Stearic Camphor

Post Reply
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Stearic Camphor

Post by Modrageball »

Stearic Camphor (Underdog)
Level 59
Golem, Acid
HP: 29,525
MP: 1,500
STR: 2,051 (25)
AGI: 768 (13)
CON: 1,181 (20)
MIN: 60 (1)
SPI: 60 (1)
XP Required- 8,320,000; Holy Imperial Seal of Glory
14 | Fame
59,444,189 | Gold
155,369,051 | XP
Bonus Weeks: 285
1 | Astromancer, 7 | Caliph of Corrosion, 1 | Channeler, 2 | Diviner, 4 | Force Mage, 11 | Geomancer, 1 | Gunslinger, 1 | Heir to the Future, 5 | Paladin, 1 | Smith, 5 | Sorceress, | 1 Snow Queen, 8 Enchanter, 6 | Ravager, 14 Wanderer

Will learn:

Track A:

Track B:
--------------------------------------------------

Abilities:

Regular Build:

--------------------------------------------------


Weapons-

Weapon - Book
1 | Planetary of Knowledge's Tome- (Weapon, Book, Knowledge & Magic, 190,000,000 Gold) +190,000 Magical Attack, +1,900,000 MP as a non-stacking bonus, +190,000 MIN, +190,000 SPI, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 MIN and SPI as a non-stacking bonus, Wielder must be Level 40 or greater

Weapon - Deadly Item
4 | 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 | Hurricane-Projecting Banana- (Weapon, Deadly Item, Air & Magic, 25,000,000 Gold) +24,000 Magical Attack, Wielder may, once per round, spend an action to deal 500,000 Flat Air element damage to up to 4,000 targets if wielder is above Level 35

Weapon - Fan
1 | Planetary of the Sun's Fan- (Weapon, Fan, Light & Glory, 190,000,000 Gold) +190,000 Magical Attack, +1,900,000 MP as a non-stacking bonus, +190,000 MIN, +190,000 SPI, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 MIN and SPI as a non-stacking bonus, 100% inflicts Awestruck, Wielder must be Level 40 or greater

Weapon - Flail
1 | Cursed Flail of Armor Smacking- (Weapon, Flail, Fire, 100 Gold) +14 Melee Attack, User attacks self if wearing armor, Cannot be unequipped normally

Weapon - Force
16 | Typhon's Fury- (Weapon, Force, Fury, 190,000,000 Gold) +190,000 Melee Attack, +190,000 Ranged Attack, +190,000 Magical Attack, Wielder, as a non-stacking effect, deals double Damage (to a max of 100,000,000 additional Damage) to individuals who killed one or more of wielder's unique allies who have not been resurrected either on the current round or the round prior to the current round, Wielder must be Level 40 or greater

Weapon - Gun
2 | Ace's Revolver (2)- (Weapon, Gun, Light, 70,000 Gold) +70 Ranged Attack, 5% Critical
1 | Eros-Class Beamcannon+- (Weapon, Gun, Light & Fire & Energy, 320,000,000 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, 110% inflicts Charm or Charm: Lovestruck, Wielder must be Level 40 or greater
1 | Outlaw’s Seven-Shooter- (Weapon, Gun, Technology, 34,000 Gold) +39 Ranged Attack, +40 AGI on turns that are multiples of seven
1 | Planetary of War's Gun- (Weapon, Gun, War & Destruction, 190,000,000 Gold) +190,000 Ranged Attack, +1,900,000 HP as a non-stacking bonus, +190,000 AGI, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
2 | Reaver's Rifle- (Weapon, Gun, Darkness & Magic, 8,655,000 Gold) +8,670 Ranged Attack, +8,000 AGI, Wielder's Necromancy and Gunslinging spells that provide a Ranged Attack Bonus gain +8,200 additional Ranged Attack, Wielder's Necromancy and Gunslinging spells cost 12,000 less MP
1 | Sepherys Lightning Caster- (Weapon, Gun, Electrical, 62,000 Gold) +64 Ranged Attack, 5% inflicts Electrocuted, Deals 1/2 damage to things with Bascaradine in the name
1 | Sepherys Lightning Caster 2.0- (Weapon, Gun, Electrical, 210,000 Gold) +200 Ranged Attack, 15% inflicts Electrocuted, Deals 1/2 damage to things with Bascaradine in the name
1 | Tengu's Magic Gun- (Weapon, Gun, Magic & Technology, 6,100,000 Gold) +6,100 Ranged Attack, 160% To Hit, Wielder's attacks may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targetting individuals below Level 60

