The Nottest of Daves wrote:Celestine returns to the Gate to Sesamara!
The Nottest of Daves wrote:Cartographer Celestine
Celestine Von Reuter, the Clockwork Fairy (The Nottest of Daves)
Level 39
Clockwork, Technology
HP: 9,750
MP: 14,625
STR: 700 (10)
AGI: 390 (10)
CON: 390 (10)
MIN: 585 (15)
SPI: 665 (15)
XP- 35,492,935
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 16
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Blessing:
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
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
Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is 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
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped
Auramancer:
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
Captain:
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Chef:
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
Clothier:
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Commander:
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
Counselor of Faerie:
Apprentice Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Fae- (Passive Ability, Counselor of Faerie) Possessor may, at the beginning of a thread, choose to become the subtype Fae
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
Counselor of Faerie- (Passive Ability, Counselor of Faerie) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Fae pet only, This ability provides +50 HP and +10 to all stats of possessor's Fae pets and summons per Level of possessor
Diminutive Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Fae Traits- (Passive Ability, Counselor of Faerie) Possessor gains +1 to all stats so long as possessor is a Fae
Fine Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Formshift: Fae- (Stance Ability, Counselor of Faerie) Possessor's subtype becomes Fae
Minute Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Small Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Little Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Small-Yet-Mighty Fae- (Passive Ability, Counselor of Faerie) Possessor's 'Small Fae', 'Little Fae', 'Tiny Fae', 'Diminutive Fae', 'Minute Fae', and 'Fine Fae' abilites do not give possessor an Strength or Constitution penalty
Tiny Fae- (Passive Ability, Counselor of Faerie) If possessor is an Fae, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Fae to being Fae to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
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 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 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 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
Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
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
Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Impact Smash- (Technique Ability, Crusher) Possessor may use 'Impact Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Hammer equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Impairing Smash- (Technique Ability, Crusher) Possessor may use 'Impairing Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Impaired.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Diplomat:
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Maid- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
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 their 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
Elementalist:
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
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
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
Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats
Gearwright:
Baroque Ornamentation- (Passive Ability, Gearwright) If possessor is a Golem or a Clockwork, possessor's Charm infliction chances are increased by 10%
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
Built with Steampunk Tech- (Passive Ability, Gearwright) Possessor gains +200 to all stats if possessor is a Clockwork
Clockwork Traits- (Passive Ability, Gearwright) Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Stained-Glass Mechanized Dragonfly Wings- (Passive Ability, Gearwright) If possessor is a Clockwork, possessor gains +600 AGI, possessor gains +600 SPI, and possessor's chances of inflicting Charm are increased by 10%
Well-Oiled- (Passive Ability, Gearwright) Possessor obtains +1% Dodge and +1% To Hit if possessor is a Clockwork or a Machine
Gentleman Assassin:
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
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
Gunner:
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Heir to the Future:
Apprentice Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense against Technology
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 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
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
Jeweler:
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Kinetic Emperor:
Apprentice Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense against Physical
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 Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all sftats
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Improved Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +5,000 Defense against Physical
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Mad Scientist:
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
Electrical Invigoration- (Active Ability, Mad Scientist) Possessor's may use Electrical Invigoration in conjunction with a Melee, Ranged, or Magical Attack 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
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
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
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
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
Merchant:
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Monk:
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
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.
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
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 Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
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
Improved Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +5,000 Defense against Earth
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
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 Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Scientist
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
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
Thief:
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic 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 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
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
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%
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
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
Insect Training I- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +20 to all stats
Insect Training II- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 to all stats
Wizard:
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
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Misc:
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.
