit against 500,000' if all targets are below caster's Level, if all targets are below Level 60, and if caster is at least Level 45, Caster must be Level 25 or greater and must possess the ability 'Basic Ancient Magic Attunement'

Spell - Other: Dragon Magic
603 | Call Dragons- (Spell, Other: Dragon Magic, Magic, 1,000,000 MP, 170,000,000 Gold) Caster summons up to 5 Dragons below Level 80 that are normally fightable for drops from the Enemy List, Max 5 summoned, Caster must be Level 40 or greater

Spell- Other: Spatial Magic
1 | Aeltherinian Force- (Spell, Other: Spatial Magic, Technology & Energy & Void, 600,000 MP, 300,000,000 Gold) +300,000 Magical Attack, Up to 3,000,000,000 targets below caster's Level who are below Level 80 and are in a different battlespace than caster are dealt 3,000,000 Flat Technology & Energy & Void element Damage that ignores the Defense of entities below Level 80, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Attunement'
1 | Astounding Vista- (Spell, Other: Spatial Magic, Nature & Spatial & Glory, 7,500 MP, 7,500,000 Gold) 200% inflicts Charm: Impressed, 1 hit against 20,000
1 | Ball Bomber- (Spell, Spatial Magic, Spatial, 24,750 MP, 2,475,000 Gold) +2,475 Magical Attack, +2,475 Ranged Attack, 2 hits against 60
3 | Cast Into Emptiness- (Spell, Other: Spatial Magic, Spatial & Void, 230,000 MP, 215,000,000 Gold) 40% inflicts Vanished, Caster must be Level 40 or greater
1 | Dimensional Chains- (Spell, Other: Spatial Magic, Spatial & Magic, 60,000 MP, 60,000,000 Gold) Target entity below Level 80 acquires a non-stacking debuff that makes its possessor unable to move between battlespaces, Caster must be Level 30 or greater
1 | Establish Boundary- (Spell, Other: Spatial Magic, Light & Spatial, 30,000 MP, 30,000,000 Gold) Caster creates a Zone of Spatial & Light and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 60 unable to enter or leave the battlespace it is in, Caster must be Level 20 or greater
1 | Extradimensional Maze- (Spell, Other: Spatial Magic, Spatial & Psychic, 185,000 MP, 185,000,000 Gold) Target entity with a lower MIN than caster has a 60% chance of being afflicted with an instance of Vanished that lasts (Caster's Level) rounds, Caster must be Level 40 or greater
1 | Insert Gap- (Spell, Other: Spatial Magic, Spatial, 5,000 MP, 5,000,000 Gold) Target obtains -5,000 Defense as a debuff that stacks 4 times
1 | Planeshear- (Spell, Other: Spatial Magic, Spatial & Destruction, 900,000 MP, 450,000,000 Gold) +450,000 Magical Attack, 1 hit against all opponents in caster's battlespace, Caster may destroy any number of Zones, Terrains, and/or Phantom Terrains created by lower-Level sources below Level 99, Caster may destroy the battlespace caster is in if it is not the primary battlespace and was not created by a source that is either greater Level than caster or Level 99, Caster may delink the values of any entities below Level 99 who are hit by attacks involving this spell, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Attunement'
1 | Reality Strider's Dance- (Spell, Other: Spatial Magic, Spatial, 60,000 MP, 60,000,000 Gold) Target acquires a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
1 | Reality Strider's Procession- (Spell, Other: Spatial Magic, Spatial, 140,000 MP, 70,000,000 Gold) Targets acquire a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), 1 hit against 50,000, Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
1 | Seal World- (Spell, Other: Spatial Magic, Warding, 500,000 MP, 250,000,000 Gold) Caster creates a Zone of Warding and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 80 unable to enter or leave the battlespace it is in, Caster must be Level 40 or greater
1 | Space Fold- (Spell, Other: Spatial Magic, Spatial, 20,000 MP, 20,000,000 Gold) Entities below Level 60 that are in target row-order formation that are below caster's Level are moved from the back row to the front row
1 | Space-Leaping Strike- (Spell, Other: Spatial Magic, Physical, 15,000 MP, 15,000,000 Gold) +15,000 Melee Attack, Actions involving the casting of this spell deal full Damage to targets below Level 60 in the back row
1 | Spatial Bubble Fortress- (Spell, Other: Spatial Magic, Spatial, 560,000 MP, 280,000,000 Gold) Caster obtains a non-stacking buff whose effects do not stack across multiple possessors that gives its possessor and its possessor's allies +280,000 Defense, that gives its possessor and its possessor's allies 50% Resistance to effects attached to Zones, Terrains, and Phantom Terrains, and that gives its possessor and its possessor's allies +280,000 additional Defense against attacks that target more than one entity, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Attunement'
1 | Spatial Escape- (Spell, Other: Spatial Magic, Spatial, 300 MP, 300,000 Gold) Caster leaves the thread if in a Random Quest
1 | Spatial Jaunt- (Spell, Other: Spatial Magic, Spatial, 2,000 MP, 2,000,000 Gold) Caster enters another existing battlespace so long as no entity of Level 60 or greater or that is 5 or more Levels greater than caster that is in either the battlespace caster is entering or the battlespace caster is leaving objects
1 | Spatial Window- (Spell, Other: Spatial Magic, Air & Spatial, 15,000 MP, 15,000,000 Gold) Caster scans the stats of target entity in a different battlespace
1 | Telefrag- (Spell, Other: Spatial Magic, Spatial & Physical & Earth, 90,000 MP, 90,000,000 Gold) +90,000 Magical Attack, 30% inflicts Instant Death, Caster must be Level 40 or greater
1 | Transpose Reality- (Spell, Other: Spatial Magic, Spatial, 60,000 MP, 60,000,000 Gold) Caster destroys target non-Universe-element Zone created by a source of equal or lower Level that is either caster or below Level 80, and, if said Zone's destruction is successful, deals (50,000 * that Zone's creator's Level) Flat (that Zone's elements) element Damage to up to (that Zone's creator's Level * 100) targets, Caster must be Level 20 or greater and must possess the ability 'Spatial Mage'
1 | Ward Area- (Spell, Other: Spatial Magic, Warding, 90,000 MP, 45,000,000 Gold) Caster creates a Zone of Warding and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 60 unable to enter or leave the battlespace it is in and that gives caster and caster's allies +45,000 Defense while they are in it, Caster must be Level 20 or greater and must possess the ability 'Spatial Mage'

Spell - Other: Litigamancy
1 | Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater

Spell - Other: War Magic
1 | A Thousand Blades to Seek Them- (Spell, Other: War Magic, War & Spatial, 500,000 MP, 50,000,000 Gold) Caster and caster's allies obtain a buff that allows its possessor to optionally choose for their offensive actions to gain '1 hit against 1,000' and to optionally deal full Damage to targets in the back row that are equal Level to or lower Level than caster that are below Level 80
1 | Battlefield-Cutting Buzzsaw Fist- (Spell, Other: War Magic, Physical, 700 MP, 700,000 Gold) +700 Melee Attack, 60% inflicts Wounded, 30% inflicts Wounded: Maimed, deals double Damage (to a max of 5,000,000 additional Damage) to Units below Level 40 that are lower Level than caster
1 | Blastwave- (Spell, Other: War Magic, Fire & Physical, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000
1 | Bombing Run- (Spell, Other: War Magic, Technology & Air & Fire, 10,000 MP, 10,000,000 Gold) +10,000 Ranged Attack, 30% inflicts Wounded, 1 hit against 60, deals 1/3 Damage
1 | Cluster-Magic Devastation- (Spell, Other: War Magic, War & Destruction & Magic, 450,000 MP, 45,000,000 Gold) +45,000 Magical Attack, 2 hits against 400,000, For each hit an attack involving this spell possesses that hits a target, to a max of 200 per attack and per action, caster may choose to deal 45,000 Flat War, Destruction, or Fire element Damage to up to 120 allies of said target, Caster must be Level 20 or greater and must possess the ability 'War Mage'
1 | Crimson Shard- (Spell, Other: War Magic, War & Destruction, 400,000 MP, 40,000,000 Gold) +40,000 Ranged Attack, +40,000 Magical Attack, Damage dealt by actions and attacks that involve the casting of this spell cannot be healed by sources that are below Level 40 or both below Level 60 and below caster's Level
1 | Doom Missile Hurricane- (Spell, Other: War Magic, Darkness & Destruction & Air & War, 650,000 MP, 65,000,000 Gold) +65,000 Ranged Attack, +65,000 Magical Attack, 1 hit against 2,000,000, deals 1/2 Damage, 15% inflicts Instant Death, This action repeats itself at the start of each round if none of caster's other actions have repeated on that round, Caster must be Level 20 or greater and must possess the ability 'War Mage'
1 | Ghastly Blastwave- (Spell, Other: War Magic, War & Darkness, 350,000 MP, 35,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000, Caster may choose to unsummon any targets of an action or attack that involves the casting of this spell that are both below Level 60 and equal Level to or lower Level than caster, Caster may replace the corpse of any individual killed by an attack involving the casting of this spell with a summoned War element Undead that is normally fightable for drops on the Enemy List that is below Level 60 and equal Level to or lower Level than said killed individual
1 | Greater Mageblade Strike- (Spell, Other: War Magic, Magic & Physical, 200,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any
1 | Grenade that Explodes Into Magical Energy Swords- (Spell, Other: War Magic, Energy & Technology & Magic, 1,000 MP, 1,000,000 Gold) +1,000 Ranged Attack, +1,000 Magical Attack
1 | Mageblade Strike- (Spell, Other: War Magic, Magic & Physical, 30,000 MP, 3,000,000 Gold) +3,000 Melee Attack, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 3,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any
1 | Nova Rush- (Spell, Other: War Magic, War & Energy & Fury, 550,000 HP, 55,000,000 Gold) +55,000 Melee Attack, +55,000 Magical Attack, This action may only target opponents of caster in a single row-order formation (but may target non-opponents regardless of their row-order formation), At the end of this action, caster is moved to a chosen row in the row-order formation of any opponents targeted by this action
1 | Red Gunnery- (Spell, Other: War Magic, War & Fire & Destruction, 200,000 MP, 20,000,000 Gold) Caster obtains a non-stacking buff that prevents entities below Level 60 that are either below caster's Level or below Level 40 from healing or regenerating Damage done by its possessor's 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions provided its possessor has a Gun equipped
1 | Ruinous Mageblade Strike- (Spell, Other: War Magic, Magic & Physical, 750,000 MP, 75,000,000 Gold) +75,000 Melee Attack, 150% may inflict Wounded: Maimed, 5% may inflict Crippled: Devastated, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any, Caster must be Level 20 or greater and must possess the ability 'War Mage'
1 | Shrapnel Rain- (Spell, Other: War Magic, Physical & Technology, 3,000 MP, 3,000,000 Gold) +3,000 Ranged Attack, +3,000 Magical Attack, 30% inflicts Pain, 20% inflicts Wounded, 1 hit against 1,000, deals 1/6 Damage
1 | War-Core Meltdown- (Spell, Other: War Magic, War & Fire & Energy, 800,000 MP, 80,000,000 Gold) Caster attaches an effect to target Zone that does not stack on the same zone and that stacks three times across Zones that deals 80,000 Flat War & Fire & Energy element Damage to all entities in that Zone at the time of its casting, 650,000 Flat War & Fire & Energy element Damage to all entities in that Zone at the start of the round after which it was created, and 1,300,000 Flat War & Fire & Energy element Damage to all entities in that Zone at the start of the round two rounds after which it was created, with said effect vanishing from said Zone after dealing said third quantity of Flat Damage, Caster must be Level 20 or greater and must possess the ability 'War Mage'
1 | War Drive- (Spell, Other: War Magic, Energy & War, 600,000 MP, 60,000,000 Gold) Caster obtains a non-stacking buff that lasts 5 rounds that causes all attacks involving its possessor casting a War Magic spell to incorporate its possessor's Melee Attack bonus, Magical Attack bonus, and Ranged Attack bonus
1 | Warlord's Power- (Spell, Other: War Magic, War & Glory, 300,000 MP, 30,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's per-item Ranged Attack bonus cap 2x the relevant stat, its possessor's per-item Melee Attack bonus cap 2x the relevant stat, and its possessor's per-item Magical Attack bonus cap 2x the relevant stat
1 | War Magic Nuke- (Spell, Other: War Magic, Atomic, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Poison: Irradiated, actions involving this spell may (gain the element Magic and a 100% chance of inflicting Manablasted) and/or (gain the element Technology and a 100% chance of inflicting Antimatter), 1 hit against 600,000, deals 3/4 Damage
1 | Warmaster's Edge- (Spell, Other: War Magic, War, 1,800,000 MP, 180,000,000 Gold) Target obtains +100% Critical as a non-stacking bonus, Caster must be Level 40 or greater and must possess the ability 'Adept War Magic Attunement'

Spell - Psychic Power
1 | Cryptic Riddle- (Spell, Psychic Power, Psychic, 1,450 MP, 810,000 Gold) +805 Magical Attack, 800 MIN Damage, 30% inflicts Confusion

Spell - Ritual Magic
1 | Power Magic: Ritual Cooking: Secret List VII: Alfredo Sauce- (Spell, Ritual Magic, Glory & Null & Hope & Commerce & War, 500,000,000 MP, 333,333 Gold) Creates 1 Temporary 'Alfredo Sauce' from the Shop, with the item becoming permanent if 100,000 XP is spent to do so, This spell takes 5 consecutive actions to cast and requires that its caster possess 7 unique allies that all possess both the ability 'Expert Combat Arts Attunement' and the ability 'Expert Dance Attunement'

Spell - Shaman Magic
1 | ¬Tech-Shamanic Blue Tendril Lash- (Spell, Shaman Magic, Water, 260,000 MP, 20,000,000 Gold) +20,000 Magical Attack, Actions involving this spell gain +50% To Hit if caster has 'Tech-Shamanic Tall Yellow Wooden Mask' equipped, 26% Inflicts Suffocated if caster has 'Tech-Shamanic Pink Feather Blade' equipped, 52% Inflicts Paralyzed if caster has 'Tech-Shamanic Black Frog Legs' equipped, may gain '2 hits against 13' and deal 3/4 Damage if caster has 'Tech-Shamanic Colored Core' equipped
51 | Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack

Spell - Spirit Magic
1 | Sky Serpent's Wrath- (Spell, Spirit Magic, Air, 80,000 MP, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Ranged Attack, Caster must be Level 20 or greater

Spell - Summoning
83 | Fading Call: Masons- (Spell, Summoning, Physical, 180 MP, 45,000 Gold) +15 Physical Attack, Heals, only affects Golems and Large Structures
71 | Fading Call: Star Marines- (Spell, Summoning, Technology, 200 MP, 60,000 Gold) Deals 5,500 Technology element damage to 5 targets

Spell - Sword Arts
2 | Chromatic Blade- (Spell, Sword Arts, Air & Earth & Fire & Water & Hope & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 25,000 MP, 25,000,000 Gold) Target Sword wielded by caster obtains +25,000 Melee Attack as a non-stacking buff and becomes solely any combination of base elements