Weapon - Knife
1 | Sacrificial Knife- (Weapon, Knife, Darkness, 17,000 Gold) +19 Melee Attack, All summoned Demons have 200 additional HP
1 | Unstoppable Pseudoknife- (Weapon, Knife, Toxin & Dopple, 80,000,000 Gold) +80,000 Melee Attack, Wielder may choose to have minor negative status effects that wielder inflicts instead be moderate negative status effects (retaining their names and text)

Weapon - Other: Chaos Talon
2 | Totally, Absolutely, Completely, Unequivocally Awesome Dead Walrus, Platinum Edition!- (Weapon, Other: Chaos Talon, Water, 2,000,000 Gold) +1,900 Melee Attack, +1,900 Ranged Attack, +1,900 Magical Attack, +1,900 to all stats, 19% Critical, 19% Resilience, 119% To Hit, 19% Dodge

Weapon - Shield
1 | Arena Member's Shield- (Weapon, Shield, Wielder's Element, 100 Gold) +15 Defense, +10 Damage of Wielder's Element
1 | Great Sarisscos Shield- (Weapon, Shield, Earth & Physical, 80,000 Gold) +69 Defense, +15 STR, +20 CON

Weapon - Spear
1 | Coral Spear- (Weapon, Spear, Water, 900 Gold) +15 Melee Attack

Weapon - Staff
1 | Gem Lord's Staff- (Weapon, Staff, Earth & Magic & Energy, 1,000,000 Gold) +1,000 Magical Attack, +400 Melee Attack, +1,000 CON, +1,000 MIN, +1,000 SPI, 10% may inflict Entombed
1 | Orlumais Staff- (Weapon, Staff, Light & Darkness & Magic, 2,117,000 Gold) +40 Magical Attack, +200 MP on odd-numbered rounds, 1% inflicts Confusion

Weapon - Sword
1 | Arena Member's Blade- (Weapon, Sword, Wielder's Element, 100 Gold) +15 Melee Attack , +10 Damage of Wielder's Element
6 | Beam Blade- (Weapon, Sword, Energy & Light & Technology, 1,000,000 Gold) +1,000 Melee Attack, 25% Critical
2 | Bone Sword- (Weapon, Sword, Darkness, 17,000 Gold) +30 Melee Attack
63 | 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
4 | 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 | Rusted Sabre (Combat-Capable)- (Weapon, Sword, Physical, 26,500 Gold) +27 Melee Attack, 5% inflicts Diseased: Infected Wound

Weapon - Wand
2 | Growth Rod: Winter- (Weapon, Wand, Ice, 50,000 Gold) +30 Magical Attack, wielder may skip a turn to heal target Ice element individual for 1,000 HP
5 | 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 Fleck Wand- (Weapon, Wand, Ice, 32,000 Gold) +25 Magical Attack, 15% Fire Weakness, 5% inflicts Frozen
3 | Phoenix Wand- (Weapon, Wand, Fire & Light, 28,500,000 Gold) +29,000 Magical Attack, +29,000 SPI, +29,000 MIN, Whenever wielder resurrects an individual, said individual is healed for 500,000 points of Light & Fire element HP Healing, May only be wielded by individuals of Level 20 and greater
1 | Stone Globe Wand- (Weapon, Wand, Earth, 65,000 Gold) +75 Magical Attack, 1% inflicts Stun

Weapon - Whip
1 | Disco-Shooting Firehose- (Weapon, Whip, Glitz & Sonic, 15,500,000 Gold) +15,500 Ranged Attack, 200% inflicts Suffocation: Done In By The Disco
2 | Taskmaster’s Lash- (Weapon, Whip, Physical, 79,000 Gold) +78 Melee Attack, +5% Gold found at end of battle, to a max of 20,000 additional Gold as a non-stacking increase, +400 HP for all summons and pets, +200 to each prime attribute of summons and pets