Friend of Chandar and Suratman, Ace Cartographers- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Chandar' or 'Suratman', Whenever possessor heals an individual named 'Chandar' or 'Suratman', possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Chandar' or 'Suratman'
Knowledge of the Yamaduta's First Syllable- (Passive Ability, Deathless One) Possessor gains Entombed Immunity against sources below level 60
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
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Sometimes-Problematically Tall- (Passive Ability, Warlord) Possessor deals full Damage to targets in the back row and half Damage to targets in the front row
Weapons-
Earth-Shaking Trowel- (Weapon, Tool, Earth, 75,000 Gold) +15 Melee Attack, +75 Magical Attack, 15% Critical against Earth element targets
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
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
Moon Whip-Sickle- (Weapon, Scythe, Magic & Physical, 195,000 Gold) +250 Melee Attack, +195 Magical Attack, 12% Critical, +440 additional Melee Attack against Plants, +200 STR if any foes are Plants
Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment
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
Armor-
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
Accessories-
Blackclad Order Force Commander’s Mask- (Accessory, Mask, Magic & Physical & Darkness, 3,500,000 Gold) +3,450 Magical Attack, +3,450 Defense, +1,200 to all stats, 20% Magic Resistance, 20% Darkness Resistance, 20% Acid Resistance, +35,000 MP, 45% Resilience against Magic element attacks and effects, 20% Resilience, 135% To Hit, Wearer’s Wizard Magic spells cost 5,000 less MP to cast, Wearer’s summons have a 4% lower chance of being uncontrolled
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
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
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
Vampiric Dragon Mantle- (Accessory, Cloak, Blood & Darkness, 14,000,000 Gold) +14,400 Magical Attack, +14,900 SPI, +13,550 MIN, 30% Darkness Resistance, 15% Blood Resistance, Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
Consumables-
None
Items-
None
Spells-
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
Greater Angelic Healing- (Spell, Holy Magic, Light, 1,300 MP, 1,541,000 Gold) +1,540 Magical Attack, Heals, May cure 2 debuffs or minor negative status effect from a source below Level 60 if caster is at least Level 20
Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 20,000 Gold) +2 Magical Attack, 15% Confusion, 1 hit against 19
Totemic Magic: Flame Cloak- (Spell, Shaman Magic, Fire & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that deals 80,000 Flat Fire element damage to up to 30 targets at the start of each round, does not stack
Wizard’s Void- (Spell, Wizard Magic, Darkness, 7,500 MP, 2,600,000 Gold) +2,750 Magical Attack, 30% inflicts Voidstruck, 1 hit against 30, deals 1/2 damage
Pets-
Futuristic Mercenary who Likes Going by the Name 'Mad Dog'- (Pet, Human, Technology & Fire, Lv. 1, 79,000 Gold)
HP- 320
MP- 180
STR- 23
AGI- 23
CON- 20
MIN- 14
SPI- 14
XP- 0
XP Needed- 1,000 (Standard Multiplier x1)
Minimum Level- 1
Defense- 18
Defense against Stat Damage- 1
Critical Chance- 1%
Resilience- 1%
To Hit- 101%
Dodge- 1%
Resistances and Immunities- 20% Fatigued Resistance
Prime Attribute- Strength or Agility
Constant Effects-
Call me 'Mad Dog'- Possessor may respond to effects as though possessor's name were 'Mad Dog', Constant Effect
Terrain Affinity: City- Possessor gains +11 to all stats if the terrain or phantom terrain is City, Constant Effect
Terrain Affinity: Ruins- Possessor gains +11 to all stats if the terrain or phantom terrain is Ruins, Constant Effect
Terrain Affinity: Wasteland- Possessor gains +11 to all stats if the terrain or phantom terrain is Wasteland, Constant Effect
Terrain Affinity: Road- Possessor gains +11 to all stats if the terrain or phantom terrain is Road, Constant Effect
Abilities-
Rough Punch- 35 Damage, Physical, 0 MP
Cyberblade- 42 Damage, Physical or Technology or Electrical or Physical & Technology or Physical & Electrical or Electrical & Technology or Physical & Technology & Electrical, 0 MP
'Dog's Jaw' Handcannon- 48 Damage, 15% inflicts Fatigued: Stun, Technology & Physical, 18 MP
Scavenge- +15 to a random stat, stacks 3 times, Technology, 22 MP
Transformations-
None
Permanent Consumables-
None
Artifacts-
None
Awards-
Has Saved Imbelsberg from the Bluewar Ministry
Defeated Talitha, The Least of the Unbroken Circle, on Indrasena-un-Sesamsara.
Has Several Features in the Hope Islands Named After Her on Indrasena-un-Sesamsara.