Spell - Technomancy
1 | Arcane Infrastructure: Aether Refining- (Spell, Technomancy, Aether, X MP, 10,000,000 Gold) Caster may spend up to (Caster's number of Technomancer abilities * 10,000) MP when casting this spell, and for every 10,000 MP so spent, caster obtains a Refined Aether token, which may be used by its possessor to change the element Magic, Electrical, Energy, or Technology in an action its possessor is performing into the element Aether, or to remove one of said elements from such an action in such cases where said action already possesses the element Aether
1 | Arcane Infrastructure: Elemental Containment Matrix- (Spell, Technomancy, Formus, 600,000 MP, 60,000,000 Gold) Caster either obtains a non-stacking buff that replaces all Theoretical elements with Formus (with said replacement being optional for the actions, abilities, buffs, debuffs, equipped and carried items, and effects generated and possessed by entities of Level 80 or greater, with said entities making said decision for their own actions, abilities, buffs, debuffs, equipped and carried items and effects) and that makes entities below Level 80 unable to cast spells that are naturally Theoretical elements, or attaches a non-stacking effect that replaces all Theoretical elements with Formus (with said replacement being optional for the actions, abilities, buffs, debuffs, equipped and carried items, and effects generated and possessed by entities of Level 80 or greater, with said entities making said decision for their own actions, abilities, buffs, debuffs, equipped and carried items and effects) and that makes entities below Level 80 unable to cast spells that are naturally Theoretical elements to target Zone, Terrain, or Phantom Terrain, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Arcane Infrastructure: Green Sun of Mystic Ruin- (Spell, Technomancy, Atomic, 2,000,000 MP, 200,000,000 Gold) Caster either obtains a non-stacking buff that replaces the elements Magic and Technology with Atomic (with said replacement being optional for the actions, abilities, buffs, debuffs, equipped and carried items, and effects generated and possessed by entities of Level 80 or greater, with said entities making said decision for their own actions, abilities, buffs, debuffs, equipped and carried items and effects) and that increases the Damage of Atomic element attacks by 2,000,000 as a non-stacking effect that cannot increase the Damage dealt to an individual entity by more than 20,000,000 points within a single round, or attaches an effect that replaces the elements Magic and Technology with Atomic (with said replacement being optional for the actions, abilities, buffs, debuffs, equipped and carried items, and effects generated and possessed by entities of Level 80 or greater, with said entities making said decision for their own actions, abilities, buffs, debuffs, equipped and carried items and effects) to target terrain, phantom terrain, or Zone and that increases the Damage of Atomic element attacks by 2,000,000 as a non-stacking effect that cannot increase the Damage dealt to an individual entity by more than 20,000,000 points within a single round, with said effect's Damage-increasing-limitation being the same limitation as for the first buff generatable by this spell, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Arcane Infrastructure: Lesser Mystical Geoprocessing- (Spell, Technomancy, Magic & Technology, 0 MP, 1,000,000 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 500)) * 5,000) MP
1 | Arcane Infrastructure: Mystic Current's Flow- (Spell, Technomancy, Electrical & Energy & Magic, 30,000 MP, 3,000,000 Gold) Target obtains a non-stacking buff that lasts 20 rounds that allows its possessor to replace the element Electrical or Energy (or both) with the element Magic in its possessor's attacks, actions, and spells cast, with said elements being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Magic
1 | 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
1 | Mystical Invention: Engine of Wishes- (Spell, Technomancy, Magic & Technology, 500,000 MP, 50,000,000 Gold) Caster replicates the effect of any ability performable by an Entity on the Enemy List that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said action, May be cast a max of 24 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 5,000,000 Gold to cast, Has RP effects
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
1 | Mystical Invention: Exorcismal Glyph Projecting Holo-Working- (Spell, Technomancy, Light, 60,000 MP, 6,000,000 Gold) Caster obtains a non-stacking buff that cancels all effects (that mark individuals as Haunted and that cause entities to treat other non-allied entities as transformations) that come from sources below Level 40 at the start of each round and that cures all entities in caster's battlespace of Hexed: Haunted at the start of each round
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
1 | Mystical Invention: Miracle Magnet- (Spell, Technomancy, Faith & Metal, 600,000 MP, 60,000,000 Gold) Caster obtains a non-stacking buff that makes it so that whenever a lower-Level entity than caster that is below Level 80 would place a Divine Magic buff on an entity in said buff's possessor's battlespace, said buff's possessor may choose to obtain said buff instead of its original target, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement', Has RP Effects
1 | Parallel Mageblast: Antimatter Mageray- (Spell, Technomancy, Technology & Magic, 10,000 MP, 1,000,000 Gold) +1,000 Magical Attack, 100% inflicts Antimatter, 100% inflicts Manablasted
1 | Parallel Mageblast: Arcane Drill- (Spell, Technomancy, Earth & Energy, 25,000 MP, 2,500,000 Gold) +2,500 Magical Attack, +2,500 Ranged Attack, Target obtains -2,500 Defense as a debuff that stacks 4 times
1 | Parallel Mageblast: Arcane Electrobolt- (Spell, Technomancy, Magic & Electrical, 600 MP, 60,000 Gold) +60 Magical Attack, 30% inflicts Electrocuted
1 | Parallel Mageblast: Arcane Napalm- (Spell, Technomancy, Fire & Magic, 8,000 MP, 800,000 Gold) +800 Magical Attack, +800 Ranged Attack, Targets below Level 20 obtain a non-stacking debuff that re-deals this attack's Damage to its possessor at the start of each round (to a max of 20,000,000 Damage)
1 | Parallel Mageblast: Blueprint Reversion- (Spell, Technomancy, Life & Time & Technology, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Scans target's stats, Unsummons targets below Level 60, Caster must be Level 20 or greater
1 | Parallel Mageblast: Cold Planar Essence-Overcasting- (Spell, Technomancy, Ice & Spatial, 95,000 MP, 9,500,000 Gold) +9,500 Magical Attack, +9,500 Ranged Attack, Target obtains a non-stacking debuff that deals 95,000 Flat Ice element Damage to its possessor that lasts until its possessor enters a different battlespace or battle
1 | Parallel Mageblast: Conjured Mana-Syphon Arcanomachina-Tendrils- (Spell, Technomancy, Metal & Technology, 160,000 MP, 16,000,000 Gold) +16,000 Magical Attack, +16,000 Ranged Attack, This action deals HP Drain and MP Drain, 15% inflicts Antimatter: Syphon
1 | Parallel Mageblast: Delayed Sticky Explosion Arcana- (Spell, Technomancy, Fire & Technology & Magic, 60,000 MP, 6,000,000 Gold) +6,000 Magical Attack, +6,000 Ranged Attack, This action may be delayed by up to 8 rounds, If this action is delayed, it obtains +60% To Hit against sources that possess no Thief abilities but obtains -60% To Hit against sources who possess the ability Thief
1 | Parallel Mageblast: Dimension-Ripping Light- (Spell, Technomancy, Light & Spatial, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, Target is, if below Level 60 or willing, moved to target battlespace, provided no individual of Level 80 or greater in the battlespace target would be entering or the battlespace target would be leaving objects, 5% inflicts Vanished, Caster must be Level 20 or greater
1 | Parallel Mageblast: Dragon-Line-Rerouting Superpulse- (Spell, Technomancy, Energy & Electrical & Earth & Mystical, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, +200,000 Ranged Attack, Targets' HP and MP is delinked from all individuals if targets are below Level 90 and said links were not established by entities below Level 90, Targets of Level equal to or lower than caster who are below Level 90 obtain a non-stacking debuff that makes its possessor unable to link HP, MP, or stat values with other individuals, that makes its possessor unable to transfer HP or MP to or from another entity, that makes its possessor unable to be healed by HP or MP Drain, and that makes its possessor unable to create Zones, Caster must be Level 40 or greater
1 | Parallel Mageblast: Emerald Evoker's Destructoblast- (Spell, Technomancy, Atomic, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 3,000 CON Damage, 200% inflicts Poison: Irradiated, 150% inflicts Antimatter: Atomic Meltdown, Caster must be Level 20 or greater
1 | Parallel Mageblast: Enchanted Ball Bearings- (Spell, Technomancy, Physical & Earth & Magic, 300 MP, 30,000 Gold) +30 Magical Attack, +30 Ranged Attack, 1 hit against 30
1 | Parallel Mageblast: Exorcismal Glyph Holo-Blast- (Spell, Technomancy, Light, 35,000 MP, 3,500,000 Gold) +3,500 Magical Attack, +3,500 Ranged Attack, May deal no Damage, 50% may inflict Awestruck: Sealed, Caster removes any effects with target as a source that mark individuals as Haunted that come from sources below Level 40, Cures Hexed: Haunted, Caster removes all effects from sources below Level 40 that cause target to be treated as a transformation by non-allied entities or that cause target to be marked as Haunted
1 | Parallel Mageblast: Exterior Law- (Spell, Technomancy, Void & Aether & Spatial & Law, 1,900,000 MP, 190,000,000 Gold) +190,000 Magical Attack, +190,000 Ranged Attack, Target obtains a non-stacking debuff that deals its possessor 1,900,000 Flat Void & Aether & Spatial & Law element Damage whenever its possessor is targeted by an action that is at least one base element or obtains a buff or debuff that is at least one base element from a source that is not an action, to a max of 5 times per round, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Parallel Mageblast: Fundamental Force- (Spell, Technomancy, Formus, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, Target, if target is not Level 99 and is not 20 or more Levels greater than caster, obtains a non-stacking debuff that makes its possessor unable to posses Base Element Resistance (but not affecting its possessor's Resistance to individual base elements), Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Parallel Mageblast: Fungal Nuke- (Spell, Technomancy, Earth & Atomic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, 100% inflicts Poison: Irradiated, 100% inflicts Diseased: Infested, 100% inflicts Entombed: Overgrowth, 100% inflicts Entombed: Rooted, 1 hit against 6,000,000, Caster must be Level 40 or greater
1 | Parallel Mageblast: Gaze of the Star Oculus- (Spell, Technomancy, Astral, 65,000 MP, 6,500,000 Gold) +6,500 Magical Attack, +6,500 Ranged Attack, Target's stats are scanned
1 | Parallel Mageblast: Gear-Driving Superforce- (Spell, Technomancy, Metal, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 100% inflicts Wounded: Sawn Apart, Target is moved to the back row and cannot be selected to move forward for row-rebalancing purposes in reaction to said movement unless no other options are available, Caster must be Level 20 or greater
1 | Parallel Mageblast: Glowing Arcanoblast- (Spell, Technomancy, Magic & Energy, 600 MP, 800,000 Gold) +800 Magical Attack, 60% inflicts Overload
1 | Parallel Mageblast: Gorgon Grease- (Spell, Technomancy, Earth & Water & Metal & Fire, 98,000 MP, 9,800,000 Gold) +9,800 Magical Attack, +9,800 Ranged Attack, 50% inflicts Pain, 5% inflicts Petrified, Target obtains -25% To Hit as a non-stacking debuff, Caster must be Level 20 or greater
1 | Parallel Mageblast: Gravity Crusher- (Spell, Technomancy, Technology & Astral, 250,000 MP, 25,000,000 Gold) +25,000 Magical Attack, +25,000 Ranged Attack, 50% inflicts Antimatter: Gravity Lock, 50% inflicts Antimatter: Gravity Lock: Gravity Well, Caster must be Level 20 or greater
1 | 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
1 | Parallel Mageblast: Holographic Apocalypse- (Spell, Technomancy, Technology & Illusion, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, +200,000 Ranged Attack, May deal no damage, Targets below Level 80 that are not greater Level than caster obtain a non-stacking debuff that makes its possessor treat Zones, Terrains, and Phantom Terrains with sources below Level 80 that have no effects attached to them by sources of Level 80 or greater as though they did not exist, 1 hit against 200,000,000, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Parallel Mageblast: Ice-Blue Ray- (Spell, Technomancy, Ice, 2,000 MP, 200,000 Gold) +200 Magical Attack, +200 Ranged Attack, 100% inflicts Stat Drain: AGI Drain, 100% inflicts Stat Drain: SPD Drain
1 | Parallel Mageblast: Laser Hand- (Spell, Technomancy, Energy, 30,000 MP, 3,000,000 Gold) +3,000 Magical Attack, +3,000 Ranged Attack, Targets below Level 40 that are not greater Level than caster have a 30% chance of forcibly skipping their next action as an effect that cannot force the skipping of more than one action in a row
1 | Parallel Mageblast: Luminous Warneedle- (Spell, Technomancy, Light & Magic & War, 50,000 MP, 5,000,000 Gold) +5,000 Magical Attack, +5,000 Ranged Attack, Target obtains -25% Dodge as a non-stacking debuff, 1 hit against 250
1 | Parallel Mageblast: Magitech Pulse- (Spell, Technomancy, Magic & Technology, 6,000 MP, 600,000 Gold) +600 Magical Attack, +600 Ranged Attack, 30% inflicts Manablasted, 30% inflicts Antimatter, 1 hit against 300
1 | Parallel Mageblast: Mana-Pattern Detonation- (Spell, Technomancy, Energy, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 200% inflicts Fatigued: Stun, 5% inflicts Cursed: Depatterned, Target loses all buffs and debuffs from sources below Level 60 and, if target is below Level 60, as a debuff that stacks 5 times, target loses a random Constant Effect or Passive Ability, Caster must be Level 20 or greater
1 | Parallel Mageblast: Mirror-Gate Hunter Matrix-Blast- (Spell, Technomancy, Ice & Magic & Spatial & Mystic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, This action may not be countered by sources below Level 60, This action may not be Dodged by sources below Level 60, This action gains +120% To Hit, This action counts as involving an Assault Matrix (or an additional Assault Matrix if it already involves at least one Assault Matrix), This action may not be Reflected by sources below Level 60 that are not 5 or more Levels greater than caster, Caster must be Level 20 or greater
1 | Parallel Mageblast: Monofilament Magenet- (Spell, Technomancy, Physical & Magic, 90,000 MP, 9,000,000 Gold) +9,000 Magical Attack, +9,000 Ranged Attack, Target obtains a non-stacking debuff that (deals 90,000 Flat Physical & Magic element Damage to its possessor and has a 100% chance of inflicting both Wounded: Maimed and Paralyzed on its possessor) at the end of each of its possessor's actions that its possessor does not skip
1 | Parallel Mageblast: Mystic Disruption- (Spell, Technomancy, Magic & Technology & Chaos, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, 1 hit against 50, Caster must be Level 20 or greater
1 | Parallel Mageblast: Mystic Seed Crystal- (Spell, Technomancy, Crystal, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, 200% inflicts an instance of Entombed: Shard Prison that replicates itself to each individual that targets its possessor with a non-offensive action, 5% inflicts Petrified, This action is repeated against the same targets at the start of each round if caster did not repeat another action already on said round, Caster must be Level 40 or greater
1 | Parallel Mageblast: Pattern-Overriding Magivirus- (Spell, Technomancy, Mystical & Toxin, 1,500,000 MP, 150,000,000 Gold) +150,000 Magical Attack, +150,000 Ranged Attack, 15% may inflict Plague, 15% inflicts Cursed: Depatterned, Target loses all buffs from sources below Level 80, Target, if target is below Level 80 and 5 or more Levels lower than caster, obtains a non-stacking debuff that removes the text of its possessor's Constant Effects and Passive Abilities, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Parallel Mageblast: Piercing Repeater- (Spell, Technomancy, Technology & Energy, 160,000 MP, 16,000,000 Gold) +16,000 Magical Attack, +16,000 Ranged Attack, This action pierces 16,000 Defense, This action is repeated against the same targets at the start of each round if caster did not repeat another action already on said round, Caster must be Level 20 or greater
1 | Parallel Mageblast: Polarity-Reversing Blast- (Spell, Technomancy, Technology, 20,000 MP, 2,000,000 Gold) +2,000 Magical Attack, +2,000 Ranged Attack, 100% inflicts Antimatter: Reversed Polarity
1 | Parallel Mageblast: Re-Engineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater
1 | Parallel Mageblast: Robot-Controlling Pulse- (Spell, Technomancy, Psychic & Technology, 10,000 MP, 1,000,000 Gold) +1,000 Magical Attack, +1,000 Ranged Attack, 100% inflicts Charm on Robots, Machines, and Golems, 1 hit against 6,000
1 | Parallel Mageblast: Robot-Dominating Pulse- (Spell, Technomancy, Psychic & Technology, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 15% inflicts Dominion on Robots, Machines, and Golems that are not higher Level than caster, 1 hit against 60,000, Caster must be Level 20 or greater
1 | Parallel Mageblast: Signal Scrambler- (Spell, Technomancy, Sonic & Technology, 11,000 MP, 1,100,000 Gold) +1,100 Magical Attack, +1,100 Ranged Attack, 100% inflicts Confusion, 100% inflicts Stat Drain: MIN Drain, 100% causes targets who are summons who are Robots or Machines who are below Level 60 and are not 20 or more Levels greater than caster to become uncontrolled, 30% causes targets who are not Robots or Machines who are below Level 40 who are not 20 or more Levels greater than caster to become uncontrolled
1 | Parallel Mageblast: Silver Rain- (Spell, Technomancy, Technology, 2,000 MP, 2,000,000 Gold) +2,000 Magical Attack, 30% may inflict Antimatter or any one minor negative status effect, 1 hit against 6,000
1 | Parallel Mageblast: Songweb- (Spell, Technomancy, Sonic, 60,000 MP, 6,000,000 Gold) +6,000 Magical Attack, +6,000 Ranged Attack, 100% inflicts Suffocation: Sonic Assault, Target obtains a debuff that makes its possessor unable to benefit from Bardic Music buffs from sources below Level 40
1 | Parallel Mageblast: Thaumalaser Barrage- (Spell, Technomancy, Energy & Magic, 60,000 MP, 6,000,000 Gold) +6,000 Magical Attack, +6,000 Ranged Attack, 100% may inflict Overload or Manablasted, 1 hit against 60,000
1 | Parallel Mageblast: Void Collapse- (Spell, Technomancy, Void, 800,000 MP, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Ranged Attack, Target cannot voluntarily move to other battlespaces as a non-stacking debuff that lasts 3 rounds, 1 hit against 80,000,000, Caster must be Level 40 or greater
1 | Parallel Mageblast: Vortex of Sparklemissiles- (Spell, Technomancy, Light & Hope, 110,000 MP, 11,000,000 Gold) +11,000 Magical Attack, +11,000 Ranged Attack, 100% inflicts Impaired: Blind, Individuals hit by this attack obtain a non-stacking debuff that, at the start of the round after it is acquired, has a 100% chance of inflicting Impaired: Blind on its possessor and deals 1,100,000 Flat Light & Hope element Damage to its possessor, Caster must be Level 20 or greater
1 | Principle Activation: First Great Principle- (Spell, Technomancy, Magic, 50,000 MP, 5,000,000 Gold) Caster obtains a non-stacking buff that allows its possessor to treat Technomancy spells as though they were Wizard Magic spells instaed of or in addition to being Technomancy spells
1 | Principle Activation: Impossible Principles- (Spell, Technomancy, Magic & Technology & Wonder, 1,900,000 MP, 190,000,000 Gold) Caster either obtains a non-stacking buff that constantly applies an effect that makes Technology a Tier 1 Nonbase Element or applies a non-stacking effect to a Terrain, Phantom Terrain, or Zone that makes Technology a Tier 1 Nonbase Element, Caster must be Level 40 or greater
1 | Principle Activation: Principle of Arcane Advancement- (Spell, Technomancy, Technology & Magic, 50,000 MP, 5,000,000 Gold) Target obtains a non-stacking buff that allows its possessor to replace the element Technology with the element Magic in its possessor's attacks, actions, and spells cast, with said element being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Magic, and for its possessor to replace the element Magic with the element Technology in its possessor's attacks, actions, and spells cast, with said element being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Technology
1 | Principle Activation: Principle of Necessary Essence- (Spell, Technomancy, Formus, 600,000 MP, 60,000,000 Gold) Caster may treat the Base Element Resistance and Resistance to each individual Base Element of individuals below Level 80 as though each is 15% lower, to a minimum of 0, Caster must be Level 40 or greater and must possess the ability 'Adept Technomancy Attunement'
1 | Principle Activation: Second Great Principle- (Spell, Technomancy, Technology, 50,000 MP, 5,000,000 Gold) Caster obtains a non-stacking buff that allows its possessor to treat Wizard Magic spells as though they were Technomancy spells instaed of or in addition to being Wizard Magic spells
1 | Technoshock- (Spell, Technomancy, Technology, 5 MP, 3,000 Gold) +7 Magic Attack

Spell - Transmutation
1 | 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

Spell - Unarmed Technique
1 | Artery Pull- (Spell, Unarmed Technique, Physical, 70 MP, 120,000 Gold) +120 Melee Attack, 5% inflicts Wounded, User may not have any Weapons equipped
1 | Claw Rip- (Spell, Unarmed Technique, Physical, 20 MP, 30,000 Gold) +35 Melee Attack for each empty Weapon slot, If caster is under level 10 can only be cast by Shapeshifters, Animals, and Monsters
7 | Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
9 | Dimension-Breaking Riftpunch- (Spell, Unarmed Technique, Spatial, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 15% inflicts Vanished, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Spatial, Caster must be Level 40 or greater
4 | Heaven-Breaching Lightrain Skykick- (Spell, Unarmed Technique, Light & Air & Glory, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Awestruck, Suffocation, and Impaired: Blind on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Air, Caster must be Level 40 or greater
1 | Ki Fireball- (Spell, Unarmed Technique, Magic, 5 MP, 50,000 Gold) +50 Magical Attack, gains +50 Magical Attack, to a max of +7,000 Magical Attack, for each Martial Artist ability or Monk ability possessed for each empty Weapon slot
5 | Ocean-Parting Stomp- (Spell, Unarmed Technique, Water & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Drowning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Water, Caster must be Level 40 or greater
1 | Planet-Busting Punch- (Spell, Unarmed Technique, Spatial, 610,000 MP, 250,000,000 Gold) +250,000 Melee Attack, 60% inflicts Instant Death on Astral Beings and Large Structures, Attacks involving this spell deal double Damage (as an effect that does not stack with any other Damage-increasing Damage-multiplying effects and dealing a maximum of 200,000,000 additional Damage) to targets with the Constant Effect 'Supermassive' or 'Hypermassive', Caster may destroy any number of Zones, Terrains, or Phantom Terrains created by sources below Level 80 that do not have effects from sources greater than Level 80 attached to them, Caster must be Level 60 or greater
13 | Punch So Hard It Breaks the Economy- (Spell, Unarmed Technique, Wealth & Destruction, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, Target and any number of other entities in battle obtain a debuff that stacks 5 times that deals its possessor 61,000,000 Flat Wealth & Destruction element Gold Damage at the start of each round, Caster may destroy a Zone of Wealth, Caster must be Level 40 or greater
2 | Ultimate Breaker!- (Spell, Unarmed Technique, Physical & Energy, 1,600,000 MP, 180,000,000 Gold) +180,000 Melee Attack, -18,000 Defense, -18% Resilience, stacks 10 times
9 | Worldcore-Erupting Land-Sunder Strike- (Spell, Unarmed Technique, Fire & Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Burning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may turn a Zone of Earth with a source below Level 99 into a Zone of Fire, Caster must be Level 40 or greater