Weaponx2 - Bow
1 | Arena Member's Bow- (Weaponx2, Bow, Wielder's Element, 100 Gold) +20 Ranged Attack, +10 Damage of Wielder's Element
5 | Centaur’s Bow- (Weaponx2, Bow, Air & Physical, 40,000 Gold) +120 Ranged Attack, 10% Critical
1 | 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

Weaponx2 - Gun
2 | Nexus PD Assault Rifle- (Weaponx2, Gun, Technology, 61,000 Gold) +65 Ranged Attack

Weaponx2 - Hammer
1 | Sledgehammer- (Weaponx2, Hammer, Physical, 18,000 Gold) +32 Melee Attack, 1% inflicts Stun

Weaponx2 - Staff
1 | Arena Member's Staff- (Weaponx2, Staff, Wielder's Element, 100 Gold) +20 Magical Attack, +10 Damage of Wielder's Element



Armor-

Armor - Aura
1 | 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 | Magic Forcefield (Type J)- (Armor, Aura, Magic, 14,000,000 Gold) +14,000 Defense, +14,000 Magical Attack, 20% Magic Resistance, 20% Water Resistance, 80% Drowning Resistance, 50% Acid Weakness

Armor - Clothing
2 | Damaged Botanica Worker's Suit- (Armor, Clothing, Technology, 5,700 Gold) +4 Defense, Identifies character as a Artillicas Botanica worker
3 | 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 | Wow Its Pants!- (Armorx.5, Clothes, Laundary, 0 Gold) +500 Defense, 30% Laundary Resistance, 55% inflicts Charm: Impressed on Clothes, Wearer counts as possessing an ability name 'Derpfest Commander', Wearer gains a non-stacking buff at the start of battle named 'Self-identifies as a pants-wearing dragon' that makes its possessor gain the subtype Plant

Armor - Heavy Armor
5 | Celestial Guardian's Armor- (Armor, Heavy Armor, Light & Physical, 7,000,000 Gold) +7,000 Defense, 82% Resilience, 30% Light Resistance, 30% Darkness Resistance, 30% Physical Resistance, 30% Psychic Resistance, 30% Magic Resistance, 30% Technology Resistance, Wearer's Defense may not be pierced by individuals below Level 60, Wielder must be Level 20 or greater
1 | Champion Mail-(Armor, Heavy Armor, Light, 20,000 Gold) +50 Defense, 10% Light Resistance
1 | Coral Armor (Armor, Heavy Armor, Water, 800 Gold) +6 Defense, +6 Defense Against Water

Armor - Light Armor
1 | Arena Member's Armor- (Armor, Light Armor, Wielder's Element, 100 Gold) +20 Defense, +10 Defense against Wielder's Element
2 | Desert Corsair Swordmaster’s Armor- (Armor, Light Armor, Physical & Earth, 65,000 Gold) +70 Defense against all but Fae, +70 Melee Attack, +65 STR, +65 AGI, +65 CON, 10% Physical Resistance 5% Fire Resistance
1 | Hydra Mail- (Armor, Light Armor, Earth & Water, 6,500,000 Gold) +6,555 Defense, +6,200 CON, +2,400 STR, 15% Critical, 20% Resilience, 50% Fire Weakness, Wearer regenerates 60,000 HP per round
2 | Reaver's Longcoat- (Armor, Light Armor, Darkness & Air, 8,710,000 Gold) +8,600 Defense, +8,200 Defense against Darkness, 30% Technology Resistance, +8,730 Ranged Attack, Necromancy spells cast by wearer that possessess a Ranged Attack bonus gain +8,200 additional Ranged Attack, Buffs on wearer from Necromancy spells that boost wearer's stats do so by an additional 300 points, to a max of 10 such buffs, with this effect not stacking across multiple copies of this item, Wearer gains +800 Defense against AGI Damage
1 | Reinforced Sepheri-Tech Battle Armor- (Armor, Light Armor, Physical & Technology, 260,000 Gold) +240 Defense, +140 AGI, +80 Ranged Attack, Wearer takes double damage from things with Bascaradine in the name
2 | Sepheri-Tech Battle Armor- (Armor, Light Armor, Physical & Technology, 61,000 Gold) +60 Defense, +20 AGI, Wearer takes double damage from things with Bascaradine in the name
1 | Undead Soldier’s Fatigues- (Armor, Light Armor, Physical & Technology & Darkness, 15,500 Gold) +18 Defense, 5% Darkness Resistance, +25 Ranged Attack if wearer is Technology element