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Thief
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: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Counselor of Faerie
Has Consumed 5 Improved Essence Sphere: Counselor of Faerie
Has Consumed 5 Greater Essence Sphere: Counselor of Faerie
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Crusher
Has Consumed 5 Improved Essence Sphere: Crusher
Has Consumed 5 Greater Essence Sphere: Crusher
Has Consumed 5 Essence Sphere: Diplomat
Has Consumed 5 Improved Essence Sphere: Diplomat
Has Consumed 5 Greater Essence Sphere: Diplomat
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: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
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: 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: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
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: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 2 Essence Sphere: Commander
Has Consumed 2 Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Jeweler
Has used 10 Manual of A Thousand Arts
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event 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 Reached Round 21 in an Endurance Match
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"
Celestine Von Reuter, the Clockwork Fairy (The Nottest of Daves)
Level 39
Clockwork, Technology
HP: 502,500
MP: 787,500
STR: 7,000
AGI: 3,900
CON: 3,900
MIN: 5,900
SPI: 6,650
XP- 35,492,935
XP Required- 820,000, Holy Imperial Seal of Power
Fame- 16
Critical: 12% (15% vs Earth-element targets)
Resilience: 40% (45% vs Magic)
To Hit: 136%
Dodge: 2%
ATTACK
+70,150 Magical Attack (Earth & Magic & Physical & Darkness & Light & Destruction & Blood)
+14,306 Melee Attack
+200 Ranged Attack
+5,550 additional Earth-element damage
+5,550 additional Physical-element damage
+50 additional Technology-element damage
Status Effects:
Possessor's actions may gain 15% inflicts Charm
Utility Effects:
--Possessor's Charm infliction chances are increased by 20% if possessor is a Clockwork
--This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic
--Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat
--Wearer's 'Magical Attack' and 'Ranged Attack' actions deal HP Drain
--Wearer’s Wizard Magic spells cost 5,000 less MP to cast
--Wearer’s summons have a 4% lower chance of being uncontrolled
DEFENSE
+26,980 Defense
+5,550 Defense against Earth
+5,550 Defense against Physical
+550 Defense against Technology
Resistances and Immunities:
40% Electrical Resistance
40% Energy Resistance
40% Ice Resistance
30% Acid Resistance
30% Darkness Resistance
20% Magic Resistance
15% Blood Resistance
15% Elemental Magic Resistance
10% Destruction Resistance
5% Spirit Resistance
5% Elemental Resistance
Possessor gains Pain Immunity, Confusion Immunity (Exception- System Overload), Impaired Immunity, Poison Immunity, and Diseased Immunity (Exception- Diseased: Computer Virus) so long as possessor is a Clockwork
Possessor is immune to Fatigued: Sleep
Possessor gains Entombed Immunity against sources below level 60
Utility Effects:
--Possessor's Defense may not be pierced by sources below Level 20
--Individuals below Level 20 may not inflict negative status effects on possessor
--Individuals below Level 40 cannot inflict status effects on possessor
--This item's wielder becomes Immune to individuals below Level 20 if at least level 20
Additionally, she brings along the following:
Insurrection Baton- (Weapon, Wand, Darkness & Psychic, 7,100,000 Gold) +1 Magical Attack, At the beginning of each round, as an effect that does not stack across multiple copies of this item with which version works being determined randomly in thecase that multiple instances of this item are present, wielder may cause each opponent below Level 20 to perform an action of wielder's choice
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
---
In the bag:
20,000,000 Gold
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
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
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
Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
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
Basic Gunsmith's Tools- (Item, Antiquity, Technology, 21,000 Gold)
Basic Jeweler's Tools- (Item, Antiquity, Technology & Earth, 18,000 Gold)
Basic Tailor's Tools- (Item, Antiquity, Technology & Air, 6,000 Gold)
Gearwright's Tools- (Item, Antiquity, Technology, 20,000 Gold)
The following are borrowed from Dulcinea:
Geologist's Tools- (Item, Antiquity, Earth, 7,000 Gold)
Geography Textbook- (Item, Antiquity, Earth & Water, 2,900 Gold)
Nature Sciences Textbook- (Item, Antiquity, Water & Earth, 2,900 Gold)
Armocida wrote:Along with Celestine at the gates is Orkanith!