Spell - Wizard Magic
1 | Assault Ray- (Spell, Wizard Magic, Magic, 5,000 MP, 250,000 Gold) +250 Magical Attack, deals full damage to targets below Level 30 who are in the back row
1 | Attract Monsters- (Spell, Wizard Magic, Magic, 10 MP, 5,000 Gold) A random encounter from this Random Quest or Encounter Area joins this battle, may only be used 5 times per battle
1 | Flare- (Spell, Wizard Magic, Fire, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack, 60% inflicts Burning, 1 hit against 600,000, deals 3/4 Damage, Caster must be Level 20 or greater
1 | 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
1 | Manablast- (Spell, Wizard Magic, Magic, 1,000 MP, 500,000 Gold) Inflicts Manablasted
1,000 | Mist of Forgetfulness- (Spell, Wizard Magic, Psychic, 200 MP, 138,000 Gold) +130 Magical Attack, 5% inflicts Mindblasted, causes target, provided that target is below Level 40 and of lower level than caster, to be unable to use one randomly determined ability (Active ability in the case of PCs) present on target for 1 round as a non-stacking debuff
1 | Repair- (Spell, Wizard Magic, Technology & Magic, 10 MP, 5,000 Gold) Heals target Vehicle, Mech, War Machine, Robot, Clockworks, or Golem for 500 HP
1 | Status Assault- (Spell, Wizard Magic, Earth & Acid, 700 MP, 730,000 Gold) 20% inflicts Stat Drain, 20% inflict Stat Drain: STR Drain, 20% inflicts Stat Drain: AGI Drain, 20% inflicts Stat Drain: CON Drain, 20% inflicts Stat Drain: MIN Drain, 20% inflicts Stat Drain: SPI Drain, 20% inflicts Stat Drain: ATK Drain, 20% inflicts Stat Drain: DEF Drain
449 | Volcanic Eruption- (Spell, Wizard Magic, Fire, 65,000 MP, 8,300,000 Gold) +8,100 Magical Attack, 95% inflicts Burning, 85% inflicts Entombed, 1 hit against 30, deals 1/4 damage, May only be cast by individuals above Level 29
1 | Wizard's Maze- (Spell, Wizard Magic, Magic & Spatial, 450,000 MP, 14,570,000 Gold) 35% inflicts an instance of Vanished on targets below Level 60 that automatically wears off after 5 rounds and does not affect individuals with over 40,000 MIN
1 | Words of Battle I- (Spell, Wizard Magic, Magic, 100 MP, 50,000 Gold) +50 Magical Attack, user must have a Book equipped


Pets
Pet - Uniques
1 | *Frizboppa- (Pet, Humanoid, Magic, Lv.1, 10,000 Gold)
HP- 225
MP- 222
STR- 13
AGI- 9
CON- 9
MIN- 7
SPI- 5
Fame- 1
XP- 0
XP Needed- 25 (Standard Multiplier x1/4)
Minimum Level- 1
Defense- 9
Defense against Stat Damage- 0
Critical Chance- 0%
Resilience- 0%
To Hit- 99%
Dodge- 0%
Resistances and Immunities- None
Prime Attribute- Lowest Stat
Constant Effects-
Failed Apprentice- Possessor obtains 5 less XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy, Constant Effect
Balding- Possessor's Charm infliction chances are reduced by 5%, Constant Effect
Spectacularly Uncoordinated- Possessor obtains -25% Dodge, -25% Critical, and -25% To Hit, Constant Effect
Midget Gnome- Possessor obtains +35% Dodge, -5 STR, -125 HP, and -5 CON, Constant Effect
Unlucky- Possessor obtains -15% Dodge, -15% Critical, -15% Resilience, and -15% To Hit, Possessor is afflicted with Hexed at the start of each round, Constant Effect
Abilities-
Try To Use A Knife Without Cutting Self Accidentally- 30 Damage, 5% inflicts Wounded: Bleeding, 75% targets caster, Physical, 0 MP
Try Alchemy- 50 Damage, 50% inflicts Dissolving, 90% targets caster, Fire & Acid, 0 MP
Really Awkward Wink- 1% inflicts Charm, 50% this action fails, Darkness, 0 MP
Fridazzle Lights- 1% inflicts Confusion, 50% this action fails, Magic, 0 MP
Fall Into Random Person- 25 Damage, targets a random individual, Physical, 0 MP
Awards-
Has Reached Round 41 In A Pet Endurance Match


Pet - Aerial
1 | Moo Bird- (Pet, Aerial, Air, Lv.1, 15,000 Gold)
HP- 150
MP- 30
STR- 14
AGI- 12
CON- 12
MIN- 2
SPI- 2
XP- 0
XP Needed- 1,000
Defense- 8
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 0%
To Hit- 99%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Peck- 15 Damage, Air, 0 MP
Moo!- 1% Inflicts Confusion, Earth, 2 MP

Pet - Aquatic
1 | Beauteous Clam- (Pet, Aquatic, Light, Lv. 2, 75,000 Gold)
Aquatic, Light
HP- 1,800
MP- 2,090
STR- 60
AGI- 5
CON- 180
MIN- 14
SPI- 12
XP- 0
Xp Needed- 2,500 (Standard Multiplier x1)
Minimum Level- 2
Defense- 180, +500 Against Light
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Radiant Bolt- 180 Damage, Light, 0 MP
Snap- 200 Damage, The Prime Attribute for this attack is Strength, Physical, 2 MP
Dazzle- 30 Damage if user desires damage to be inflicted, 5% Inflicts Charm, 3% Inflicts Confusion if it does not inflict Charm, Light, 140 MP

1 | Whale Lancer- (Pet, Aquatic, Water, Lv. 19, 6,500,000 Gold)
HP- 180,000
MP- 130,000
STR- 3,500
AGI- 2,300
CON- 2,600
MIN- 1,800
SPI- 2,500
XP- 0
XP Needed- 140,000 (Standard Multiplier x2)
Minimum Level- 19
Defense- 2,350
Defense against Stat Damage- 280
Critical Chance- 29%
Resilience- 25%
To Hit- 127%
Dodge- 17%
Resistances and Immunities- 70% Water Resistance
Prime Attribute- Strength
Constant Effects-
Likes the Water- Possessor gains +1,000 to all stats while in a Zone of Water, Constant Effect
Beefy- Possessor gains +150,000 HP, Constant Effect
Abilities-
Lance Strike- 10,000 Damage, Physical, 0 MP
Impale- 11,000 Damage, inflicts Wounded, Physical, 7,500 MP
Body Slam- 6,000 Damage, 90% inflicts Fatigued: Stun, Physical, 11,000 MP

Pet - Bio-Horror
1 | Horrid, Mutated Servant- (Pet, Bio-Horror, Acid, Lv.1, 900 Gold)
HP- 150
MP- 100
STR- 20
AGI- 12
CON- 13
MIN- 15
SPI- 8
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 14
Defense against Stat Damage- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Prime Attribute- Strength
Abilities-
Fist and Claw- 35 Damage, Physical, 0 MP
Spit Acid- 35 Damage, Acid, 0 MP
Assist- Caster's controller gains +7 MIN, does not stack, lasts 1 round, Physical & Acid, 0 MP

Pet - Human
2 | Butler- (Pet, Human, Air, Lv.1, 80,000 Gold)
HP- 230
MP- 220
STR- 20
AGI- 20
CON- 16
MIN- 18
SPI- 18
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 14
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Constant Effects-
None
Abilities-
Butler Fist- 35 Damage, Physical & Air, 0 MP
Clean Up- Removes target debuff from a source below Level 10, Air or Water, 22 MP
Refresh- 45 Damage, Heals, Light, 30 MP

2 | Fisherman- (Pet, Human, Water, Lv.1, 70,000 Gold)
HP- 220
MP- 200
STR- 16
AGI- 22
CON- 20
MIN- 16
SPI- 18
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 14
Defense against Stat Damage- 0
Critical Chance- 1%
Resilience- 1%
To Hit- 101%
Dodge- 1%
Resistances and Immunities- 10% Water Resistance, 20% Drowning Resistance
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Cast Line and Hook- 35 Damage, 5% inflicts Paralyzed, Water & Physical, 0 MP
Bait Hook- Caster's next offensive action gains +3% To Hit and 5% inflicts Charm, does not stack, Earth & Water, 22 MP
Wait Patiently- Buffs on caster that last a number of rounds, provided the number of said rounds remaining is at least 6, do not decrement how many rounds they have remaining at the end of this round, Water & Air, 30 MP

1 | Gangster- (Pet, Human, Darkness, Lv.1, 35,000 Gold)
HP- 260
MP- 90
STR- 30
AGI- 31
CON- 22
MIN- 21
SPI- 17
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 10
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength or Agility
Constant Effects-
Legitimate Businessman?- Possessor may choose to become any base element at the start of any round, Constant Effect
Abilities-
Whack 'Em!- 80 Damage, Technology, 0 MP
Cement Shoes- 10% inflicts Drowning, Darkness & Earth & Water, 45 MP
Unexpected Horse Head- 20% inflicts Confusion: Fear, Darkness, 50 MP
An Offer You Can't Refuse- 20% inflicts Charm, Darkness, 50 MP
Launder Money- +500 Defense against Gold damage, does not stack, Technology & Darkness, 80 MP

1 | King- (Pet, Human, Magic, Lv.1, 1,500,000 Gold)
HP- 500
MP- 500
STR- 28
AGI- 28
CON- 28
MIN- 28
SPI- 28
XP- 0
XP Needed- 2,000 (Standard Multiplier x2)
Minimum Level- 1
Defense- 20
Defense against Stat Damage- 2
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Spirit
Constant Effects-
None
Abilities-
Scepter Smack- 45 Damage, Earth & Air or Physical, 0 MP
Inspiring Speech- +15 to all stats, 1 hit against 5, stacks 5 times, Air & Light, 100 MP
Knight- 15% inflicts Elevated, Earth & Light, 10 MP

1 | Servant- (Pet, Human, Earth, Lv.1, 500 Gold)
HP- 100
MP- 10
STR- 10
AGI- 10
CON- 10
MIN- 10
SPI- 10
XP- 0
XP Needed- 500 (Standard Multiplier x0.5)
Minimum Level- 1
Defense- 3
Critical Chance- 1%
Resilience- 1%
To Hit- 100%
Dodge- 1%
Resistances and Immunities- None
Prime Attribute- Strength
Constant Effects-
None
Abilities-
Punch- 10 Damage, Earth, 0 MP

Pet - Robot
9 | Basic Bot- (Pet, Robot, Technology, Lv.1, 16,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Pain Immunity, Confusion Immunity (except Confusion: System Overload), Impaired Immunity, Poison Immunity, Diseased Immunity (except Diseased: Computer Virus)
Prime Attribute- Agility
Constant Effects-
None
Abilities-
Basic Gun- # Damage, Technology, 0 MP
Basic Bash- # Damage, This action's Prime Attribute is Strength, Physical, 0 MP
Basic Shield- Caster gains +# Defense, lasts 15 rounds, does not stack, Technology, # MP


Transformations
Transformation - Vessel
9 | Desert Corsair Sand Ship - (Transformation, Vessel, Earth, 750,000 Gold)
Level 16
HP- 100,000
MP- 100,000
STR- 1,400
AGI- 1,600
CON- 1,590
MIN- 1,510
SPI- 1,510
XP- 0
XP Needed- 350,000
Miniumum Level- 16
Defense- 1,600
Defense against Stat Damage- 90
Critical Chance- 14%
Resilience- 19%
To Hit- 117%
Dodge- 11%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Entombed Immunity, Drowning Immunity, Pain Immunity, Poison Immunity, Diseased Immunity (Exception- Diseased: Computer Virus) Confusion Immunity (except System Overload), Impaired Immunity
Prime Attribute- Agility
Constant Effects-
Sand Ship- Possessor counts as a Vehicle, Vehicle Trait
Passenger Capacity (20)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Abilities-
Overrun- 4,800 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannon- 2,500 Damage, 50% inflicts Entombed, 75% inflicts Impaird: Blind, -5% To Hit, stacks 4 times, 1 hit against 5, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +200 AGI, provides +500 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 10,000 MP
Aim- +45% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 20, affects caster only, Earth, 6,000 MP

180 | Desert Corsair Warship- (Transformation, Vessel, Earth, 68,000,000 Gold)
Level 45
HP- 55,000,000
MP- 5,000,000
STR- 22,000
AGI- 24,000
CON- 22,000
MIN- 18,000
SPI- 18,000
XP- 0
XP Needed- 125,000,000
Minimum Level- 45
Defense- 42,000
Defense against Stat Damage- 3,000
Critical Chance- 70%
Resilience- 200%
To Hit- 80%
Dodge- 10%
Resistances and Immunities- 80% Earth Resistance, 40% Water Resistance, 200% Psychic Weakness, Minor Status Effect Immunity, 50% Moderate Status Effect Resistance, Entombed Immunity, Drowning Immunity
Prime Attribute- Agility
Constant Effects-
Sand Fortress Ship- Possessor counts as a Vehicle and a Large Structure, Vehicle Trait
Flagship- All allies whose name includes ‘Desert Corsair’ gain +2,000 to all stats, stacks 3 times, Constant Effect
Passenger Capacity (2,000)- Possessor may at any time take an action to pick up or deploy up to 50 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
The Desert Corsairs are on a Boat!- Passengers of this vehicles whose name includes ‘Desert Corsair’ may take one action per round at the start of possessor’s first action of said round; Passengers of this vehicles whose name includes ‘Desert Corsair Captain’ may take one additional action per round at the start of possessor’s first action of said round; said actions may be countered with actions targeting possessor’s passengers, Vehicle Trait
Menace- 50% Cured of any negative effect from a source below level 50 at the start of each action with a separate roll for each effect, 90% Minor Status Effect Resistance, 45% Moderate Status Effect Resistance, 20% Possessor gains an extra action this round
Abilities-
Overrun- 50,000 Damage, May only be used against targets in the front row unless this ability was used on at least one target either this round or last round, Caster may, until the end of the next round, deal full damage to individuals in the back row, Physical, 0 MP
Pressurized Sand Cannons- 30,000 Damage, Inflicts Entombed, Inflicts Impaired: Blind, -15% To Hit, stacks 4 times, 1 hit against 30, Earth, 0 MP
Mass Deploy- Caster deploys any number of passengers, Earth & Air & Physical, 0 MP
Mass Pick-Up- Caster picks up any number of passengers, Earth & Air & Physical, 0 MP
Speed Up- +4,000 AGI, provides +8,000 AGI instead if the terrain or phantom terrain is Desert, affects caster only, stacks 5 times, Earth, 50,000 MP
Aim- +80% To Hit, Target’s To-Hit value ignores Dodge-providing or To-Hit-Penalizing effects that come from earth element actions or sources provided said sources are below Level 50, affects caster only, does not stack, Earth, 80,000 MP
Sand Wall- All individual in battle gain +20% Dodge for the next 10 rounds, stacks 10 times, this effect counts as coming from a Level 45 Source unless its source is below Level 20 or above Level 99, Earth, 80,000 MP


Permanent Consumables
Permanent Consumable - Empowered Item
1 | Phantom Shell Grain- (Permanent Consumable, Empowered Item, Fire & Ice, 90,000 Gold) Target Animal pet or summon that is level 5 or greater gains the ability ‘Phantom Shell’
2 | Unbroken Core- (Permanent Consumable, Empowered Item, Technology & Warding, 1 Charge, 60,000,000 Gold) Target willing PC who is at least Level 20 gains the ability 'Warded Core Essence'

Permanent Consumable - Empowered Item
Ticket to Convert Any Bullfighting PC Type to Any Other Bullfighting PC Type- (Permanent Consumable, Empowered Item, Null, 1 Charge, X Gold) Changes PC slot types for a Bullfighting-associated PC type

Permanent Consumable - Essence Sphere
3,030 | Essence Sphere: Botanist- (Permanent Consumable, Essence Sphere, Earth & Technology, 1 Charge, 1,000,000 Gold) Gives user 1 bonus week that may only be used on Botanist abilities, Gives user the award 'Has Consumed X (where X = X+1) Essence Sphere: Botanist', May not be used by a user who already has X equaling 5 or greater for such an award
5 | Greater Essence Sphere: Noise Master- (Permanent Consumable, Essence Sphere, Sonic, 1 Charge, 25,000,000 Gold) Gives user 1 bonus week that may only be used on Noise Master abilities, Gives user the award ‘Has Consumed X (where X = X+1) Greater Essence Sphere: Noise Master’, May not be used by a user who already has X equaling 5 or greater for such an award, May only be used by individuals who possess the ability 'Apprentice Noise Master Synchronization'

Permanent Consumable - Grimoire
6 | Book of 1,000 Treatments- (Permanent Consumable, Grimoire, Physical & Light, 1 Charge, 10,000,000 Gold) Teaches user "Doctor"
12 | Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
20 | Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
11 | Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
11 | Book of Weaponry- (Permanent Consumable, Grimoire, Physical & Fire, 1 Charge, 10,000,000 Gold) Teaches user "Knowledge of Weapons"
8 | Grandmaster's Text- (Permanent Consumable, Grimoire, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 1 Charge, 100,000,000 Gold) Gives user 12 bonus weeks and the award ‘Has used X Grandmaster's Text’ if user is Level 39 or greater and possesses at least one <Adept <X>, Tier 4> ability, cannot be used if X would become greater than 12
41 | Pamphlet Detailing Ancient Combo Methods from Before the Mana Cannon Incident- (Permanent Consumable, Grimoire, Technology & Magic, 1 Charge, 100,000 Gold) Teaches user "Combo"

Permanent Consumable - Minor Artifact
2 | Golden Comb of Luck- (Permanent Consumable, Minor Artifact, Magic & Air & Light, 1 Charge, 3,000,000 Gold)- Teaches user "Has Consumed # of the Permanent Consumable "Golden Comb of Luck"", Cannot be used if # is already 1 or greater
1 | Universal Protection Stone- (Permanent Consumable, Minor Artifact, 1 Charge, Universe, 10,000 Gold) Teaches user "Has Consumed # of the Permanent Consumable "Universal Protection Stone"", Cannot be used if # is already 1 or greater

Permanent Consumable - Vessel of Power
1 | *Vessel of Airaqua's Embrace- (Permanent Consumable, Vessel of Power, Water, 80,000,000 Gold) Target willing PC that is Level 20 or greater gains the ability "Airaqua's Embrace", or target willing pet or summon that is Level 20 or greater gains the ability 'Has Been Embraced By Airaqua's Power'; This item may be used once per month and does not disappear when used.
Has Been Embraced By Airaqua's Power- Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped, This ability does not persist through combos, Constant Effect
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped


Artifacts
*Citadel of the Fisherman (Level 39, 1,716,340,000 XP, # XP Required) (Standard Multiplier x12) (Bound to Dulcinea)

*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60

*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water

*Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned


*Sgt. Freddy's Brand-New Birdhouse- (Artifact, Level 60, 0 XP, # XP Required, Standard Multiplier x100, Power x1)

*Sgt. Freddy's Brand-New Birdhouse- (Accessory Aspect: Sgt. Freddy's Brand-New Birdhouse, Container, War & Air & Psychic & Law & Grandeur, X Gold) 200% inflicts Confusion: Bored, 200% inflicts Charm: Impressed, If one of possessor's allies places a buff on a Large Structure, possessor may alter the buff to increase stat values by 2,000 additional points per stat already affected (to a max of 200,000 additional points per possessor across all instances of all buffs) and, if possessor is greater Level than that ally, to count as coming from a source of possessor's Level, If one of possessor's opponents of lower Level places a buff on a Large Structure, possessor may alter the buff to increase stat values by 2,000 fewer points per stat already affected (to a minimum of 0 points) and to reduce its possessor's Resilience by 50% as an effect that stacks 8 times, Possessor may summon two Aerials that are Level 60 or lower at the start of each round, Max 2,000 summoned, If one of possessor's opponents summons an Aerial that is greater Level than all Aerials possessor has summoned and as pets (with the greatest Level being considered 0 in instances where possessor does not have an Aerial pet or summon), possessor may choose to be afflicted with Confusion: Enraged, and, if possessor does so, create a Zone of War with an effect attached to it that does not stack on the same Zone or across Zones that deals 60,000,000 Flat War element Damage to that opponent, all of possessor's opponents that are Aerials, and all of possessor's opponents that are Large Structures at the start of each round, Possessor's allies (not counting possessor) and opponents always consider the current round of battle to be the first round that possessor had this item equipped, At the start of each round, if possessor possesses an opponent who has not scanned possessor's stats, is not Resistant to, is not Immune to, does not Reflect, and does not Absorb Charm or Dominion, possessor may choose to have a 25% chance of controlling that entity's first action, provided that controlling said action results in it performing an action with a chance of scanning possessor's stats, with said action not being controlled in instances where such is not possible