Armor - Robe
2 | Violet Syndicate Robes- (Armor, Robe, Darkness, 30,000 Gold) +29 Defense, +14 MIN, 2% Darkness Resistance


Accessories-

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
3 | Charm of the Azure Dragon- (Accessory, Amulet, Wood, 7,500,000 Gold) +7,500 MIN, +7,500 SPI, +75,000 HP, +75,000 MP, Wielder treats Wood as a base element
1 | Charm of the Yellow Dragon- (Accessory, Amulet, Wood, 15,000,000 Gold) +15,000 to all stats, +150,000 HP, +150,000 MP, Wielder treats Wood, Metal, Earth, Water, Fire, Energy, Electrical, Ice, and Acid as base elements
1 | 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
2 | Terror Womb- (Accessory, Bioaugmentation, Darkness & Life, 15,000,000 Gold) Wielder may summon one Horror from the Enemy List that is below Level 60 and is normally fightable for drops at the start of each round, Summoned summoned through this item may not summon, Max 3 summoned

Accessory - Boots
1 | Outlaw’s Boots- (Accessory, Boots, Darkness & Earth, 36,000 Gold) +30 CON, wearer’s Mount transformations gain +300 HP and +40 AGI

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

Accessory - Broach
1 | Drakespawn Broach- (Accessory, Broach, Earth, 5,000 Gold) 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance
1 | 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
6 | Air Dragon Mantle- (Accessory, Cloak, Air, 7,000,000 Gold) +7,400 Magical Attack, +6,900 SPI, +5,550 MIN, 30% Air Resistance, 30% Critical for Magical Attacks
1 | 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
1 | Feathered Archmage's Cloak- (Accessory, Cloak, Magic, 27,000,000 Gold) +21,000 Defense, +25,000 Magical Attack, +26,000 AGI, +26,000 SPI, +26,000 MIN, 30% inflicts Manablasted
1 | Phoenix-Feather Cloak- (Accessory, Cloak, Fire, 27,000,000 Gold) +26,000 AGI, +26,000 SPI, +29,000 Defense against Fire, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Light & Fire element HP Healing and MP Healing, May only be wielded by individuals of Level 20 and greater
1 | Sidhe Cloak- (Accessory, Cloak, Light & Magic, 7,900,000 Gold) +3,100 Defense, +3,000 Magical Attack, +1,500 Ranged Attack, +7,500 AGI, +7,500 SPI, +50,000 MP

Accessory - Container
1 | Greater Bag of Holding- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 60 additional unequipped items into battle

Accessory - Crown
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
2 | Sky Dragon's Gem- (Accessory, Crystal, Air, 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 Air element as a non-stacking effect
1 | 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 - Gadget
200 | Helicopter Sphere- (Accessory, Gadget, Technology, 62,000 Gold) Wielder may spend an action to summon 1 Helicopter Drone from the Enemy List once per battle, Max 1 summoned

Accessory - Gloves
1 | Reaver's Gloves- (Accessory, Gloves, Darkness & Air, 8,800,000 Gold) +8,000 AGI, 151% To Hit, 30% Darkness Resistance, 15% Air Resistance, Wearer's Darkness-element, Physical-element, or Agony-element items that provide a Ranged Attack bonus provide an additional 700 points

Accessory - Hat
2 | Black Hat- (Accessory, Hat, Darkness, 65,000 Gold) +50 Defense, If possessor’s element is Light, it changes to Darkness
1 | Yellow Top Hat- (Accessory, Hat, Electrical, 7,000 Gold) +4 Defense, 5% Electrical Resistance, +15 AGI

Accessory - Helm
1 | Miner's Hat- (Accessory, Helm, Earth & Light, 5,100 Gold) +5 Defense, 115% To Hit while in a Zone of Earth or Zone of Darkness