Orkanith Morthos (Armocida)
Level 39
Angel, Darkness
HP: 13,125
MP: 10,250
STR: 925 (20) 145 Bonus
AGI: 210 (5) 15 Bonus
CON: 525 (10) 135 Bonus
MIN: 410 (10) 20 Bonus
SPI: 650 (15) 65 Bonus
XP- 106,609,160
XP Required- 30,000
Fame- 14
Gold- 288,154,383
Bonus Weeks: 27 (ADDITIONAL WEEKS: 1 Defender Week, 1 Guardian Week)
Weeks: 0
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
-Blazing Sultan-
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
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
Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Improved Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 10% Fire Resistance
-Controller-
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Explosive Impulse- (Technique Ability, Controller) Possessor may use 'Explosive 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 +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Impulse- (Technique Ability, Controller) Possessor may use 'Flame 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 Fire element.
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
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Ignition Impulse- (Technique Ability, Controller) Possessor may use 'Ignition 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 Fire element, and gains '15% inflicts Burning'.
Night Impulse- (Technique Ability, Controller) Possessor may use 'Night 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 +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow 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 Darkness element.
Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral 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 Darkness element, and gains '15% inflicts Voidstruck'.
-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
-Ebon Chancellor-
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
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 Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved 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 Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
-Friendship-
Best Buds with Tengus- (Passive Ability, Friendship) Possessor may, once per thread, summon 5 Tengu from the Enemy List, Max 5 summoned, Possessor's allies whose name includes Tengu gain +3,000 to all stats and gain Impaired: Mute Immunity
-Guardian-
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
-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
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
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
-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
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
I Am The Just Blade- (Passive Ability, Paladin) Possessor may, with regards to the elements of opponents' actions targeting possessor and Damage being dealt to possessor, treat the element Law as the element Chaos or Darkness, treat the element Good as the element Evil or Darkness, and treat the element Light as the element Darkness
I Am The Righteous Force- (Passive Ability, Paladin) Possessor may treat opposing individuals whose subtype is Celestial, Angel, or Aisurii as though their subtype were Demon for purposes of Paladin abilities and equipped items that require abilities from the Paladin tree to be equipped
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
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
-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 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 HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon Mind Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 MIN
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Blade of the Radiance- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may choose to add Light to the elements of any Damage possessor deals while wielding a Sword and may choose for any Sword weapons that possessor is wielding to count as possessing the element Light
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow 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 Darkness element.
Sweeping Slash- (Technique Ability, Swordsman) Possessor may use 'Sweeping 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 hit against 3' and deals 2/3 Damage.
-Other: Radiant Hierophant-
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 Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
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 Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
-Other: Radiant Templar-
Champion of the New Radiant Order- (Passive Ability, Other: Radiant Templar) Possessor obtains +1 to all base stats if all individuals in the same thread that have at any point been Darkness element are currently Dead or unsummoned, provided that at least 1 such non-summon individual exists, Possessor obtains -1 to all base stats if possessor has any non-Dead allies who have at any point in the same thread been Darkness element, Possessor and all other individuals of equal or lower Level in the same thread treat Light as a base element
-Misc-