Awards-
Lord Fisherman of the Citadel
Has Saved Imbelsberg from the Bluewar Ministry
Understands the Language of Nexxirithian Machines
Killed in the Disc Radar 17 Processing Pathway Dungeon While Sidetracked Into a Dangerous Area on a Quest for a Golden Banana
Lost the Quest 'Quest for the Golden Banana'
Killed by a Massively Stronger Foe in One of the Disc Radar Installations
Dropped Enough Relevant Gear During a Time of Enough Cosmic Weight to Make a Death Specialist Become Unique
Barred (At a Minimum Temporarily) From Disc 40
Partook in the Feast of Realities Unworked and Reborn
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Defeated the Manya Terror Crocodile in Alligator Lagoon on Noix
Read Beekeeping for Cowboys
Dubbed The Secret Duke of Unfun in a Secret Meeting
Wielder of the Grand Unifying Theory
Defeated Baseborn Agent Arjun Anagalin in Aham-Tatheta in a Parallel Arena Fight at the Holy Festival
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Ate a Coelacanth with a Wizardly Beard
Gained 1 Base Stat Point in Spirit from Eating a Coelacanth with a Wizardly Beard
Helped Build the Nexus Wallrus at Walrusfest
Gave an Essence Sample to City Representatives on the New Continent on Eldor VI
Gained 5 Base Stat Points in SAN from a Reality Glitch
Gained 5 Base Stat Points in INF from a Reality Glitch
Gained 5 Base Stat Points in RES from a Reality Glitch
Read Techyllmann's Thesis
Gained 1 Base Stat Point in Mind from the Empowerment Element Category of the Bullfighting Warehouse
Has 77 Base Stat Points

Has Consumed 5 Attunement Book: Biomancer
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Alchemist
Has Consumed 5 Attunement Book: Analyst of the Absolute
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Artificer
Has Consumed 5 Attunement Book: Bard
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Blight Druid
Has Consumed 5 Attunement Book: Caliph of Corrosion
Has Consumed 5 Attunement Book: Channeler
Has Consumed 5 Attunement Book: Commander
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Druid
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Enchanter
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Attunement Book: Gunslinger
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Mentalist
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Necromancer
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Paladin
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Attunement Book: Radiant Hierophant
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Shrine Maiden
Has Consumed 5 Attunement Book: Snow Queen
Has Consumed 5 Attunement Book: Summoner
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Attunement Book: Umbramancer
Has Consumed 5 Attunement Book: Veilwalker
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warlock
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 5 Attunement Book: Wizard

Has Consumed 10 Manual of A Thousand Arts
Has Used 5 Book of Gates
Has Used 12 Grandmaster's Text

Has Consumed 2 Essence Sphere: Advisor
Has Consumed 2 Essence Sphere: Chef
Has Consumed 2 Essence Sphere: Counselor of Faerie
Has Consumed 2 Essence Sphere: General
Has Consumed 2 Essence Sphere: Lord of War
Has Consumed 2 Essence Sphere: Mech Jockey
Has Consumed 4 Essence Sphere: Power Trooper
Has Consumed 2 Essence Sphere: Roboticist
Has Consumed 2 Essence Sphere: Shadow Blade
Has Consumed 2 Essence Sphere: Warlord

Has Consumed 5 Essence Sphere: Biomancer
Has Consumed 5 Improved Essence Sphere: Biomancer
Has Consumed 5 Greater Essence Sphere: Biomancer
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Greater Essence Sphere: Gunslinger
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Improved Essence Sphere: Binder
Has Consumed 5 Greater Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Blight Druid
Has Consumed 5 Improved Essence Sphere: Blight Druid
Has Consumed 5 Greater Essence Sphere: Blight Druid
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Greater Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Clothier
Has Consumed 5 Improved Essence Sphere: Clothier
Has Consumed 5 Greater Essence Sphere: Clothier
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Conjurer
Has Consumed 5 Improved Essence Sphere: Conjurer
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Doombringer
Has Consumed 5 Improved Essence Sphere: Doombringer
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Greater Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Greater Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Gentleman Assassin
Has Consumed 5 Greater Essence Sphere: Gentleman Assassin
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: High Judge
Has Consumed 5 Improved Essence Sphere: High Judge
Has Consumed 5 Greater Essence Sphere: High Judge
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Inscriber
Has Consumed 5 Improved Essence Sphere: Inscriber
Has Consumed 5 Greater Essence Sphere: Inscriber
Has Consumed 5 Essence Sphere: Jeweler
Has Consumed 5 Improved Essence Sphere: Jeweler
Has Consumed 5 Greater Essence Sphere: Jeweler
Has Consumed 5 Essence Sphere: Justicar
Has Consumed 5 Improved Essence Sphere: Justicar
Has Consumed 5 Greater Essence Sphere: Justicar
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Lawbringer
Has Consumed 5 Improved Essence Sphere: Lawbringer
Has Consumed 5 Greater Essence Sphere: Lawbringer
Has Consumed 5 Essence Sphere: Lightbearer
Has Consumed 5 Improved Essence Sphere: Lightbearer
Has Consumed 5 Greater Essence Sphere: Lightbearer
Has Consumed 5 Essence Sphere: Mad Scientist
Has Consumed 5 Improved Essence Sphere: Mad Scientist
Has Consumed 5 Greater Essence Sphere: Mad Scientist
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Mechanist
Has Consumed 5 Improved Essence Sphere: Mechanist
Has Consumed 5 Greater Essence Sphere: Mechanist
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Essence Sphere: Paladin
Has Consumed 5 Improved Essence Sphere: Paladin
Has Consumed 5 Greater Essence Sphere: Paladin
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Greater Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Superior Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 5 Improved Essence Sphere: Technomancer
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Umbramancer
Has Consumed 5 Improved Essence Sphere: Umbramancer
Has Consumed 5 Greater Essence Sphere: Umbramancer
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Vermin Master
Has Consumed 5 Improved Essence Sphere: Vermin Master
Has Consumed 5 Greater Essence Sphere: Vermin Master
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Superior Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Elemental Researcher
Has Consumed 5 Improved Essence Sphere: Elemental Researcher
Has Consumed 5 Greater Essence Sphere: Elemental Researcher
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Greater Essence Sphere: Gatekeeper
Has Consumed 5 Essence Sphere: Noise Master
Has Consumed 5 Improved Essence Sphere: Noise Master
Has Consumed 5 Essence Sphere: Reality Arranger
Has Consumed 5 Improved Essence Sphere: Reality Arranger
Has Consumed 5 Greater Essence Sphere: Reality Arranger
Has Consumed 5 Essence Sphere: Shadow Duke
Has Consumed 5 Improved Essence Sphere: Shadow Duke
Has Consumed 5 Greater Essence Sphere: Shadow Duke
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Has Consumed 5 Greater Essence Sphere: Spatial Mage
Has Consumed 5 Superior Essence Spheres: Spatial Mage
Has Consumed 5 Essence Sphere: Subspace Architect
Has Consumed 5 Improved Essence Sphere: Subspace Architect
Has Consumed 5 Greater Essence Sphere: Subspace Architect
Has Consumed 5 Essence Sphere: Thermonuclear Disciple
Has Consumed 5 Improved Essence Sphere: Thermonuclear Disciple
Has Consumed 5 Essence Sphere: Unbound Guru
Has Consumed 5 Improved Essence Sphere: Unbound Guru
Has Consumed 5 Greater Essence Sphere: Unbound Guru
Has Consumed 5 Essence Sphere: Wonderworker
Has Consumed 5 Improved Essence Sphere: Wonderworker
Has Consumed 5 Greater Essence Sphere: Wonderworker

Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Reached Round 50 in an Endurance Match
Has Reached Round 41 In A Pet Endurance Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Defeated Three Level 40 Bosses in the Alternative Boss Rush Mode

Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"

Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Has Completed the Task "Sixth Holy Imperial Challenge of Power: Test of Tenacity"
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"

Has Completed the Task "Second Holy Imperial Challenge of Glory: Test of Esoterica"
Has Completed the Task "Third Holy Imperial Challenge of Glory: Test of Superiority"

Has Unlocked the Fight Type: Alcoholic Match

Re: Dulcinea de Montréal, Nightmares' Angel

Posted: Sun May 31, 2020 6:03 am
by The Nottest of Daves
Ability Digest
Dulcinea de Montréal
Level 59 BA Member
Outsider, Wonder & Atomic & Darkness & Light & Water

Deity: Yes
Domains: Fear (Lesser)
Entity Traits: Outsider Traits, Legacy Outsider Traits
Artifacts: Citadel of the Fisherman
Weapons of Legend: Grand Unifying Theory
Ascendant Ability Sets: Universal Control System KIRGA, Prioress Seretian

Number of Expert Classes: 0
Number of Adept Classes: 5 (Ebon Chancellor, Elementalist, Geomancer, Umbramancer, Shadow Duke)
Tier 3 Nonbase Classes (Name-rank and above): Infinity Designer
Tier 2 Nonbase Classes (Name-rank and above): Elemental Researcher, Gatekeeper, Reality Arranger, Subspace Architect, Wonderworker
Tier 1 Nonbase Classes (Name-rank and above): Adept Shadow Duke, Spatial Mage, Thermonuclear Disciple
Tier 1 Base Classes (Name-rank and above): Adept Ebon Chancellor, Adept Elementalist, Adept Geomancer, Adept Umbramancer, Architect, Archsmith of Metal, Bard, Beastmaster, Binder, Blazing Sultan, Channeler, Commander, Conjurer, Controller, Crafter, Dominator, Enchanter, Engineer, Gearwright, Gentleman Assassin, Gunslinger, Healer, Heir to the Future, Inscriber, Justicar, Lawbringer, Lightbearer, Lord of Trees, Magewright, Master of Monsters, Mechanist, Monk, Mountain King, Musician, Necromancer, Ocean Prince, Paladin, Priest, Radiant Hierophant, Ritualist, Scholar, Scientist, Seakeeper, Summoner, Technomancer, Thief, Thunder Czar, Veilwalker, Vermin Master, Wanderer, Warlock, Warrior, Wind Duke, Wizard

Other Nonbase Classes: *Basic Corroded Wretch, *Basic Dross-Choked Reveler, *Basic Eroded Idol, *Basic Flesh Sculptor, *Basic Miracle Engineer, Basic Noise Master, *Basic Planefolder, Basic War Mage

Note: Dulcinea has all extant abilities in starred classes

---===---


Deific Effects
Inbuilt Miracle-Engine for a Heart- (Passive Ability, Other: Miracle Engineer) Possessor is a deity and possesses a deity profile. Possessor counts as having an additional Miracle Engine equipped.

Miracle-Engine-Heart Activation- (Active Ability, Other: Miracle Engineer) Possessor may, up to (Possessor's Level / 5, rounded up) times per thread, spend an action to replicate an action performable by an entity of lower Level that is normally fightable on the Enemy List for drops as though an instance of said entity were performing said action


Lesser Deific Domain: Fear- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Confusion: Fear infliction chances, Possessor gains Confusion: Fear Immunity, Possessor has RP powers connected to this divine domain

Bestow Worshipper Benefit: Unearthly Fear- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unearthly Fear- Instances of Confusion: Fear with possessor as a source, whenever they cause an action to be skipped, deal their possessor ((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*2,000) Flat Darkness & Psychic element Damage, Worshipper Benefit


Note that the Prioress Seretian Tree has significant modifiers to worship of deities

---===---


Of The Tales
Universal Control System KIRGA wrote:Ultimate Attack- (Active Ability, Attack) Based on all stats added together. Uses Melee Attack bonus, Magical Attack bonus, and Ranged attack bonus. This action costs an amount of MP to perform equal to (User's Max MP) in additional to any other costs. Does double normal damage. Cannot critical. Never misses. Hits all foes. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. This ability requires two actions, the first of which is used to charge the attack, to use. These actions need not be one after the other in turn order, but they must be consecutive in terms of actions performed by this action's user. May only be used once per battle


♢Eternally Most High- (Passive Ability, Commander) Possessor's opponents of lower Level than possessor may not acquire buffs that increase their Level and may not treat their Level as greater than it is, this ability does not prevent entry into Transformations

♢Nemesis Overcrash: Perfect Omniversal Control- (Technique Ability, Commander) Possessor may use 'Nemesis Overcrash: Perfect Omniversal Control' in conjunction with an 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has no higher-Level opponents. If possessor would be killed or defeated by a source of lower Level, there is no individual of higher Level than possessor present in any battlespace, and possessor's MP is not set to 0, possessor may preemptively perform an 'Ultimate Attack' action that includes this technique, and, if that action is successful, may immediately end the round. Possessor obtains an unremovable buff that lets its possessor control all decisions made by all entities in all battlespaces next round, with said buff unable to be extended, replicated, or altered and said buff not being able to control more than one round even in the cases of round renumbering or resetting. Said action sets its user's MP to 0 for the remainder of the thread.

♢Paramount Above The Crown- (Passive Ability, Commander) Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level


♢Firmament's Fundamental Foundation Point- (Passive Ability, Conjurer) Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect

♢Origin of Elements- (Passive Ability, Conjurer) Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base


♢Assertion of Supremacy- (Passive Ability, Controller) Possessor may, at the start of each round, become the controller of any number of summons that are non-unique and either lower-Level than possessor or controlled by one of possessor's allies


♢Elevated Command Priority- (Passive Ability, Enchanter) Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor

♢Root Command- (Active Ability, Enchanter) Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action


♢Ablative Elemental Crystal Supershell- (Passive Ability, Inscriber) Possessor gains (Possessor Level / 2, rounded up)% Resistance to all non-Universe elements that possessor possesses


♢Fundamental Controlling Law- (Passive Ability, Lawbringer) Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources

♢Imposition of Inarguable Circumstance- (Passive Ability, Lawbringer) Status effects inflicted by possessor may not be cured or automatically recovered from by sources of lower Level than caster.

♢Metaphysically Final Rulings- (Passive Ability, Lawbringer) Possessor's actions may not be countered by lower-Level sources
Prioress Seretian wrote:♢Builder of the Hidden Cathedrals- (Passive Ability, Abjurer) If possessor summons a Large Structure, possessor may give it a buff that provides it with +100% Dodge until it acts offensively; possessor may summon Large Structures into other battlespaces that already exist so long as no entity within those battlespaces of greater Level than possessor objects

♢Secret Doorways Within Each Diagram- (Passive Ability, Abjurer) If possessor begins a round in a battlespace that contains an individual who possesses a buff with possessor as a source, possessor may choose to enter a battlespace previously created by possessor so long as no individual of greater Level than possessor objects; possessor may choose to count possessor's Wanderer abilities as additionally being Abjurer abilities for non-prerequisite purposes


♢Devil-Pact Inversion- (Passive Ability, Pactmaker) Whenever a Devil or Arch-Devil of lower Level than possessor would place a debuff on possessor, possessor may choose to transfer it to that Devil or Arch-Devil instead of acquiring it


♢Arch-Blasphemer- (Passive Ability, Priest) Possessor ignores the Tenets, Requirements, and Restrictions of Patron Deities, Deities may not choose for possessor to not be their worshipper and may not prevent possessor from obtaining or benefiting from worshipper benefits they provide that possessor would otherwise possess or obtain

♢Enthroned Heresy- (Passive Ability, Priest) Possessor suffers no negative effects from the status effect Smitten: Excommunicated, instead obtain +1 to all Base Stats while afflicted with it

♢Most-Accursed Litany- (Passive Ability, Priest) If a target possesses 5 or more different Divine Magic debuffs with possessor as a source, possessor may stack an additional copy of each negative status effect on that individual, with those status effects stacking with themselves; any status effects applied in this manner above normal limits are removed if their possessor ceases to possesses at least 5 different Divine Magic debuffs with possessor as a source


♢Eternal Malice- (Passive Ability, Warlock) Curse abilities given by possessor to other individuals gain the Ability Addendum Clause 'Bound by Eternal Malice- This Curse may not be removed or altered by sources lower Level than <Possessor's Level at the time of its application>, Ability Addendum Clause', Possesssor may object to aspects of Curses as though possessor's name were 'Prioress Seretian'

Last Pull was from Prioress Seretian

Active Task wrote: NONE
Completed KIRGA Tasks wrote: To make more pulls from Of The Tales:
* Obtain the abilities Basic Geomancy Attunement, Basic Hypertech Attunement, Basic Wizard Magic Attunment, Basic Divine Magic Attunement, Basic Beastmaster Knowledge, Apprentice Smith Proficiency, Apprentice Jeweler Proficiency, Apprentice Magewright Proficiency, Apprentice Crafter Proficiency, Apprentice Enchantment Attunement, Commander, Conjurer, Controller, Inscriber, and Lawbringer
Completed Prioress Tasks wrote: NONE

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Sub-Tree Bonsai
I'm Terribly Sorry About the Poison in the Coffee.- (Passive Ability, Gentleman Assassin) Possessor's actions that have a chance of inflicting Poison may not be countered by individuals below Level 40, excluding preemptive counters
Exceptionally Skilled at Poisoning Coffee- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte' in its name, possessor may choose for said consumable to either possess a 60% greater chance of inflicting Poison or to possess a 100% chance of inflicting Poison

Knows Secret Methods of Brewing Coffee that Cause Those Who Imbibe It to Later Burst Into Flame- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte', possessor may choose to select a number of rounds between 1 and 30,000 and have it inflict a debuff that has a 200% chance of inflicting Burning on its possessor after the chosen number of rounds, with this debuff not being curable by entities whose MIN is lower than possessor's MIN, who are below Level 40, and who have not scanned possessor's stats

---===---


Cosmic To-Do List

If Dulcinea:
1) Wins a photography competition with at least 40 entrants, at least one of whom is Level 35 or greater
2) Manages to spend five hours straight talking to a unique, rich individual about a hobby they care nothing about
3) Constructs a massive display case for a collection of valuable objects and drags said collection of objects in said container on a quest that involves dangerous entities of Level 20 or greater, successfully conveying it through the entire quest without having any items lost, stolen, or damaged, while not spatially carrying or hiding the display case, while travelling with at least two wealthy, unique individuals

Dulcinea gets:

*Doctor Grooze's Stunningly Complex Camera- (Artifact, Level 39, 0 XP, # XP Required, Standard Multiplier x100, Power x1)

*Doctor Grooze's Stunningly Complex Camera- (Accessory Aspect: Doctor Grooze's Stunningly Complex Camera, Trinket, Metal & Steam & Life & Aether, X Gold) Wielder may spend an action to flip the switch, Consult Gadigan if the switch is flipped



If Dulcinea:

1) Defeats a unique Elemental that is at least Level 30
2) Hijacks a radio broadcast that is being heard by at least 1,000,000 listeners to broadcast an angry rank
3) Sinks a city beneath the ocean.