Accessory - Jewel
1 | Empowered Alexandrite- (Accessory, Jewel, Earth & Physical, 1,000,000 Gold) +1,000 to all stats, 20% Physical Resistance
1 | Empowered Carnelian- (Accessory, Jewel, Earth & Energy, 1,000,000 Gold) +1,000 to all stats, 20% Energy Resistance
1 | Empowered Ruby- (Accessory, Jewel, Earth & Fire, 1,000,000 Gold) +1,000 to all stats, 20% Fire Resistance
1 | Empowered Tiger's Eye- (Accessory, Jewel, Earth & Physical & Fire & Electrical, 1,000,000 Gold) +1,000 to all stats, +1,000 Melee Attack
1 | Empowered Topaz- (Accessory, Jewel, Earth & Electrical, 1,000,000 Gold) +1,000 to all stats, 20% Electrical Resistance

Accessory - Legionnaire
*The Bitter Surgeon's Skin- (Accessory, Other: Legionnaire, Terror & Blood & Flesh & Agony, 85,000,000 Gold) If this item is an Accessory, it provides +85,000 Melee Attack, If this item is an Accessory, it provides +85,000 AGI, If this item is an Accessory, it provides +80% Critical and +80% To Hit, If this item is an Accessory, it provides +85,000 MIN, If this item is an accessory, its wielder may spend an action to turn it into an Armorx0 and forcibly equip it on an individual below Level 80; If this item is an Armor, its wearer is considered Devoured, If this item is an Armor, it has a 250% chance of inflicting Wounded, Wounded: Maimed, Wounded: Laid Open, Wounded: Bleeding Wounded: Sawn Apart, Wounded: Mental Trauma, Pain, Pain: Exposed Nerves, Voidstruck: Bound, Voidstruck: Endless Torment, Voidstruck: Blood Rebellion, and Confusion: Fear on its wearer at the start of each round, If this item is an Armor, its wearer is dealt 850,000 Flat Terror & Blood & Flesh & Agony element Damage at the start of each round, If this item is an Armor and its wearer is not Immune to Dominion (and does not Reflect or Absorb Dominion), its wearer's actions are controlled by the individual who originally brought this item into the thread if that individual is in the same battlespace as its wearer, If this item is an Armor and its wearer dies, it returns to being carried by the individual who originally brought it into the thread, and, if unable to do that, leaves the thread and enters that individual's inventory
*The Eyeless Child- (Accessory, Other: Legionnaire, Terror & Psychic & Order & Will, 80,000,000 Gold) +80,000 Melee Attack, +80,000 MIN, 160% inflicts Confusion: Fear, 160% inflicts Paralyzed, 160% inflicts Impaired: Blind, If wielder inflicts Impaired: Blind on an individual, wielder then immediately inflicts Wounded: Maimed on that individual, Wielder's opponents with less MIN than wielder who are not Immune to both Confusion: Fear (including Confusion Immunity) and Paralyzed who are below Level 80 have a chance at the start of each round of acquiring a non-stacking debuff that lasts until the end of the round that makes its possessor unable to conduct offensive actions and causes its possessor's actions to have a 25% chance of failing to occur, with things occurring before and after said actions still occurring and the individual whose action was skipped being afflicted with Confusion: Fear, with individuals already afflicted with Confusion: Fear being afflicted with Paralyzed, and with individuals already afflicted with both Confusion: Fear and Paralyzed being afflicted with Vanished: Temporary, Wielder ignores To Hit debuffs from sources below Level 80, Wielder suffers no negative effects from the status effects Impaired: Blind or Wounded: Maimed, Wielder must be Level 20 or greater


Accessory - Magic Item
1 | Drakespawn Anklet- (Accessory, Magic Item, Earth, 5,000 Gold) +2% to Hit, +2% Enemy Miss, +5 to all stats
1 | Gem Mirror- (Accessory, Magic Item, Earth & Air & Light, 1,000,000 Gold) Wielder has a 15% chance of reflecting Earth element actions from sources below Level 40

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

Accessory - Ring
1 | Drakespawn Ring- (Accessory, Ring, Earth, 5,000 Gold) +2% Critical, +2% Dodge, +5 to all stats

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
5 | Thief's Seal- (Accessory, Seal, Magic, 200 Gold) +3 AGI
5 | Wizard's Seal- (Accessory, Seal, Magic, 200 Gold) +3 MIN