Friend of Chandar and Suratman, Ace Cartographers- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Chandar' or 'Suratman', Whenever possessor heals an individual named 'Chandar' or 'Suratman', possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Chandar' or 'Suratman'
Knowledge of the Yamaduta's First Syllable- (Passive Ability, Deathless One) Possessor gains Entombed Immunity against sources below level 60
Devout Worshipper of The Veil Render-
Base Benefit- Power Overwhelming- Possessor gains +(25*Possessor Level) to its highest unmodified stat as a bonus to said unmodified stat (choosing which stat in case of ties), Worshipper Benefit
Touch the Untouchable- If possessor is Level 20 or greater, possessor may ignore up to (Possessor Level / 20, rounded up) separate Dodge-increases that come from buffs on each of its opponents, Worshipper Benefit
Weapons-
Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage
Armor-
New Radiant Order's Champion's Armor- (Armor, Heavy Armor, Light, 30,000,000 Gold) +30,000 Defense, +30,000 Defense against Darkness, +30,000 Melee Attack, 30% Darkness Resistance, 30% Physical Resistance, 30% Light Resistance, 5% Devil Resistance, Radiant Magic spells cast by wearer that provide a Melee Attack Bonus gain +25,000 additional Melee Attack, Buffs on wearer from Radiant Magic spells that boost wielder's stats do so by an additional 1,200 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Whenever a Devil below Level 60 would inflict a minor or moderate negative status effect on wearer, it is instead dealt 300,000 Flat Light element Damage by wearer, Wearer is Immune to individuals below Level 20, Wearer must be Level 20 or greater and must possess the ability 'Radiant Templar' or the ability 'Champion of the New Radiant Order'
Accessories-
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
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
Mouthy Abstract Antlers- (Accessory, Bioaugmentation, Nobility & Beast & Chaos, 24,000,000 Gold) +24,000 Melee Attack, +24,000 Ranged Attack, 30% inflicts Confusion, Confusion: Fear, Stat Drain: CON Drain, Stat Drain: SPI Drain, Voidstruck, Hexed, Pain: Stomachache, and Impaired: Blind: Constant Glare
Radiant Inquisitor's Codex- (Accessory, Tome, Light, 15,500,000 Gold) +15,000 Melee Attack, +15,000 Ranged Attack, +15,000 Magical Attack, +15,000 SPI, Wielder's minor negative status effect infliction chances coming from Radiant Magic spells or Radiant Templar abilities are increased by 30% as a non-stacking effect, Wielder's moderate negative status effect infliction chances coming from Radiant Magic spells or Radiant Templar abilities are increased by 15% as a non-stacking effect, Wielder treats Radiant Magic as a base Spell subtype
Consumables-
8 Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
12 Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
5 Book of 1,000 Treatments- (Permanent Consumable, Grimoire, Physical & Light, 1 Charge, 10,000,000 Gold) Teaches user "Doctor"
8 Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
10 Manual of A Thousand Arts- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks and the award ‘Has used X Manual of A Thousand Arts’, cannot be used if X would become greater than 10
Items-
297 Golden Trophy- (Item, Antiquity, Physical, 40,000 Gold)
188 Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
55 Light Dragon Mantle- (Accessory, Cloak, Light, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Light Resistance, 30% Critical for Magical Attacks
13 Day Dragon's Gem- (Accessory, Crystal, Light, 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 Light element as a non-stacking effect
Spells-
Atomic Wave-Slash- (Spell, Sword Arts, Atomic, 170,000 HP, 70,000,000 Gold) +70,000 Melee Attack, 70% inflicts Poison: Irradiated, 1 hit against 600,000, Caster must have a Sword equipped
12 Blade of the Radiance: Proof of the Shining Soul- (Spell, Other: Radiant Magic, Light, 92 MP OR 92 HP, 92,000 Gold) All weapons wielded by caster gain +100 Melee Attack, gain the element Light, lose the element Darkness, and gain a 5% chance of inflicting Awestruck as a buff that does not stack on the same item and stacks 10 times across all items per wielder
Execution Strike- (Spell, Sword Arts, Darkness & Physical, 40,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 60% inflicts Wounded, Inflicts Instant Death on targets below Level 20, Caster must be Level 20 or greater and must be wielding a Sword worth 20,000,000 Gold or more
Pets-
None
Transformations-
None
Permanent Consumables-
None
Artifacts-
None
Awards-
None
Orkanith Morthos (Armocida)
Level 39
Angel, Darkness
HP: 581,250
MP: 162,500
STR: 19,000 (20)
AGI: 2,100 (5)
CON: 5,250 (10)
MIN: 4,100 (10)
SPI: 6,500 (15)
ATTACK-
+182,000 Melee Attack
60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning, 30% inflicts Confusion, Stat Drain: CON Drain, Stat Drain: SPI Drain, Voidstruck, Hexed, Pain: Stomachache, and Impaired: Blind: Constant Glare 130% To Hit
DEFENSE-
+21,000 Defense
+10,500 Defense Against Darkness, 40% resilience, 30% Darkness Resistance, 30% Physical Resistance, 30% Light Resistance, 5% Devil Resistance