Then Dulcinea gets:

'Acquired the Amalaachian Orb of Natural Fury'
*Amalaachian Orb of Natural Fury- (Weapon, Orb, Earth & Air & Fire & Water & Fury, 60,000,000 Gold) +60,000 Magical Attack, +60,000 CON, +60,000 SPI, Whenever an opponent of wielder casts a spell that is not Druid Magic or Geomancy, wielder may summon 10 Elementals below Level 60 from the Enemy List that are normally fightable for drops and give them a non-stacking buff that provides +60,000 to all stats during its possessor's performance of offensive actions, Max 200 summoned, Wielder must be Level 20 or greater and must possess the ability 'Elementalist', the ability 'Druid', the ability 'Conjurer', the ability 'Magus', or the award 'Acquired the Amalaachian Orb of Natural Fury''

Re: Dulcinea de Montréal, Nightmares' Angel

Posted: Thu Apr 08, 2021 8:39 am
by The Nottest of Daves
Modified Stats & Equipment

Dulcinea de Montréal, Nightmares' Angel (The Nottest of Daves)
Level 59 BA Member
Outsider, Wonder & Atomic & Darkness & Light & Water

HP: 17,250
MP: 31,500

STR: 690 (10) +100
AGI: 590 (10)
CON: 690 (10) +100
MIN: 1,429 (21) +190
SPI: 839 (11) +190
SAN: 295 (5)
INF: 295 (5)
RES: 295 (5)

XP- 25,003,195
XP Required- 8,320,000, Holy Imperial Seal of Glory

Fame: 30


Attack:
Cast a Spell- (Active Ability, Attack) Casts a spell. Costs the MP cost of said spell.
Change Stance- (Active Ability, Attack) Possessor changes stances
Counter- (Active Ability, Attack) Multiplies defense by 1.5 until user's next turn. User may make a Melee Attack, Magical Attack, or a Ranged Attack against the first foe to attack the user before the user's next turn. This attack does 1/2 normal damage.
Craft- (Active Ability, Attack) User uses a secret formula.
Defend- (Active Ability, Attack) Doubles user's defense until user's next turn. Does not Stack.
Elemental Attack- (Active Ability, Attack) Based on STR, SPI or AGI. Uses Melee Attack bonus if STR is chosen. Uses Magical Attack bonus if SPI is chosen. Uses Ranged Attack bonus if AGI is chosen. Changes attack damage entirely to user's element. This action costs an amount of MP to perform equal to (User's Max MP * .01) in additional to any other costs. User must be in the front row if STR is chosen.
Guard Back Rank- (Active Ability, Attack) User's Defense is added to the Defense of all members of the back rank until the beginning of the user's next turn. This is a buff, and it is thus not affected by stat capping. User must be in the front rank.
Magical Attack- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
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).
Melee Attack- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Spells that give Melee Attack bonuses are compatible with this attack. 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. User must be in the front row.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. 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.
Mental Overdrive- (Active Ability, Attack) Based on MIN. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.
Overdrive- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Ranged Attack- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. Does 1/2 damage if user is in the front row.
Re-equip- (Active Ability, Attack) User equips any number of items that have either been unequipped by the user or traded to the user.
Switch Rows- (Active Ability, Attack) User either moves from the back row to the front row or from the front row to the back row.
Trade- (Active Ability, Attack) User gives target any number of items.
Transform- (Active Ability, Attack) User activates a transformation. Note that users may begin battle transformed.
Ultimate Attack- (Active Ability, Attack) Based on all stats added together. Uses Melee Attack bonus, Magical Attack bonus, and Ranged attack bonus. This action costs an amount of MP to perform equal to (User's Max MP) in additional to any other costs. Does double normal damage. Cannot critical. Never misses. Hits all foes. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. This ability requires two actions, the first of which is used to charge the attack, to use. These actions need not be one after the other in turn order, but they must be consecutive in terms of actions performed by this action's user. May only be used once per battle
Unequip- (Active Ability, Attack) User unequips any number of items.
Use an Item- (Active Ability, Attack) Uses a Consumable or activates the ability of another item.


Devout Worshipper of The Deific Mecha-Vashna:
Worshipper Benefits:
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit


Blessing:
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
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
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor

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

Curse:
Compulsively Tells Secrets to Samurai- (Passive Ability, Curse) Possessor's opponents who possess the ability 'Kensei' may scan possessor's stats before any action and automatically succeed in doing so and can't be prevented from succeeding in doing so by possessor
Had a Bounty Placed On Her Head By the Association of Sentient Buildings- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Geomancer/Subspace-Architect mercenaries and angry motile Large Structures between Level 20 and Level 60; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Architect Bonus Weeks, and 40 Subspace Architect Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Unique Entities Defeated: 0/5
Curse of Being a Boring Dinkleford- (Passive Ability, Curse) Possessor's allies are afflicted with Confusion: Bored at the start of each round
Keeps Having Her Liver Eaten By Some Douchebag Vulture- (Passive Ability, Curse) At the start of each round, there is a 30% chance that wielder is automatically inflicted with Pain, Wounded: Bleeding, and Wounded: Maimed (as though this ability had the text 'inflicts Pain, Wounded: Bleeding, and Wounded: Maimed'), with this effect counting as coming from a source that is an Aerial
It lasts until its possessor either frees an ancient imprisoned primordial entity or until its possessor completes three tasks on behalf of a temple to a notable deity in an RP thread
Smells Like An Unwashed Fishmonger- (Passive Ability, Curse) Possessor's Charm infliction chances are decreased by 30% against targets that aren't Aquatics, Aerials, Animals, or Monsters
It lasts until its possessor catches and sells a notable sea monster in an RP thread
Suffering from Severe Radiation Poisoning- (Passive Ability, Curse) Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round

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
Ally of the Cavern Beasts- (Passive Ability, Friendship) Earth element Elemental and Cthonian allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Earth element Elemental
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Ally of the Sea Beasts- (Passive Ability, Friendship) Water element Elemental and Aquatic allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Water element Elemental
Bright Ally of Darkness- (Passive Ability, Friendship) Possessor's Darkness-element allies gain +20 to all stats as a non-stacking buff if possessor is Light element, Possessor may not gain the ability 'Rejection of Darkness'
Compelled to Shout EXCELSIOR When Near Certain Allies- (Passive Ability, Friendship) If possessor is on the same side of battle as two other individuals with an ability named 'Compelled to Shout EXCELSIOR When Near Certain Allies', each, once, announces the message 'EXCELSIOR', all three become solely the elements Atomic & Technology, each may convert any instance of Damage they deal into solely Atomic & Technology element Damage, and count as being in a guild named 'EXCELSIOR'
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dark Ally of Light- (Passive Ability, Friendship) Possessor's Light-element allies gain +20 to all stats as a non-stacking buff if possessor is Darkness element, Possessor may not gain the ability 'Rejection of Light'
Friends with a Bird- (Passive Ability, Friendship) Possessor counts as possessing an additional Aerial ally even if possessor did not already possess any
Stopped a Samurai from Becoming a Murderer Once- (Passive Ability, Friendship) +1 Fame, Wielder counts as possessing 2 additional Paladin abilities for prerequisite purposes

Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Stat Drain Immunity
Has Consumed 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(10 * 22) HP, Cannot be used in combos
Has Consumed 18 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * 18) MP, Cannot be used in combos


Abjurer:
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration 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 Abjuration spells that increase Defense against Stat Damage gain an +30 additional Defense against Stat Damage 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 Abjuration spells cost 200 less MP
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 Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
♢Builder of the Hidden Cathedrals- (Passive Ability, Abjurer) If possessor summons a Large Structure, possessor may give it a buff that provides it with +100% Dodge until it acts offensively; possessor may summon Large Structures into other battlespaces that already exist so long as no entity within those battlespaces of greater Level than possessor objects
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
♢Secret Doorways Within Each Diagram- (Passive Ability, Abjurer) If possessor begins a round in a battlespace that contains an individual who possesses a buff with possessor as a source, possessor may choose to enter a battlespace previously created by possessor so long as no individual of greater Level than possessor objects; possessor may choose to count possessor's Wanderer abilities as additionally being Abjurer abilities for non-prerequisite purposes
Warded Skin- (Passive Ability, Abjurer) +200 Defense

Adviser:
Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.

Alchemist:
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
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 Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
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 Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped

Analyst of the Absolute:
Apprentice Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 Defense against Truth
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 Defense against Truth
Basic Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 1% Truth Resistance
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Truth element and no other technique is used. Said action becomes solely the element Truth.
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Truth- (Passive Ability, Analyst of the Absolute) Possessor may use the Technique 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Truth element.

Arcane Vizier:
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points

Archer:
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'

Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Drill Training- (Passive Ability, Architect) Possessor gains +7 Melee Attack if possessor has a Drill equipped, Possessor counts Tool weapons with 'Drill' in their name as Drill weapons, Possessor counts Drill weapons as Tool weapons with 'Drill' in their name
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Can Build Structures from Dead Fish- (Passive Ability, Architect) Whenever an Aquatic dies in possessor's battlespace, possessor may summon a Large Structure below Level 20 or may give a Large Structure a buff that stacks 60 times that provides +200 Defense and +20 CON
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
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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

Artificer:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
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'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

Assassin:
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round

Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
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
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

Bard:
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
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
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating 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 repeating 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.
Bird-Summoning Rap Performance- (Active Ability, Bard) Possessor may spend an action to summon 30 Aerials below Level 60 from the Enemy List that are normally fightable for drops, Max 200 summoned
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
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped

Beastmaster:
Animal Researcher- (Passive Ability, Beastmaster) Possessor counts as being 2 Levels higher for stat-scanning purposes against Animals, to a max of Level 40, Possessor's Animal pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Animals in this thread successfully
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares

Biomancer:
Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual

Binder:
Apprentice Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binder- (Passive Ability, Binder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Spirit pet only, This ability provides +50 HP and +10 to all stats of possessor's Spirit pets and summons per Level of possessor
Crystallize Spirit (Basic)- (Passive Ability, Binder) Possessor may forfeit all XP gained from a defeated Spirit to instead gain 1 Crystallized Spirit Piece for every 100 XP forfeited, rounded up
Guider of Spirits- (Passive Ability, Binder) Possessor's Spirit allies gain +25 AGI and 4% Dodge, Possessor may skip an action to change the row an allied Spirit is in
Spirit Calling I- (Passive Ability, Binder) Possessor's Spirit summons gain +20 to all stats
Spirit Calling II- (Passive Ability, Binder) Possessor's Spirit summons gain +200 HP
Spirit Calling III- (Passive Ability, Binder) Possessor's Spirit summons gain +500 MP
Spirit Calling IV- (Passive Ability, Binder) Possessor's Spirit summons gain +2,000 HP and +4,000 MP
Spirit Calling V- (Passive Ability, Binder) Possessor's Spirit summons may not be unsummoned by sources below Level 5
Spirit Communing I- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +20 to all stats
Spirit Communing II- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 to all stats

Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points

Blight Druid:
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease

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
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
Knowledge of Unconventional Lawn Care Techniques- (Passive Ability, Botanist) Possessor's Plant pets may, up to three times per thread across all such pets, at the end of any action, be cured of up to three minor negative status effects
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
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

Caliph of Corrosion:
Acid Blood- (Passive Ability, Caliph of Corrosion) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Acid element Damage to said individual at the end of said action
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense if possessor has any Acid-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Acid element and no other technique is used. Said action becomes solely the element Acid.
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Acid- (Passive Ability, Caliph of Corrosion) Possessor may use the Technique 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Acid element.

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 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
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water

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 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 Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
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
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
Inclusion of INF- (Passive Ability, Channeler) Possessor gains +500 Defense against INF Damage. If possessor does not possess INF as a stat at the time of acquiring this ability, possessor gains INF as a stat with a Base value of 5.
Inclusion of RES- (Passive Ability, Channeler) Possessor gains +500 Defense against RES Damage. If possessor does not possess RES as a stat at the time of acquiring this ability, possessor gains RES as a stat with a Base value of 5.
Inclusion of SAN- (Passive Ability, Channeler) Possessor gains +500 Defense against SAN Damage. If possessor does not possess SAN as a stat at the time of acquiring this ability, possessor gains SAN as a stat with a Base value of 5.


Chef:
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Cookin' With Garlic!- (Passive Ability, Chef) Food consumables used by possessor may give their targets 5% Undead Resistance as a non-stacking buff
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
(Senior) National Global Food Inspector- (Passive Ability, Chef) Possessor may prevent entities below possessor's Level who are below Level 80 from using Food consumables, Possessor may prevent entities 5 or more Levels below possessor's Level who are below Level 60 from using Drink consumables

Clothier:
Apprentice Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +50 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Boot Crafting- (Passive Ability, Clothier) Possessor gains +5 to all stats and +50 Defense for each Boots equipped
Cobbler- (Passive Ability, Clothier) Possessor gains +10 to all stats and +150 Defense for each Shoes or Boots possessor has equipped
Glove Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Gloves equipped
Knowledge of Fashion- (Passive Ability, Clothier) Possessor gains +10 to all stats for each Mask, Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Shoe Crafting- (Passive Ability, Clothier) Possessor gains +10 to all stats and +20 Defense for each Shoes equipped

Combatant:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.

Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
♢Eternally Most High- (Passive Ability, Commander) Possessor's opponents of lower Level than possessor may not acquire buffs that increase their Level and may not treat their Level as greater than it is, this ability does not prevent entry into Transformations
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
♢Nemesis Overcrash: Perfect Omniversal Control- (Technique Ability, Commander) Possessor may use 'Nemesis Overcrash: Perfect Omniversal Control' in conjunction with an 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has no higher-Level opponents. If possessor would be killed or defeated by a source of lower Level, there is no individual of higher Level than possessor present in any battlespace, and possessor's MP is not set to 0, possessor may preemptively perform an 'Ultimate Attack' action that includes this technique, and, if that action is successful, may immediately end the round. Possessor obtains an unremovable buff that lets its possessor control all decisions made by all entities in all battlespaces next round, with said buff unable to be extended, replicated, or altered and said buff not being able to control more than one round even in the cases of round renumbering or resetting. Said action sets its user's MP to 0 for the remainder of the thread.
♢Paramount Above The Crown- (Passive Ability, Commander) Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level

Conjurer:
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 20% Charm Resistance
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Elemental Loyalty Communing- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain 40% Charm Resistance
♢Firmament's Fundamental Foundation Point- (Passive Ability, Conjurer) Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect
♢Origin of Elements- (Passive Ability, Conjurer) Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base
Speed-Focused Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Unified Knowledge of Elementals and Elemental Magic- (Passive Ability, Conjurer) Possessor may count Elementalist abilities possessor possesses as Conjurer abilities (including for prerequisite purposes), Possessor may count Conjurer abilities possessor possesses as Elementalist abilities (including for prerequisite purposes)

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 Force equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
♢Assertion of Supremacy- (Passive Ability, Controller) Possessor may, at the start of each round, become the controller of any number of summons that are non-unique and either lower-Level than possessor or controlled by one of possessor's allies
Awesome Impulse- (Technique Ability, Controller) Possessor may use 'Awesome 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 Light element, and gains '15% inflicts Awestruck'.
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.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright 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 Light element.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble 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 Water element.
Caustic Impulse- (Technique Ability, Controller) Possessor may use 'Caustic 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 Acid element.
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
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped

Counselor of Faerie:
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Countess of Power:
Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Energy- (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.

Crafter:
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer

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
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats

Diplomat:
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor

Dominator:
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Undead-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Undeads and gains +25% Critical against Undeads.
Undead-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Undeads and gains +5% To Hit against Undeads.
Undead-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Undeads, gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Vampire Slayer- (Technique Ability, Dominator) Possessor may use 'Vampire Slayer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +10,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +25% To Hit against Undead, gains 5% inflicts Instant Death against Undead, and gains a 30% chance of inflicting Instant Death on Undead whose name includes 'Vampire' or 'Vampiric'.

Doombringer:
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Offensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 50 points

Driver:
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver) All Vehicle 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
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items

Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attract Plants- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Seedlet, Running Bush, or Marching Flower
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
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener (2)- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
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

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

Elementalist:
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells 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 Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
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
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Requires: Envoy of Air
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Requires: Envoy of Earth
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Earth Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Earth element Elementals gain +50 to all stats, +15 Defense against stat damage, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Entombed have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Fire Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Fire element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +500 damage to all damage-dealing attacks, their attacks that have a chance of inflicting Burning have a 1% higher chance, said summons cost 150 less MP to summon
Caller of the Water Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Water element Elementals gain +50 to all stats, +2% critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +40 Defense, and +20 stat damage to all stat-damage-dealing attacks, their attacks that have a chance of inflicting Drowning have a 1% higher chance, said summons cost 150 less MP to summon
Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Elemental Esoterica: Wood- (Passive Ability, Elementalist) Posessor's Wood element spell cost 500 less MP
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
Ever-Present Earthen Dome- (Stance Ability, Elementalist) User must have at least 3 Earth element Elemental Magic spells equipped, +100 Defense, +2,000 HP
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Form Metal Guardian Orbs- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to give a target a buff that provides +50 Defense, lasts 1 round, and stacks 4 times so long as an Earth element Elemental Magic spell is equipped, +40 Magical Attack for Earth element Elemental Magic spells
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Glittering Mineral- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Earth element elemental magic spell is equipped, melee attacks may be solely Earth element if no weapon is equipped
Hand of Gravel- (Passive Ability, Elementalist) +20 Magical Attack and +1% Resilience for each Earth element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Entombed
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Hand of Unbroken Stone- (Passive Ability, Elementalist) Earth element Elemental Magic spells that confer resistance to Earth have a 25% chance of conferring an equal amount of Physical resistance, to a max of 25%, +25 CON if a Earth element Elemental Magic spell is equipped
Hydromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Water element Elemental Magic spells, All Water element Elemental Magic spells cost 50 less MP, all Water element Elemental Magic summons gain +200 to all stats, Water element Elemental Magic spells that deal stat damage deal 5 more points, Water element Elemental Magic spells that Heal HP or MP heal 500 more, and Water element Elemental spells that heal stat damage heal 50 more points per target
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Earth- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Earth element may deal solely Earth element damage, Earth element Elemental Magic spells gain +50 Magical Attack and provide an additional +10 Defense for all defense-granting buffs
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Purity of Water- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Water element may deal solely Water element damage, Water element Elemental Magic spells gain +60 Magical Attack and do 20 more stat damage if they deal stat damage
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Speak the Tongue of Earths- (Passive Ability, Elementalist) Earth element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Teramancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Earth element Elemental Magic spells, All Earth element Elemental Magic spells cost 50 less MP, all Earth element Elemental Magic summons gain +200 to all stats, Earth element Elemental Magic spells that raise Defense raise it by 20 more points, Earth element Elemental Magic spells that forcibly shift row formations for multiple targets affect 5 more targets
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells

Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
♢Elevated Command Priority- (Passive Ability, Enchanter) Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: 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: 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
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
♢Root Command- (Active Ability, Enchanter) Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action

Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker (2)- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped

Enslaver:
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.

Eternal Champion:
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points

Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

General:
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
Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor

Gentleman Assassin:
Apprentice Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Bladecane equipped, Possessor gains +20 to all stats if possessor has a Bladecane equipped
Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Bladecane Wielding I- (Passive Ability, Gentleman Assassin) +5 to all stats when a Bladecane is equipped
Bladecane Wielding II- (Passive Ability, Gentleman Assassin) +25 to all stats when a Bladecane is equipped, +50 Melee Attack when a Bladecane is equipped
Critical Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Critical Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +5% Critical.
Deft Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Deft Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +5% To Hit.
Exceptionally Skilled at Poisoning Coffee- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte' in its name, possessor may choose for said consumable to either possess a 60% greater chance of inflicting Poison or to possess a 100% chance of inflicting Poison
Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Knows Secret Methods of Brewing Coffee that Cause Those Who Imbibe It to Later Burst Into Flame- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte', possessor may choose to select a number of rounds between 1 and 30,000 and have it inflict a debuff that has a 200% chance of inflicting Burning on its possessor after the chosen number of rounds, with this debuff not being curable by entities whose MIN is lower than possessor's MIN, who are below Level 40, and who have not scanned possessor's stats
I'm Terribly Sorry About the Poison in the Coffee.- (Passive Ability, Gentleman Assassin) Possessor's actions that have a chance of inflicting Poison may not be countered by individuals below Level 40, excluding preemptive counters
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does

Geomancer:
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
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: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
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: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Polluted Morass - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Polluted Morass
Attuned to Terrain: River-Land - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is River-Land
Attuned to Terrain: Road - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
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
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
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: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Mesa- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mesa
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
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 Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
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: Polluted Morass- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Polluted Morass
Phantom Terrain Link Established: River-Land- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to River-Land
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: Savannah- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Savannah
Phantom Terrain Link Established: Scrubland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Scrubland
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: Steppes- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Steppes
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
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology 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.
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice 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 Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology 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
Radiation Shot- (Technique Ability, Gunner) Possessor may use 'Radiation Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Atomic element.
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.