Accessory - Shoes

1 | Shoe Made of Cat-Shaped Mud- (Accessoryx.05, Shoes, Earth & Beast, 5,000 Gold) 55% inflicts Confusion

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

Accessory - Weapon Coating
1 | Spider Venom- (Accessory, Weapon Coating, Acid, 35,000 Gold) 5% inflicts Poison, 5% inflicts Paralysis

Accessory - Wristwear
7 | Mushroom Bracers- (Accessory, Wristwear, Earth, 43,500 Gold) +44 Defense, +36 CON, 20% Poison Resistance, 15% Confusion Resistance
32 | Titan Fetters- (Accessory, Wristwear, Earth & Glory, 150,000,000 Gold) Wielder obtains +300,000 to all stats, Wielder ignores the Resistances and Immunities of individuals below Level 60, Wielder's actions gain a non-stacking 25% chance of ignoring the Resistances and Immunities of individuals below Level 80, Wielder is afflicted with Petrified at the start of each round and when this item is equipped, This item may not be unequipped during threads by individuals below Level 90, Wielder must be Level 60 or greater


Consumables-

Consumable - Drink
1 | 2-Liter Soda- (Consumable, Drink, Water & Technology, 4 Charges, 1,400 Gold) Heals 200 MP
1 | Bottle of Magic Lemon-Flavored Sugar Water - (Consumable, Drink, Water, 1 Charge, 2,600 Gold) +200 MP, Heals 700 MP
1 | Bottle of Purified Tap Water- (Consumable, Drink, Water, 1 Charge, 500 Gold) +50 MP
1 | Bottle of Tequila- (Consumable, Drink, Water, 1 Charge, 100 Gold) +4 CON, +1 STR, 25% Inflicts Poison: Drunk
1 | Bottle of Vinegar- (Consumable, Drink, Acid, 20 Charge, 15,000 Gold) +10 to all stats, +10 Melee Attack, +10 Magical Attack, +10 Ranged Attack, Deals 50 Acid element damage
1 | Bottle of Whiskey Sour- (Consumable, Drink, Earth & Acid, 1 Charge, 1,200 Gold) +20 CON, +200 HP, 53% Inflicts Poison: Drunk
1 | Carctori Juice- (Consumable, Drink, Earth, 1 Charge, 800 Gold) +170 MP, All user’s Summoning spells cost 2 less MP fro the remainder of the battle or quest
1 | Champagne- (Consumable, Drink, Air & Light, 1 Charge, 1,200 Gold) Heals 80 MP, 3% inflicts Poison: Drunk
1 | Cheap Tea- (Consumable, Drink, Earth, 1 Charge, 100 Gold) +5 MP
1 | Chicken Broth- (Consumable, Drink, Water & Earth, 1 Charge, 300 Gold) +5 CON, +5 Defense, +5 AGI
1 | Coffee- (Consumable, Drink, Earth, 1 Charge, 500 Gold) 2% Dodge, +5 AGI, +5 CON
1 | Curative Cocktail- (Consumable, Drink, Water, 1 Charge, 870 Gold) +500 HP, 13% inflicts Poison: Drunk
1 | Decaffeinated Coffee- (Consumable, Drink, Earth, 1 Charge, 500 Gold) +5 CON
1 | Doom Rum- (Consumable, Drink, Darkness, 2 Charges, 500 Gold) +80 HP, +15 MP, -5 CON, 5% Cures Poison, 5% Inflicts Poison: Drunk
1 | Dwarven Ale- (Consumable, Drink, 1 Charge, Earth, 500 Gold) +20 HP, 5% Inflicts Poison: Drunk
1 | Energy Drink- (Consumable, Drink, Energy & Water, 1 Charge, 2,000 Gold) Heals 500 MP, 5% inflicts Invigorated
1 | Feisty Lass Whiskey- (Consumable, Drink, Water, 1 Charge, 80 Gold) +3 CON, 20% Inflicts Poison: Drunk
1 | Gin- (Consumable, Drink, Water & Air, 5 Charges, 1,800 Gold) Heals 5 MP, 30% inflicts Impaired: Drunk
1 | Gray Tuesday Wine- (Consumable, Drink, Water, 1 Charge, 100 Gold) +2 CON, 6% Inflicts Poison: Drunk
1 | Green Tea- (Consumable, Drink, Earth, 1 Charge, 500 Gold) +20 MIN
1 | Healing Vodka- (Consumable, Drink, Light, 3 Charges, 6,000 Gold) +1,000 HP, 25% inflicts Poison: Drunk
1 | Lallier Lite Beer- (Consumable, Drink, Water, 1 Charge, 20 Gold) +1 CON, 1% Inflicts Poison: Drunk
1 | Lemonade- (Consumable, Drink, Magic & Ice & Water, 1 Charge, 120 Gold) Heals 300 MP, +5 SPI
1 | Mead- (Consumable, Drink, Earth & Water, 1 Charge, 900 Gold) Heals 120 HP, Heals 30 MP, +5 CON, 10% inflicts Poison: Drunk
1 | Mickelsburg Beer- (Consumable, Drink, Water, 1 Charge, 23 Gold) +2 CON, 2% Inflicts Poison: Drunk
1 | Milk- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +15 CON
1 | Milk Shake- (Consumable, Drink, Ice & Light, 1 Charge, 8,000 Gold) Heals 700 MP, +20 HP
1 | Olive Oil- (Consumable, Drink, Water & Light, 1 Charge, 300 Gold) +5 MP
1 | Osbros Tea- (Consumable, Drink, Earth, 1 Charge, 700 Gold) +25 MP
1 | Pitcher of Lemonade- (Consumable, Drink, Magic & Ice & Water, 20 Charges, 2,000 Gold) Heals 400 MP, +2 SPI
1 | Pitcher of Orange Juice- (Consumable, Drink, Magic & Ice & Water, 20 Charges, 2,000 Gold) Heals 300 MP, +5 SPI
1 | Port Wine- (Consumable, Drink, Water, 1 Charge, 300 Gold) +250 MP, 5% Poison: Drunk
1 | Protein Shake- (Consumable, Drink, Earth & Physical & Water, 1 Charge, 500 Gold) +2 STR, +2 CON, +2 AGI, stacks 50 times
1 | Saucer of Milk- (Consumable, Drink, Water & Light, 1 Charge, 300 Gold) Heals 60 HP and 40 MP, Heals 120 HP and 80 MP instead for Animals
1 | Sharpston Co. Beer- (Consumable, Drink, Water, 1 Charge, 30 Gold) +3 CON, 1% Inflicts Poison: Drunk
1 | Shot of Healing Vodka (2)- (Consumable, Drink, Light, 1 Charge, 900 Gold) Heals 1,000 HP, 19% inflicts Poison: Drunk
1 | Soda- (Consumable, Drink, Water & Technology, 1 Charge, 400 Gold) Heals 200 MP
1 | Soda Water- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 MIN
1 | Soy Sauce- (Consumable, Drink, Water & Darkness, 1 Charge, 300 Gold) +50 MP
1 | Special Beer- (Consumable, Drink, Water & Light, 1 Charge, 700 Gold) +200 HP, +4 CON, 1% Inflicts Poison: Drunk
1 | Spiced Rum- (Consumable, Drink, Darkness & Earth, 2 Charges, 700 Gold) +450 HP, 15% Inflicts Poison: Drunk
1 | Tea- (Consumable, Drink, Earth, 1 Charge, 300 Gold) +5 CON, +15 MIN
1 | Teriyaki Sauce- (Consumable, Drink, Earth & Water, 15 Charges, 1,400 Gold) +5 STR
1 | Vinegar- (Consumable, Drink, Acid, 1 Charge, 900 Gold) +10 to all stats, +10 Melee Attack, +10 Magical Attack, +10 Ranged Attack, Deals 50 Acid element damage
1 | Vodka Bottle- (Consumable, Drink, Water, 1 Charge, 100 Gold) +5 CON, 25% Inflicts Poison: Drunk
1 | Vodka With Honey- (Consumable, Drink, Water & Light & Earth, 2 Charges, 1,800 Gold) +120 HP, 1% Cures Silence, +5 CON, 22% Inflicts Poison: Drunk
1 | Wine- (Consumable, Drink, Water, 1 Charge, 600 Gold) +20 MP, Heals 400 MP, 15% Inflicts Poison: Drunk0