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

Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
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 Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.

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

Herpetologist:
Basic Herpetologist Knowledge- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Hunter:
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
Stake Shot- (Technique Ability, Hunter) Possessor may use 'Stake Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Bow whose name includes 'Crossbow' equipped. Said action gains +350 Ranged Attack, gains the element Wood, and gains '30% inflicts Instant Death on Undead whose name includes Vampire or Vampiric'

Illusionist:
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 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

Inscriber:
♢Ablative Elemental Crystal Supershell- (Passive Ability, Inscriber) Possessor gains (Possessor Level / 2, rounded up)% Resistance to all non-Universe elements that possessor possesses
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 50%, Possessor gains +(100 * Possessor Level) Defense if possessor has a Ward equipped
Inscriber of the Wards Which Protect against Charm- (Passive Ability, Inscriber) Possessor gains +5% Charm Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Spells- (Passive Ability, Inscriber) Possessor's existing Resistances to base spell subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Stat Drain- (Passive Ability, Inscriber) Possessor gains +5% Stat Drain Resistance if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Status Effects- (Passive Ability, Inscriber) Possessor's existing Resistances to minor negative status effects are increased by 1% if possessor has a Ward equipped, to a max of 200%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%

Jeweler:
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Jeweler Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has 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 Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 20% Charm Resistance
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 Calling III- (Passive Ability, Justicar) Possessor's Celestial summons gain +500 MP
Celestial Calling IV- (Passive Ability, Justicar) Possessor's Celestial summons gain +2,000 HP and +4,000 MP
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Celestial Instruction II- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 to all stats
Celestial Loyalty Instruction- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain 40% Charm Resistance
Justicar- (Passive Ability, Justicar) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Celestial pet only, This ability provides +50 HP and +10 to all stats of possessor's Celestial pets and summons per Level of possessor

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

Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.

Lord of War:
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

Lawbringer:
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
♢Fundamental Controlling Law- (Passive Ability, Lawbringer) Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources
♢Imposition of Inarguable Circumstance- (Passive Ability, Lawbringer) Status effects inflicted by possessor may not be cured or automatically recovered from by sources of lower Level than caster.
Judge (2)- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
♢Metaphysically Final Rulings- (Passive Ability, Lawbringer) Possessor's actions may not be countered by lower-Level sources
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds

Lightbearer:
Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Basic Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 40% Charm Resistance
Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor

Mad Scientist:
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Avocado-Resistant Ears- (Passive Ability, Mad Scientist) Possessor is Immune to Food consumables and Plant entities that are below Level 60 (or, the in the case of consumables, that are used by sources below Level 60), provided said consumables or entities have 'Avocado' in their name and possessor is not afflicted with Impaired: Deaf
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +20 to all stats
Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 to all stats
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats

Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
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
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.

Master of Monsters:
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Form of Manticore- (Stance Ability, Master of Monsters) If possessor is a Monster, possessor gains +400 Melee Attack, +400 Ranged Attack, and 30% Inflicts Poison
Manticore Essence- (Passive Ability, Master of Monsters) If possessor is a Monster, possessor may choose to count as being in the 'Form of Manticore' stance when not in said stance
Manticore Spines- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Ranged Attack and pierces 200 Defense
Manticore Tail- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains +1,000 Melee Attack
Manticore Venom- (Passive Ability, Master of Monsters) If possessor is a Monster and is in 'Form of Manticore' stance, possessor gains 60% inflicts Poison, 60% inflicts Poison: Numbing Agent, 60% inflicts Poison: Atrophying Toxin, 60% inflict Poison: Slow-Acting Poison, 30% inflicts Paralyzed, 30% inflicts Stat Drain, 30% inflicts Stat Drain: ATK Drain, 30% inflicts Stat Drain: DEF Drain, 60% inflicts Pain, 60% inflicts Pain: Wracked, 30% inflicts Impaired, 30% inflicts Impaired: Blind, 30% inflicts Impaired: Defened, 30% inflicts Impaired: Slow, 30% inflicts Impaired: Silence, and ignores the Immunities to minor negative status effects of individuials below Level 20
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
Master of Monsters- (Passive Ability, Master of Monsters) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Monster pet only, This ability provides +50 HP and +10 to all stats of possessor's Monster pets and summons per Level of possessor

Matrix Keeper:
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
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.

Mech Jockey:
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0

Mechanist:
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
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
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

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 Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
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
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
Hypnotic Gaze Resistance- (Passive Ability, Mentalist) Possessor gains 30% Charm Resistance, Possessor gains +30% Charm Resistance against actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric', Possessor gains +5% Dominion Resistance against (actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric') with sources below Level 60 that are not 5 or more Levels greater than possessor
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally

Merchant:
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
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Knowledge of Advertising and Marketing- (Passive Ability, Merchant) Possessor's Charm infliction chances are increased by 5%
Knowledge of Business Administration- (Passive Ability, Merchant) Possessor gains +5,000 Defense against Gold Damage. Possessor's half-price sales cap increases by 50,000 Gold.
Knowledge of Economics- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 20,000 Gold.
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.
Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

Mind Lord:
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points

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.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Learned How to Fight From Roy Belwoo- (Passive Ability, Monk) Possessor can't be hit by sources below Level 60 if possessor is Sonic element, but possessor can't Dodge Fate element actions from sources above Level 80 unless possessor has an equipped Transformation named 'Lightspeed Motorcycle'
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
One-Hit-Kill Punch- (Technique, Monk) Possessor may use 'One-Hit-Kill Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has no weapon equipped. Said attack gains +100,000 Melee Attack bonus, gains a 15% chance of inflicting Instant Death, and inflicts Instant Death on entities 20 Levels or below its performer.
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Strong Neck Muscles- (Passive Ability, Monk) Possessor gains +25 STR, Possessor's Defense is increased by 1,250 points against attacks that deal Drain, Possessor's Defense is increased by 1,250 points against opponents whose name includes 'Vampire' or 'Vampiric', Possessor's Resilience is increased by 5% against opponents whose name includes 'Vampire' or 'Vampiric'
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

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

Musician:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Can Play the Whistle- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Whistle' in its name equipped
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round

Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Advanced Skeleton Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Skeleton' gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Advanced Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +2,500 HP, +20 to all stats, +200 to the Damage values of their abilities, and 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Create Horrifying Undead- (Passive Ability, Necromancer) Possessor's Undead summons may gain a non-stacking buff at the time of their summoning that gives their actions '60% may inflict Confusion: Fear'
Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger (2)- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Master of Spoopiness- (Passive Ability, Necromancer) Possessor's Undead summons may inflict Confusion or Confusion: Overwhelmed by Laughter instead of inflicting Confusion: Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Skeleton Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Skeleton' gain +50 HP, +20 to all stats, and +300 damage dealt with all damage dealing attacks
Unbothered by the Stench of Corpses- (Passive Ability, Necromancer) Possessor gains Pain: Nauseous Immunity against Undead
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities

Ocean Prince:
Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
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 Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 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 Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while 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

Pactmaker:
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
♢Devil-Pact Inversion- (Passive Ability, Pactmaker) Whenever a Devil or Arch-Devil of lower Level than possessor would place a debuff on possessor, possessor may choose to transfer it to that Devil or Arch-Devil instead of acquiring it
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%
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
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

Paladin:
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain

Priest:
Devout Worshipper of The Deific Mecha Vashna
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
♢Arch-Blasphemer- (Passive Ability, Priest) Possessor ignores the Tenets, Requirements, and Restrictions of Patron Deities, Deities may not choose for possessor to not be their worshipper and may not prevent possessor from obtaining or benefiting from worshipper benefits they provide that possessor would otherwise possess or obtain
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Divine Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Can Throw Holy Symbols As Boomerangs- (Passive Ability, Priest) Possessor may treat Holy Symbol accessories as additionally being weapons that possess the subtype Throwing Weapon, Holy Symbols equipped by wielder may, if wielder chooses for them to, provide +(Their Gold Value/1,000) Ranged Attack if they are Throwing Weapons
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
♢Enthroned Heresy- (Passive Ability, Priest) Possessor suffers no negative effects from the status effect Smitten: Excommunicated, instead obtain +1 to all Base Stats while afflicted with it
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
♢Most-Accursed Litany- (Passive Ability, Priest) If a target possesses 5 or more different Divine Magic debuffs with possessor as a source, possessor may stack an additional copy of each negative status effect on that individual, with those status effects stacking with themselves; any status effects applied in this manner above normal limits are removed if their possessor ceases to possesses at least 5 different Divine Magic debuffs with possessor as a source
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

Power Trooper:
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor

Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor

Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon 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 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

Radiant Hierophant:
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Shining Wisdom- (Passive Ability, Radiant Hierophant) Possessor gains +50,000 MP if possessor is Light element
Sunburn Stare- (Technique Ability, Radiant Hierophant) Possessor may use 'Sunburn Stare' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', 'Point Blank', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and possessor is Light element or has a Light element Eyewear equipped. Said action gains +5,000 Ranged Attack, gains +5,000 Magical Attack, gains '100% inflicts Awestruck', and gains '100% inflicts Burning: Sunburnt'; said action gains +50% Critical against targets whose name includes 'Vampire' or 'Vampiric' that are not Light element.

Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

Rider:
Basic Steed User- (Passive Ability, Rider)- All Steed 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

Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
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
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

Roboticist:
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
Robotic Animal Developer- (Passive Ability, Roboticist) Whenever possessor summons an Animal, possessor may summon an instance of that Animal that naturally has 'Robotic ' appended before its name that naturally also possesses the subtype Robot and naturally possesses Immunity to Fatigued, Poison, and Diseased

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
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 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 Technology from Multiple Eras- (Passive Ability, Scholar) Possessor gains +200 MIN
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Mastery of Many Topics- (Passive Ability, Scholar) Scholar abilities whose name includes 'Scholar of', 'Undestanding of', or 'Knowledge of' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
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 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
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.
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
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.

Scientist:
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
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 Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Can Turn Photographs Into Bombs- (Passive Ability, Scientist) Possessor may, once per round, turn an instance of having scanned something into dealing 5,000,000 Flat Fire element Damage to that thing
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
Has Researched 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
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 Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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:
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
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 Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Inspired by Kelp- (Passive Ability, Seakeeper) Poessor is inflicted by Invigorated: High Morale at the start of each round that possessor is in the same battlespace as an entity whose name includes 'Kelp'
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
Speak to Fish- (Passive Ability, Seakeeper) Possessor's pet and summoned Aquatics gain +25 to all stats, Possessor's summoned Aquatics have a 5% lower chance of being uncontrolled
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
Water Breathing- (Passive Ability, Seakeeper) If possessor is either Water element or an Aquatic, possessor becomes immune to Drowning from sources below level 40, though not its sub-status effects

Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped

Shadow Blade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped

Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source

Skykeeper:
Natural Parakeet Natural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural ParakeetNatural Parakeet- (Passive Ability, Skykeeper) Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and summon that many Natural Parakeet from the Enemy List, Max 20,000 summoned
One Heck Of An Annoying Bird- (Passive Ability, Skykeeper) Whenever possessor may choose any minor status effect, if possessor is an Aerial, possessor may also choose Fatigued: Asleep, Fatigued: Stun, Fatigued: Stress, Confusion: Depression, Confusion: Fear, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Stat Drain: ATK Drain, Stat Drain: DEF Drain, Hexed: Ill Fortune, Impaired: Blind, Impaired: Deaf, or Poison: High, Possessor's minor negative status effect infliction chances are increased by 30% if possessor is an Aerial, Possessor gains +15% Dodge if possessor is an Aerial, Whenever one of possessor's opponents conducts an offensive action that does not target possessor, if possessor is an Aerial, possessor may choose to have a 100% chance of inflicting any one minor negative status effect on said opponent

Slayer:
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'
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.
Apprentice 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 +5,000
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
Defensive Improvisation- (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 may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (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 may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage

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 Blacksmithing Training- (Passive Ability, Smith) Posessor gains +6 Melee Attack if a Sword, Hammer, Axe, Mace, Spear or Polearm is equipped by possessor. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped by possessor.
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Mr. Fix-It- (Passive Ability, Smith) Possessor may choose to expend an item named 'Magi-Seal Tape' in order to raise the chance possessor's 'Repair' or 'Speedy Repairs Stance' abilities working to 90%, with one expenditure affecting a single instance of said chance of working being determined
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Speedy Repairs Stance- (Stance Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment immediately repaired if it is broken by a non-unique source of lower level than possessor
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense

Snow Queen:
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.

Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
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
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
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 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 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

Swordsman:
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed 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 Poison.
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

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
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Blurred Technomagical Zonecast- (Technique Ability, Technomancer) Possessor may use 'Blurred Technomagical Zonecast' in conjunction with a 'Cast a Spell' action. Any Zones of Technology that action creates additionally gain the element Magic; any Zones of Magic that action creates additionally gain the element Technology.
Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Magical Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Invention used as part of said action gains the element Magic for the duration of the action.
Rework Resistances- (Passive Ability, Technomancer) Possessor's Magic Item and Gadget accessories provide Technology Resistance equal to the Magic Resistance they provide if they do not already provide more Technology Resistance than that. Possessor's Magic Item and Gadget accessories provide Magic Resistance equal to the Technology Resistance they provide if they do not already provide more Magic Resistance than that.
Technological Activation- (Technique Ability, Technomancer) Possessor may use 'Magical Activation' in conjunction with a 'Use an Item' action so long as no other technique is used. Any Enchanted Item used as part of said action gains the element Technology for the duration of the action.
Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
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
Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element

Thief:
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Pirate (2)- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
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
Shadow-Skulking- (Passive Ability, Thief) If possessor is in a Zone of Darkness, possessor gains 5% Dodge and possessor's Confusion: Fear infliction chances are increased by 5%
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
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%

Thunder Czar:
Absorb Electrical- (Passive Ability, Thunder Czar) Possessor Absorbs Electrical against sources below Level 20 if Level 20 or greater
Apprentice Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Electrical Battle-Aura- (Stance Ability, Thunder Czar) Possessor deals 10,000 Flat Electrical element Damage to each opponent at the start of each round
Electrical Immunity- (Passive Ability, Thunder Czar) Possessor gains Electrical Immunity against sources below Level 20 if Level 20 or greater
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Elemental Invocation of Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Invocation of Electrical' in conjunction with an 'Elemental Attack' action so long as possessor is Electrical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Electrical- (Passive Ability, Thunder Czar) Whenever possessor absorbs Damage that is Electrical element Damage, Possessor may choose to deal 10,000 Flat Electrical element Damage to up to 10 targets
Greater Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 25,000 points
Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

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

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

Vermin Master:
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Insect- (Passive Ability, Vermin Master) Possessor may, at the beginning of a thread, choose to become the subtype Insect
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beekeeping Cowboy- (Passive Ability, Vermin Lord) Possessor gains +100 Ranged Attack per Insect summon possessor possesses if possessor is wielding a Gun
Butterfly Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Butterfly' stance when not in said stance
Butterfly Wings- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor gains +200 AGI
Confusing Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Confusion on up to 30 targets at the start of each round
Dazzling Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Impaired: Blind on up to 30 targets at the start of each round
Form of Butterfly- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 SPI
Formshift: Insect- (Stance Ability, Vermin Master) Possessor's subtype becomes Insect
Insect Traits- (Passive Ability, Vermin Master) If possessor is an Insect, possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Vermin Master- (Passive Ability, Vermin 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 Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor

Viscous Lord:
Light-Emitting Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor's presence counts as the presence of a Zone of Light

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
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
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
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 Spatial Mage abilities possessor possesses as Wanderer abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

Warlock:
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
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.
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.
♢Eternal Malice- (Passive Ability, Warlock) Curse abilities given by possessor to other individuals gain the Ability Addendum Clause 'Bound by Eternal Malice- This Curse may not be removed or altered by sources lower Level than <Possessor's Level at the time of its application>, Ability Addendum Clause', Possesssor may object to aspects of Curses as though possessor's name were 'Prioress Seretian'
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.
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 Dark 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.

Warlord:
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

Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
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.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
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
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR

Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20

Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
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 Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
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
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
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
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
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
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
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

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

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

Other: Dross-Choked Reveler:
Basic Rot Synchronization- (Passive Ability, Other: Dross-Choked Reveler) Possessor gains +25 to all stats if possessor is Rot element

Other: Elemental Researcher:
Apprentice Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +50 to all stats for each Formus element item equipped, Possessor's Formus element pets and summons gain +250 to all stats
Apprentice Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 500 points
Basic Formus Synchronization- (Passive Ability, Other: Elemental Researcher) Possessor gains +25 to all stats if possessor is Formus element
Basic Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 50 points
Comprehension of Horrid Elements Yet Unseen- (Passive Ability, Other: Elemental Researcher) Possessor gains +500 Defense against SAN, INF, and RES Damage.
Elemental Attack-Conversion: Formus- (Technique Ability, Other: Elemental Researcher) Possessor may use 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Formus element and no other technique is used. Said action becomes solely the element Formus.
Formus Manipulation- (Passive Ability, Other: Elemental Researcher) Possessor may choose one of the following at the beginning of each round if Formus element: Create a Zone of Formus, Remove a Zone of Formus created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Formus by either possessor or a source below Level 20, Add Formus 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 Formus element on a Formus element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Formus, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Formus, 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 Formus element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Formus to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Formus, 5% Formus Resistance, or +50 Defense against Formus and 1% Formus Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Formus- (Passive Ability, Other: Elemental Researcher) Quantities of Formus element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Formus- (Passive Ability, Other: Elemental Researcher) Possessor may use the Technique 'Elemental Attack-Conversion: Formus' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Formus element.

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

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

Other: Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Outsider Synchronicity- (Passive Ability, Other: Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Cross-Dimensional Keening Call- (Passive Ability, Other: Gatekeeper) Possessor's actions targetting possessor's summons may not be countred by sources below Level 40 unless possessor allows such, Possessor may target possessor's summons that are in other battles if no individual of Level 60 or greater is present in either the battle possessor is in or the battle said summons are in
Emerald-Soul Kaiju- (Passive Ability, Other: Gatekeeper) If possessor is an Atomic-element Outsider, possessor may, when killed, deal 1,000,000 Flat Atomic element Damage to all opponents and apply a buff to itself that resurrects its possessor at the start of the round 3 rounds after it is acquired if possessor was killed by a source that is not greater Level than possessor and that is not greater than Level 79
Formshift: Outsider- (Stance Ability, Other: Gatekeeper) Possessor's subtype becomes Outsider
Fractal Butterfly-Being- (Passive Ability, Other: Gatekeeper) If possessor is a Wonder-element Outsider, possessor gains +50% Dodge, gets two Dodge chances when attacked, and has a 200% chance of inflicting Confusion, Mindblasted, Awestruck, or Awestruck: Wonderstruck on entities whose attacks are Dodged by possessor at the time of said Dodging.
Gatekeeper- (Passive Ability, Other: Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Opener of Doorways- (Passive Ability, Other: Gatekeeper) Possessor's summons gain +500 to all stats, Possessor may not be prevented from summoning by sources below Level 40, Possessor's summons may not be unsummoned by sources below Level 40
Otherworldly Endurance- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Grace- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Other: Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Intellect- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Legacy Outsider Traits- (Passive Ability, Gatekeeper) 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, possessor's MP is multiplied by 2, possessor's STR is multiplied by 2, possessor's AGI is multiplied by 2, possessor's CON is multiplied by 2, possessor's MIN is multiplied by 2, possessor's SPI is multiplied by 2, possessor's Defense is multiplied by 10, possessor's attack bonuses are multiplied by 2, and possessor's listed Damage values are multiplied by 2, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider. This ability explicitly bypasses clauses in other abilities that state that multipliers to various enumerated values do not stack (though such abilities still may not stack with each other, should Possessor have multiple). These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Outsider Traits- If possessor is an Outsider, 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, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other MIN multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any other effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. These multiplications occur at Application Step 2 in the Order of Effects, bypassing the standard ruling that the effects of Passive Abilities are calculated during Application Step 1.
Scholar of Doorways- (Passive Ability, Other: Gatekeeper) Possessor gains +1,000 MIN and +1,000 SPI, Individuals below Level 40 may not leave battle without possessor's permission, Individuals below Level 40 may not prevent possessor from leaving battle
Tester of Realities- (Passive Ability, Other: Gatekeeper) If possessor is a Progress-element Outsider, possessor is Immune to entities below Level 40, If possessor is a Progress-element Outsider, when possessor is attacked, possessor gains +5% Resistance to each individual Base Element or Tier 1 or 2 Nonbase element in that attack, to a max of 30% Resistance to nonbase elements and a max of 50% Resistance to base elements, and, when possessor is a Progress-element Outsider, Possessor is Immune to elements that possessor has previously been attacked with when those elements are coming from sources that are 20 or more Levels below possessor
Watcher of Doorways- (Passive Ability, Other: Gatekeeper) Individuals that are below possessor's Level that are below Level 40 may, should possessor choose such, fail to summon anything that is below possessor's Level that they would otherwise summon
Wings of Light and Thought- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, possessor gains +8% Dodge, and, whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack

Other: High Judge:
Can Summon a Singing Police Squad By Clapping- (Active Ability, Other: High Judge) Possessor may spend an action to gain a 100% chance of inflicting Entombed: Incarcerated on up to 300 targets, with said infliction counting as involving a Bardic Music spell

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

Other: Legend:
Wielder of the Grand Unifying Theory- (Passive Ability, Other: Legend) Possessor may equip 'Grand Unifying Theory'

Other: Lord of Trees:
Basic Wood Synchronization- (Passive Ability, Other: Lord of Trees) Possessor gains +25 to all stats if possessor is Wood element

Other: Miracle Engineer:
Basic Miracle Engineer Proficiency- (Passive Ability, Other: Miracle Engineer) Possessor obtains 5,000,000 Temporary XP at the start of each thread
Inbuilt Miracle-Engine for a Heart- (Passive Ability, Other: Miracle Engineer) Possessor is a deity and possesses a deity profile. Possessor counts as having an additional Miracle Engine equipped.
Miracle-Engine-Heart Activation- (Active Ability, Other: Miracle Engineer) Possessor may, up to (Possessor's Level / 5, rounded up) times per thread, spend an action to replicate an action performable by an entity of lower Level that is normally fightable on the Enemy List for drops as though an instance of said entity were performing said action

Other: Noise Master:
Basic Sonic Synchronization- (Passive Ability, Other: Noise Master) Possessor gains +25 to all stats if possessor is Sonic element
Meditative Assumption of Sonic- (Passive Ability, Other: Noise Master) Possessor may choose, at the beginning of a thread, to become solely Sonic element

Other: Planefolder:
Basic Planefolder Knowledge- (Passive Ability, Other: Planefolder) Possessor's Vastness pets and summons gain +200 HP, +200 MP, +20 Damage dealt, +20 to all stats, and +20% Dodge

Other: Reality Arranger:
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff

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

Other: Smiling Drifter:
Emits Balloons When Excited- (Passive Ability, Other: Smiling Drifter) Whenever possessor is afflicted with a positive status effect, possessor's allies have a 30% chance of being afflicted with Elevated or Elevated: High Morale

Other: 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
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
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
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)

Other: Subspace Architect:
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Large Structure Programming I- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +20 to all stats
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
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor

*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60


Other: Thermonuclear Disciple:
Absorb Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor Absorbs Atomic against sources below Level 20 if Level 20 or greater
Active Radiation Field- (Stance Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, individuals in the same battlespace as possessor (including possessor) have a 30% chance of being afflicted with Poison: Irradiated at the start of each round, and possessor may choose to deal 30,000 Flat Atomic element Damage to any individual who conducts an offensive action that targets possessor at the end of said action
Apprentice Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 5% Atomic Resistance
Apprentice Atomic Synchronization- (Passive Ability, Thermonuclear Disciple) Possessor gains +50 to all stats for each Atomic element item equipped, Possessor's Atomic element pets and summons gain +250 to all stats
Apprentice Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 500 points
Atomic Manipulation- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose one of the following at the beginning of each round if Atomic element: Create a Zone of Atomic, Remove a Zone of Atomic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Atomic by either possessor or a source below Level 20, Add Atomic 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 Atomic element on a Atomic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Atomic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Atomic, 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 Atomic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Atomic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Atomic, 5% Atomic Resistance, or +50 Defense against Atomic and 1% Atomic Resistance until the end of the round as a non-stacking buff
Atomic Immunity- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Atomic Immunity against sources below Level 20 if Level 20 or greater
Basic Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 1% Atomic Resistance
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Command of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element pets and summons gain +50 to all stats
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Understanding of the Heart of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's Atomic element allies gain +10 to all stats
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 to all stats while in a Zone of Atomic
Elemental Attack-Conversion: Atomic- (Technique Ability, Other: Thermonuclear Disciple) Possessor may use 'Elemental Attack-Conversion: Atomic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Atomic element and no other technique is used. Said action becomes solely the element Atomic.
Empowered By Atomic- (Passive Ability, Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Atomic
Empowered by Radiation- (Passive Ability, Other: Thermonuclear Disciple) Possessor's unmodified stats are increased by 200 while possessor is Atomic element and afflicted with Poison: Irradiated
Greater Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 25,000 points
Improved Atomic Resistance- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains 10% Atomic Resistance
Improved Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 5,000 points
Irradiated Magic- (Passive Ability, Other: Thermonuclear Disciple) Possessor's 'Cast a Spell', 'Magical Attack', and 'Overdrive' actions may gain '30% inflicts Poison: Irradiated', and, if they do so, gain +5,000 Magical Attack
Meditative Assumption of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may choose, at the beginning of a thread, to become solely Atomic element
Nonsynchronous Elemental Attack-Conversion: Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor may use the Technique 'Elemental Attack-Conversion: Atomic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Atomic element.
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Radiation Intensification- (Passive Ability, Other: Thermonuclear Disciple) Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element
Thermonuclear Disciple- (Passive Ability, Other: Thermonuclear Disciple) Possessor ignores (1 * (Possessor Level/5), rounded down)% Atomic Resistance, Possessor ignores Atomic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Uplifted By Atomic- (Passive Ability, Other: Thermonuclear Disciple) If possessor is Atomic element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Atomic

Other: War Mage:
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

Other: Wonderworker:
Apprentice Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Footsteps of Song- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Bard Stance, whenever possessor switches rows, possessor may choose up to three allies and cure one minor negative status effect from a source below Level 60 or a debuff from a source below Level 60 in each
Reappearing Body Parts- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Healer stance, possessor is, whenever possessor is afflicted with Wounded or whenever a round begins, possessor is cured of Wounded, and, whenever possessor is successfully cured of Wounded, possessor regenerates 50,000 HP, to a max of 200 times per round
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

Other: Worldbound God:
Bestow Worshipper Benefit: Unearthly Fear- (Passive Ability, Other: Worldbound God) Possessor may choose for possessor's Devout Worshippers to obtain the following Worshipper Benefit: Unearthly Fear- Instances of Confusion: Fear with possessor as a source, whenever they cause an action to be skipped, deal their possessor ((Possessor's Level, to a max of possessor's Patron Deity's Level -1)*2,000) Flat Darkness & Psychic element Damage, Worshipper Benefit
Lesser Deific Domain: Fear- (Passive Ability, Other: Worldbound God) Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Confusion: Fear infliction chances, Possessor gains Confusion: Fear Immunity, Possessor has RP powers connected to this divine domain

Equipment List wrote: Weapons (2)
1. *Dryse Claw (Configuration Two)- (Weapon, Fist Weapon, Formus & Progress, 300,000,000 Gold) +300,000 Melee Attack, +300,000 to all stats, Wielder gains +25,000 to all stats as an uncapped bonus for each Theoretical Element, Imaginary Element, or Tier-0 Element that wielder possesses (to a max of 2,000 such elements), Wielder gains Electricity Immunity against sources of equal or lower Level that are below Level 99 if wielder possesses no other elemental Immunities and is a devout worshipper of both 'Benhannis Techylmann' and 'Cetmyl Dryse', Wielder must be Level 40 or greater and must possess the ability 'Elemental Researcher' or 'Infinity Designer'
2. *Grand Unifying Theory- (Weapon, Other: Weapon of Legend, Technology & Psychic, Lv. 19, X Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 Ranged Attack, +36,000 Defense, 138% To Hit, +38% To Hit, Wielder's Prime Attribute for 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become any one stat, Wielder's actions may become solely any combination of base elements, Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round, This item possesses the subtype Force, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: 1,400,000 (Standard Multiplier x1 (x10 artifact in terms of power), raised to x20 to bypass Level 20 barrier)
3. Severely Haunted Pipe Organ- (Weaponx0, Instrument, Darkness, 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 Necromancer, then wielder performs, at the beginning of every round, a 'Melee Attack' action, a 'Ranged Attack' action, and then a 'Magical Attack' action that offensively target solely 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 Priest, This item cannot be equipped with any other Weaponx0
w/ Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, 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

Weapons Carried Unequipped (2, Armed to the Gills)
1. Atom-Ripper- (Weapon, Fist Weapon, Destruction & Atomic & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 Ranged Attack, +140,000 STR, 215% To Hit, 115% Critical, 150% inflicts Poison: Irradiated, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder must be Level 40 or greater
2. Hydrogen-Dicer- (Weapon, Sword, Water & Technology & Atomic & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Ranged Attack, +180,000 AGI, +180,000 MIN, 130% Critical, 230% To Hit, 100% inflicts Poison: Irradiated, Wielder may create or destroy a Zone of Atomic or a Zone of Technology & Water at the start of each round, Wielder may, as a non-stacking effect, deal 900,000 Flat Atomic or Atomic & Fire element Damage to up to 1,000,000 targets at the start of each round, having a 100% chance of inflicting Poison: Irradiated on each such target dealt at least 1 Damage after Defense is factored in, Wielder must be Level 40 or greater

Armor (1)
1. Fadefractal Silk Lab Coat- (Armor, Light Armor, Illusion & Technology & Aether, 120,000,000 Gold) +120,000 Defense, +120,000 MIN, +1,200,000 MP as a non-stacking bonus, 95% Dodge, Stat Drain Immunity, Poison Immunity, Dissolving Immunity, Antimatter Immunity, Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect, Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1, as a non-stacking effect, Wearer must be Level 40 or greater

Accessories (5)
1. *HAXLANT, Gauntlet that Hacks People's Forces- (Accessory, Gauntlets, Technology & Hax, X Gold) Wielder gains the benefits of all equipped Forces
2. *Hips of Midnight Steel- (Accessory, Upgrade, Metal & Dusk & Progress, X Gold) +15,850 Defense, 200% inflicts Charm, 150% inflicts Voidstruck, 50% Resilience, Charm Immunity, Voidstruck Immunity, Debuffs on wielder last 1 fewer round, Wielder gains Illusion Immunity to sources below Level 80 if wielder hasn't cast any Illusion spells, This item may be used up to once per year like a Warehouse Ticket to try improving itself (it usually works but sometimes botches)
3. Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
4. Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
5. Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round

Properties (2)
1. *Citadel of the Fisherman- (Item Aspect- Citadel of the Fisherman, Property, Water & Spatial & Fate & Wonder, X Gold) +62,000 Defense, 30% Water Resistance, 60% Drowning Resistance, Wielder gains Immunity to Drowning (but not its sub-status effects), 162% To Hit, 62% Resilience, This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder, and it may carry effects as though it were one, but it otherwise does not count as a Zone, Entities below Level 40 cannot Critical wielder, Wielder's summons may not be unsummoned by opponents below Level 40, Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round, Max 200 summoned
2. Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus

Consumables (5)
1. Briefcase Nuke- (Consumable, Lethal Item, Technology & Fire & Atomic, 1 Charge, 60,000,000 Gold) All individuals in user's battlespace (always including user as the first individual, but to a max of 60,000,000 individuals) are dealt 600,000 Flat Technology & Fire & Atomic element Damage and have a 100% chance of being afflicted with Poison: Irradiated
2. Nuclear Missile- (Consumable, Lethal Item, Technology & Atomic, 1 Charge, 60,000,000 Gold) User deals 600,000 Flat Atomic or Atomic & Technology element Damage to up to 600,000 targets and has a 120% chance of inflicting Poison: Irradiated on said targets
3. Nuclear Missile- (Consumable, Lethal Item, Technology & Atomic, 1 Charge, 60,000,000 Gold) User deals 600,000 Flat Atomic or Atomic & Technology element Damage to up to 600,000 targets and has a 120% chance of inflicting Poison: Irradiated on said targets
4. Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack
5. Golden Apple- (Consumable, Food, Life, 1 Charge, 40,000,000 Gold) Target becomes Immune to sources below Level 40 and Regenerates 400,000 HP at the start of each round, does not stack

Pets (1)
1. *Professor C. Rubiaceae- (Pet, Plant, Earth & Water & Acid & Energy, Level 39, 40,000,000 Gold)
HP- 2,000,000
MP- 1,400,000
STR- 22,000
AGI- 15,600
CON- 31,500
MIN- 30,200
SPI- 28,500
XP- 0
XP Needed- 32,800,000 (Standard Multiplier x2, increased to x40 to bypass level 39)
Defense- 14,400
Defense against Stat Damage- 2,100
Critical Chance- 45%
Resilience- 44%
To Hit- 150%
Dodge- 36%
Resistances and Immunities- 30% Earth Resistance, 30% Water Resistance, 30% Acid Resistance, 30% Fire Weakness, 30% Ice Weakness, 50% Insect Weakness, 30% Drowning Resistance, 30% Entombed Resistance, 50% Burning Weakness, 80% Minor Status Effect Resistance, 30% Moderate Status Effect Resistance, Deafened Immunity, Blind Immunity, Fatigued Immunity
Prime Attribute- Mind
Constant Effects-
Caffinating Aura- Possessor's allies gain +5,000 to their turn-order stat sum for turn-order-detemining purposes, possessor and possessor's allies are cured of a single instance of Fatigued at the start of every round, possessor and possessor's allies may have an instance of Augmented: Haste, Augmented: Haste: Excessively Energetic or Stat Boost: SPD Boost applied to them at the start of every round, Constant Effect
Evergreen and Energetic- Possessor gains Fatigued: Elderly Immunity, gains +10,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Regenerates 100,000 HP and MP at the start of each round, and may choose to have any of possessor's actions gain or solely become the element Energy, Constant Effect
Dark Roast- If possessor is hit by an instance of Fire-element damage or afflicted with an instance of Burning, possessor, for the remainder of the round and the following round, has abilities and consumables used by possessor including the name 'Coffee' gain +10,000 to their damage values if they possess such, +500 to the value of stat buffs provided if they possess such, and +25% to the chance of inflicting status effects if they inflict such, Constant Effect
Master Barista- Possessor's abilities and consumables used including the name 'Coffee' provide an additional +500 to the value of stat buffs provided if they possess such, +25% to the chance of inflicting status effects if they inflict such, and must be removed twice by sources below Level 40 before they are actually removed, Constant Effect
Polite, Learned and Cultured- Possessor gains +5,000 MIN and +5,000 SPI, Possessor's actions may not be countered by individuals more than 10 Levels below possessor's Level, possessor does not randomly target allies with actions if suffering from the negative effects of Confusion or having their actions controlled by sources of equal or lower level than possessor, Constant Effect
Learned a Number of Esoteric Botanical Principles From Serro Gramman- Possessor gains 30% Plant Resistance, Possessor's abilities that increase stats may do so by an additional +3,000 (to a maximum of +15,000 through this effect) when targeting Plants, Possessor's abilities that decrease stats may do so by an additional -3,000 (to a maximum of -15,000 through this effect) when targeting Plants, Possessor's abilities that deal Damage may deal an additional +30,000 Damage when targeting Plants, Possessor's abilities that inflict status effects have their infliction chances increased by (+50% for Minor Status Effects, +30% for Moderate Status Effects) when targeting Plants, Constant Effect
Manifest Natural Weaponry- Possessor gains +50,000 to the damage values of possessor's abilities for the purpose of offensive actions, possessor may choose to count as wielding an additional Axe, Bladecane, Deadly Item, Fan, Fist Weapon, Force, Hammer, Knife, Mace, Polearm, Staff, Stone, Sword, Throwing Weapon, Wand, Whip, Fish, Lasso, Needle, Sling and/or Wire, being able to change what weapons possessor counts as wielding at the start of possessor's action, Constant Effect
Seed Rain-Granted Power Synergy: Weaponised Caffiene- Possessor gains the element Toxin, possessor may choose for possessor's offensive actions to gain or solely become the element Toxin and gain 'Inflicts Poison', Constant Effect
Abilities-
Coffee Shot- 25,000 Damage, May Heal and gain +200,000 to damage value, 100% Inflicts Stat Boost: SPD Boost, Augmented: Haste, Augmented: Haste: Excessively Energetic or Impaired: Jittery, may cure Fatigued and Pain: Nausea, this ability may count as involving a Gun or Bow Weapon, Earth & Water, 0 MP
Overcaffinate- 100% Inflicts Impaired: Jittery, 100% Inflicts Pain: Nauseous, 100% Inflicts Confusion: Fear, 100% Inflicts Confusion: Dizzy, 50% inflicts Overload, Energy & Acid, 30,000 MP
Scalding Milk-Foam Blast- 30,000 Damage, 50% Inflicts Burning, 50% Inflicts Burning: Scalded, 100% may inflict Impaired: No Sense of Taste, Fire & Water, 30,000 MP
Lecture- May give target +15,000 MIN, may deal 2,500 MIN damage, may have a 100% chance of inflicting Fatigued: Tired, stacks 5 times, Air & Psychic, 120,000 MP
Coffee, Anyone?- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', 1 hit against 3, Earth & Water, 120,000 MP
Politely Serve Coffee As A Subtle Indication You Should Think About Leaving- Target willing individual or non-unique individual below possessor's Level is removed from battle at the beginning of their first action of the next round for 3 rounds, with target returning to the battlespace it left or, if said battlespace no longer exists, the battlespace occupied by caster upon time of return, Earth & Water & Psychic, 240,000 MP
Espresso Delivery- Replicates the effect of any in-stock Consumable or Consumable that has a Secret Formula whose result is worth under 10,000,000 Gold that has a name that includes 'Coffee', may be used as a pre-emptive counter, to a maximum of once per round, as a response to caster or ally being targeted with an offensive action, Earth & Water, 300,000 MP
Call For A Coffee Break- All individuals in battle below possessor's Level may not perform any actions that do not involve the use of a Drink Consumable or an ability or item with a name that includes 'Coffee', lasts 1 round, Time & Earth & Water, 600,000 MP
Awards-
'(Forcibly) Consumed A Seed Rain Fruit Granting the Power of Natural Weaponry and Expanding His Growth Potential'

Spells (5)
1. Blastwave- (Spell, Other: War Magic, Fire & Physical, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000
2. 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
3. Panopticon- (Spell, Divining, 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
4. Parallel Mageblast: Conjured Mana-Syphon Arcanomachina-Tendrils- (Spell, Technomancy Wizard Magic, Metal & Technology, 160,000 MP, 16,000,000 Gold) +16,000 Magical Attack, +16,000 Ranged Attack, This action deals HP Drain and MP Drain, 15% inflicts Antimatter: Syphon
5. Blessing of the Feathered Serpent- (Spell, Shaman Magic, Magic & Light & Acid, 400,000 MP, 40,000,000 Gold) +40,000 to all stats, Target obtains 2 chosen minor positive status effects and one chosen moderate positive status effect, Does not stack

Darkness Spells (5)
1. All Is Emptiness- (Spell, Ethereal Magic, Magic & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Target's stats may not be affected by sources below Level 80 that are not 20 or more Levels greater than caster or effects coming from such sources other than said effect's possessor's equipped items that are equipped at the time of said effect's application and its possessor's Constant Effects and Passive Abilities (not counting buffs generated by said effects or abilities), does not stack
2. Atrocity Procedure- (Spell, Healer Magic, Darkness & Progress, 30,000 MP, 10,000,000 Gold) +10,000 Magical Attack, May Heal, 100% inflicts any one minor negative status effect, May apply a debuff that provides -500 to any one stat that stacks 5 times
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
3. Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
4. Ghastly Blastwave- (Spell, Other: War Magic, War & Darkness, 350,000 MP, 35,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000, Caster may choose to unsummon any targets of an action or attack that involves the casting of this spell that are both below Level 60 and equal Level to or lower Level than caster, Caster may replace the corpse of any individual killed by an attack involving the casting of this spell with a summoned War element Undead that is normally fightable for drops on the Enemy List that is below Level 60 and equal Level to or lower Level than said killed individual
5. Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000

Elementalist Spells (10)
1. Mystical Invention: Engine of Wishes- (Spell, Technomancy Elementalism, Magic & Technology, 500,000 MP, 50,000,000 Gold) Caster replicates the effect of any ability performable by an Entity on the Enemy List that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though a copy of said entity is performing said action, May be cast a max of 24 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 5,000,000 Gold to cast, Has RP effects
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
2. Parallel Mageblast: Blueprint Reversion- (Spell, Technomancy, Life & Time & Technology, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, Scans target's stats, Unsummons targets below Level 60, Caster must be Level 20 or greater
3. Parallel Mageblast: Dimension-Ripping Light- (Spell, Technomancy, Light & Spatial, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, Target is, if below Level 60 or willing, moved to target battlespace, provided no individual of Level 80 or greater in the battlespace target would be entering or the battlespace target would be leaving objects, 5% inflicts Vanished, Caster must be Level 20 or greater
4. Parallel Mageblast: Dragon-Line-Rerouting Superpulse- (Spell, Technomancy, Energy & Electrical & Earth & Mystical, 2,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, +200,000 Ranged Attack, Targets' HP and MP is delinked from all individuals if targets are below Level 90 and said links were not established by entities below Level 90, Targets of Level equal to or lower than caster who are below Level 90 obtain a non-stacking debuff that makes its possessor unable to link HP, MP, or stat values with other individuals, that makes its possessor unable to transfer HP or MP to or from another entity, that makes its possessor unable to be healed by HP or MP Drain, and that makes its possessor unable to create Zones, Caster must be Level 40 or greater
5. Parallel Mageblast: Fungal Nuke- (Spell, Technomancy, Earth & Atomic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, 100% inflicts Poison: Irradiated, 100% inflicts Diseased: Infested, 100% inflicts Entombed: Overgrowth, 100% inflicts Entombed: Rooted, 1 hit against 6,000,000, Caster must be Level 40 or greater
6. Parallel Mageblast: Mana-Pattern Detonation- (Spell, Technomancy, Energy, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, 200% inflicts Fatigued: Stun, 5% inflicts Cursed: Depatterned, Target loses all buffs and debuffs from sources below Level 60 and, if target is below Level 60, as a debuff that stacks 5 times, target loses a random Constant Effect or Passive Ability, Caster must be Level 20 or greater
7. Parallel Mageblast: Mystic Disruption- (Spell, Technomancy, Magic & Technology & Chaos, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, +15,000 Ranged Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, 1 hit against 50, Caster must be Level 20 or greater
8. Parallel Mageblast: Mystic Seed Crystal- (Spell, Technomancy, Crystal, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, 200% inflicts an instance of Entombed: Shard Prison that replicates itself to each individual that targets its possessor with a non-offensive action, 5% inflicts Petrified, This action is repeated against the same targets at the start of each round if caster did not repeat another action already on said round, Caster must be Level 40 or greater
9. Parallel Mageblast: Re-Engineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater
10. Parallel Mageblast: Void Collapse- (Spell, Technomancy, Void, 800,000 MP, 80,000,000 Gold) +80,000 Magical Attack, +80,000 Ranged Attack, Target cannot voluntarily move to other battlespaces as a non-stacking debuff that lasts 3 rounds, 1 hit against 80,000,000, Caster must be Level 40 or greater

Geomancy Spells (10)
1. Arcane Infrastructure: Mystical Geoprocessing- (Spell, Technomancy Geomancy, 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
2. Principle Activation: Impossible Principles- (Spell, Technomancy Geomancy, Magic & Technology & Wonder, 1,900,000 MP, 190,000,000 Gold) Caster either obtains a non-stacking buff that constantly applies an effect that makes Technology a Tier 1 Nonbase Element or applies a non-stacking effect to a Terrain, Phantom Terrain, or Zone that makes Technology a Tier 1 Nonbase Element, Caster must be Level 40 or greater
3. Principle Activation: Principle of Arcane Advancement- (Spell, Technomancy Geomancy, Technology & Magic, 50,000 MP, 5,000,000 Gold) Target obtains a non-stacking buff that allows its possessor to replace the element Technology with the element Magic in its possessor's attacks, actions, and spells cast, with said element being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Magic, and for its possessor to replace the element Magic with the element Technology in its possessor's attacks, actions, and spells cast, with said element being removable from said attacks, actions, and spells cast, in instances in which said attacks, actions, or spells cast already possess the element Technology
4. Reality Strider's Procession- (Spell, Other: Spatial Magic Geomancy, Spatial, 140,000 MP, 70,000,000 Gold) Targets acquire a non-stacking buff that allows its possessor to choose to not count as being inside Zones, Terrains, or Phantom Terrains created by sources below Level 80 (with choices being made on a per-Zone/Terrain/Phantom Terrain basis), 1 hit against 50,000, Caster must be Level 40 or greater and must possess the ability 'Spatial Mage'
5. Recurrent Metageometerization- (Spell, Gate Magic Geomancy, Spatial & Knowledge, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (create battlespaces or leave a battlespace that caster is in) without caster's permission, Caster must be Level 40 or greater
6. Resurrection- (Spell, Healer Magic Geomancy, Light, 500,000 MP, 50,000,000 Gold) Resurrects target, to a max of once per target per thread, is target was killed by a source below Level 80 that is not 20 or more Levels greater than caster, Caster must be Level 20 or greater and must possess the ability 'Healer'
7. Sanguine Emperor's Dominion- (Spell, Necromancy Geomancy, Blood, 1,500,000 MP, 115,000,000 Gold) +115,000 Melee Attack, +115,000 Magical Attack, Deals HP Drain, 60% inflicts Charm, 5% inflicts Dominion, this action may deal 1/2 Damage and gain '1 hit against 500,000,000', Caster must be Level 40 or greater
8. Seal World- (Spell, Other: Spatial Magic Geomancy, Warding, 500,000 MP, 250,000,000 Gold) Caster creates a Zone of Warding and attaches a non-stacking effect to it that does not stack across zones that makes entities below Level 80 unable to enter or leave the battlespace it is in, Caster must be Level 40 or greater
9. Geomantic Lockdown- (Spell, Geomancy, 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
10. Global Defense (Geomantic Variant)- (Spell, Geomancy, Earth & 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 Earth & Magic element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater

Umbramancy Spells (10)
1. Blank- (Spell, Ethereal Magic Umbramancy, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
2. Bottled Stardust- (Spell, Alchemy Umbramancy, Astral & Magic, 170,000 MP, 170,000,000 Gold) Target obtains +35,000 to all stats as a non-stacking buff and is cured of all (negative status effects and debuffs) from sources below Level 80, Caster must be Level 40 or greater
3. Dissolve Realm- (Spell, Ethereal Magic Umbramancy, Aether & Acid, 2,000,000 MP, 200,000,000 Gold) The battlespace caster is in, if it is not the main battlespace of the current battle, is destroyed if it was created by a source below Level 80, with all entities in it being returned to the main battlespace of the current battle when it is destroyed, Caster must be Level 40 or greater
4. Greater Mageblade Strike- (Spell, Other: War Magic Umbramancy, Magic & Physical, 200,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any
5. Hands of the Silent Titan- (Spell, Ethereal Magic Umbramancy, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
6. One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic Umbramancy, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
7. Star Arcana- (Spell, Arcanist Magic Umbramancy, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff
8. Unhinge from the Years- (Spell, Ethereal Magic Umbramancy, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
9. Warlord's Power- (Spell, Other: War Magic Umbramancy, War & Glory, 300,000 MP, 30,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's per-item Ranged Attack bonus cap 2x the relevant stat, its possessor's per-item Melee Attack bonus cap 2x the relevant stat, and its possessor's per-item Magical Attack bonus cap 2x the relevant stat
10. War Magic Nuke- (Spell, Other: War Magic Umbramancy, Atomic, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 60% inflicts Poison: Irradiated, actions involving this spell may (gain the element Magic and a 100% chance of inflicting Manablasted) and/or (gain the element Technology and a 100% chance of inflicting Antimatter), 1 hit against 600,000, deals 3/4 Damage

Carried Along in the Bag of Holding
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
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

Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects


Carried along in the Citadel of the Fisherman
*Rod of the Lord Fisherman- (Weapon Aspect- Citadel of the Fisherman, Staff, Water & Spatial & Fate & Wonder, X Gold) +62,200 Ranged Attack, +62,200 Magical Attack, 162% To Hit, +62% To Hit, 160% inflicts Paralyzed, 100% may inflict Drowning, Wielder's 'Ranged Attack' and 'Magical Attack' actions may unsummon targets that are below Level 30, Wielder may spend an action and choose an entity in any battlespace within the same battle that is below Level 40, and, upon choosing said entity, select an entity that it could summon that is on the Enemy List that is below Level 40, that is normally fightable for drops, and that is an Aquatic, Spirit, or Water-element Elemental and then acquire a buff that stacks 200 times that both allows its possessor to spend an action to summon said chosen summoned entity and that prevents said chosen non-summoned entity from summoning said summon while said buff is present on its possessor, provided its possessor is a different individual than said individual and that its possessor is both alive and within the same battle (but regardless of what battlespace both said individual and said possessor are in), Max 200 summoned across all summon types, Wielder may spend an action to create up to 4 Zones of Water

*Sgt. Freddy's Brand-New Birdhouse- (Artifact, Level 60, 0 XP, # XP Required, Standard Multiplier x100, Power x1)

*Sgt. Freddy's Brand-New Birdhouse- (Accessory Aspect: Sgt. Freddy's Brand-New Birdhouse, Container, War & Air & Psychic & Law & Grandeur, X Gold) 200% inflicts Confusion: Bored, 200% inflicts Charm: Impressed, If one of possessor's allies places a buff on a Large Structure, possessor may alter the buff to increase stat values by 2,000 additional points per stat already affected (to a max of 200,000 additional points per possessor across all instances of all buffs) and, if possessor is greater Level than that ally, to count as coming from a source of possessor's Level, If one of possessor's opponents of lower Level places a buff on a Large Structure, possessor may alter the buff to increase stat values by 2,000 fewer points per stat already affected (to a minimum of 0 points) and to reduce its possessor's Resilience by 50% as an effect that stacks 8 times, Possessor may summon two Aerials that are Level 60 or lower at the start of each round, Max 2,000 summoned, If one of possessor's opponents summons an Aerial that is greater Level than all Aerials possessor has summoned and as pets (with the greatest Level being considered 0 in instances where possessor does not have an Aerial pet or summon), possessor may choose to be afflicted with Confusion: Enraged, and, if possessor does so, create a Zone of War with an effect attached to it that does not stack on the same Zone or across Zones that deals 60,000,000 Flat War element Damage to that opponent, all of possessor's opponents that are Aerials, and all of possessor's opponents that are Large Structures at the start of each round, Possessor's allies (not counting possessor) and opponents always consider the current round of battle to be the first round that possessor had this item equipped, At the start of each round, if possessor possesses an opponent who has not scanned possessor's stats, is not Resistant to, is not Immune to, does not Reflect, and does not Absorb Charm or Dominion, possessor may choose to have a 25% chance of controlling that entity's first action, provided that controlling said action results in it performing an action with a chance of scanning possessor's stats, with said action not being controlled in instances where such is not possible

Modified Stats wrote: Dulcinea de Montréal, Nightmares' Angel, Divine Bride of Mecha-Vashna
Level 59 BA Member
Outsider, Wonder & Atomic & Darkness & Light & Water & Technology

HP: 2,940,000 (Buffed: 6,690,000)
MP: 5,798,000 (Buffed: 9,548,000)

STR: 18,000 (Buffed: 93,000)
AGI: 16,000 (Buffed: 91,000)
CON: 18,000 (Buffed: 93,000)
MIN: 34,880 (Buffed: 109,880)
SPI: 20,980 (Buffed: 95,880)
SAN: 5,050 (Buffed: 80,050)
INF: 5,050 (Buffed: 80,050)
RES: 5,050 (Buffed: 80,050)

XP: 25,003,195

Fame: 31

BUFFS
Blessing of the Feathered Serpent: +40,000 to all stats
Bottled Stardust: +35,000 to all stats

ATTACK
To Hit:
162%
+41%

Critical:
20%
+1%

Melee Attack:
225,440 (stat cap STR x2)
Buffed: 527,040

Magical Attack:
83,320
Buffed: 132,200

Ranged Attack:
63,800
Buffed: 134,600

Wielder's Prime Attribute for 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become any one stat
Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Possessor's 'Cast a Spell', 'Magical Attack', and 'Overdrive' actions may gain '30% inflicts Poison: Irradiated', and, if they do so, gain +5,000 Magical Attack


DEFENSE
Defense:
1,900,500
Buffed: 3,240,500
Possessor's Defense may not be pierced by sources below Level 40

Dodge:
95%
+61%
Possessor, if a Wonder-element Outsider, gets two Dodge chances when attacked

Resilience:
62%
+1%

Immunities:
Individuals below Level 40 may not inflict negative status effects on possessor
Possessor suffers no negative effects from the status effect Smitten: Excommunicated, instead obtain +1 to all Base Stats while afflicted with it
Antimatter
Charm
Confusion: Fear
Diseased
Dissolving
Drowning (but not its sub-status effects)
Drowning: Tide Trapped
Fatigued: Sleep
Illusion
Pain (as long as she has 25+ Fame)
Poison
Poison: Irradiated
Stat Drain
Voidstruck

Resistances:
Possessor gains (Possessor Level / 2, rounded up)% Resistance to all non-Universe elements that possessor possesses (Wonder, Atomic, Darkness, Light, Water, Technology)

20% Confusion: Depression
60% Drowning
10% Electrical
10% Entombed: Incarcerated


Recovery:
If possessor is Wonder element or in a Healer stance, possessor is, whenever possessor is afflicted with Wounded or whenever a round begins, possessor is cured of Wounded, and, whenever possessor is successfully cured of Wounded, possessor regenerates 50,000 HP, to a max of 200 times per round
Wearer regenerates 360,000 HP and 360,000 MP at the start of each round (x2)
Wearer has a 95% chance at the start of each round of being cured of each minor or moderate negative status effect
Wearer has the duration of debuffs present on wearer that possess durations measured in rounds that are from sources below Level 80 reduced by 5 rounds, to a minimum of 1, as a non-stacking effect


EFFECTS
Start of Battle:
None

Start of Round:
Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base
Possessor may, at the start of each round, become the controller of any number of summons that are non-unique and either lower-Level than possessor or controlled by one of possessor's allies
Possessor may, at the start of each round, move to the Front Row or to the Back Row
Possessor may, at the start of each round, choose up to 5 of its abilities, rearrange the letters in their name to spell 'Natural Parakeet' one or more times, and summon that many Natural Parakeet from the Enemy List, Max 20,000 summoned
Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round
Wielder may summon up to 4 Aquatic, Spirit, or Water-element Elemental from the Enemy List that are below Level 40 and normally fightable for drops at the start of each round

Infliction:
Status effects inflicted by possessor may not be cured or automatically recovered from by sources of lower Level than caster.

Whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack
200% chance of inflicting Confusion, Mindblasted, Awestruck, or Awestruck: Wonderstruck on entities whose attacks are Dodged by possessor at the time of said Dodging

Possessor's actions gain '(Possessor Level * 2)% May inflict Charm'
Possessor's Charm infliction chances are decreased by 30% against targets that aren't Aquatics, Aerials, Animals, or Monsters

Possessor's Confusion: Fear infliction chances are increased by 5%
Possessor's chances of inflicting Confusion: Fear are increased by 10%
Possessor and possessor's allies gain a +(Possessor's Level)% bonus to their Confusion: Fear infliction chances

Possessor's chances of inflicting Poison: Irradiated are increased by 30% if possessor is Atomic element

Active:
Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action
Possessor may use 'One-Hit-Kill Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has no weapon equipped. Said attack gains +100,000 Melee Attack bonus, gains a 15% chance of inflicting Instant Death, and inflicts Instant Death on entities 20 Levels or below its performer.
Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Possessor may spend an action to gain a 100% chance of inflicting Entombed: Incarcerated on up to 300 targets, with said infliction counting as involving a Bardic Music spell
Possessor may spend an action to summon 30 Aerials below Level 60 from the Enemy List that are normally fightable for drops, Max 200 summoned
Possessor may spend an action to scan target's stats
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
Possessor may, up to (Possessor's Level / 5, rounded up) times per thread, spend an action to replicate an action performable by an entity of lower Level that is normally fightable on the Enemy List for drops as though an instance of said entity were performing said action
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
Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned

Passive:
Wielder's summons may not be unsummoned by opponents below Level 40
This item's presence counts as the presence of a Zone of Water & Spatial & Fate & Wonder
Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
Possessor's opponents of lower Level than possessor may not acquire buffs that increase their Level and may not treat their Level as greater than it is, this ability does not prevent entry into Transformations
Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level
Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect
Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor
Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources
Possessor's actions may not be countered by lower-Level sources
Whenever a Devil or Arch-Devil of lower Level than possessor would place a debuff on possessor, possessor may choose to transfer it to that Devil or Arch-Devil instead of acquiring it
If possessor summons a Large Structure, possessor may give it a buff that provides it with +100% Dodge until it acts offensively; possessor may summon Large Structures into other battlespaces that already exist so long as no entity within those battlespaces of greater Level than possessor objects
If possessor begins a round in a battlespace that contains an individual who possesses a buff with possessor as a source, possessor may choose to enter a battlespace previously created by possessor so long as no individual of greater Level than possessor objects; possessor may choose to count possessor's Wanderer abilities as additionally being Abjurer abilities for non-prerequisite purposes
Possessor ignores the Tenets, Requirements, and Restrictions of Patron Deities, Deities may not choose for possessor to not be their worshipper and may not prevent possessor from obtaining or benefiting from worshipper benefits they provide that possessor would otherwise possess or obtain

Curses:
Possessor's opponents who possess the ability 'Kensei' may scan possessor's stats before any action and automatically succeed in doing so and can't be prevented from succeeding in doing so by possessor
Possessor, in RP threads, may be attacked by Geomancer/Subspace-Architect mercenaries and angry motile Large Structures between Level 20 and Level 60; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Architect Bonus Weeks, and 40 Subspace Architect Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Possessor's allies are afflicted with Confusion: Bored at the start of each round
At the start of each round, there is a 30% chance that wielder is automatically inflicted with Pain, Wounded: Bleeding, and Wounded: Maimed (as though this ability had the text 'inflicts Pain, Wounded: Bleeding, and Wounded: Maimed'), with this effect counting as coming from a source that is an Aerial


TEMPORARY RESOURCES
5,000,000 XP
5,000 Gold