Consumable - Enchanted Item
1 | Bell of the Airs- (Consumable, Enchanted Item, Air, 1 Charge, 12,000 Gold) Casts Call Unto Elements: Air for purposes of effects based on whether or not Call Unto elements: Air has been cast

Consumable - Food
1 | Alfredo Sauce- (Consumable, Food, Light & Water, 1 Charge, 300 Gold) +5 CON
1 | Almonds- (Consumable, Food, Earth, 1 Charge, 300 Gold) +10 CON, +5 STR
1 | Angel’s Food Cake- (Consumable, Food, Light, 1 Charge, 1,000 Gold) +50 Defense against Demons, Devils, and Daemons
1 | Apple- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Damage for Earth element attacks
1 | Apricot- (Consumable, Food, Water & Fire, 1 Charge, 300 Gold) +15 Damage for Fire element attacks
1 | Army Combat Rations- (Consumable, Food, Technology, 1 Charge, 5,000 Gold) Heals 300 HP and 300 MP, +20 to all stats, stacks 5 times
1 | Artificial Colors- (Consumable, Food, Air & Water, 1 Charge, 300 Gold) 2% Critical
1 | Assorted Beans- (Consumable, Food, Earth, 1 Charge, 300 Gold) +4 STR, CON, and AGI
1 | Assorted Desert Fruits- (Consumable, Food, Water & Fire & Earth, 5 Charges, 1,100 Gold) +40 HP, +15 AGI
1 | Assorted Fish- (Consumable, Food, Water, 1 Charge, 500 Gold) Heals 30 HP damage and 20 MP damage
1 | Bacon- (Consumable, Food, Fire, 1 Charge, 500 Gold) +50 Damage to next 3 attacks made by user’s pets and summons
1 | Bag of Dog Food- (Consumable, Food, Earth & Physical, 30 Charges, 500 Gold) Heals target Animal for 50 HP
1 | Baker’s Chocolate- (Consumable, Food, Earth, 1 Charge, 300 Gold) +1 STR
1 | Baking Soda- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Banana Peppers- (Consumable, Food, Fire & Water, 1 Charge, 500 Gold) +50 Damage to Aerials, Robots, and Animals
1 | Bascaradine Brand Premium Dog Biscuits- (Consumable, Food, Earth, 20 Charges, 16,500 Gold) Heals 950 HP, only affects Pets
1 | Bascaradine-Brand Creamy Delight- (Consumable, Food, Earth & Air & Magic, 1 Charge, 14,000 Gold) +750 HP, +5 to all stats, 1% Cures Depression
1 | Basil- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Beef- (Consumable, Food, Fire & Earth, 1 Charge, 500 Gold) +50 Damage to next 3 attacks made by user
1 | Beef Flavoring- (Consumable, Food, Earth, 5 Charges, 500 Gold) +4 STR
1 | Beets- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Darkness
1 | Bell Pepper- (Consumable, Food, Earth & Water, 1 Charge, 300 Gold) +5 CON
1 | Bento Box- (Consumable, Food, Earth & Water, 1 Charge, 7,000 Gold) Heals 1,000 HP, Heals 1,000 MP
1 | Blackberries- (Consumable, Food, Darkness & Water & Magic, 2 Charges, 3,900 Gold) Heals 400 MP, +5 MIN
1 | Blood Chocolates- (Consumable, Food, Darkness, 12 Charges, 12,500 Gold) Heals 500 HP if target is Darkness element, Blood element, or an Undead, +12 to all stats, stacks 5 times
1 | BLT Sandwich- (Consumable, Food, Fire, 1 Charge, 200 Gold) +180 HP, +5 to all stats save STR
1 | Blue Jell Tart- (Consumable, Food, Earth & Acid, 1 Charge, 600 Gold) +90 HP, +70 MP, +43 AGI
1 | Blueberry- (Consumable, Food, Water & Earth, 1 Charge, 300 Gold) +10 Damage for Water or Earth element attacks
1 | Bluish Slime Goop Candy- (Consumable, Food, Water, 2 Charges, 200 Gold) +15 AGI, +2 CON to Humans or Fae, +15 MIN to Oozes
1 | Boom Urchin Heart- (Consumable, Food, Water, 1 Charge, 900 Gold) +90 HP, +5 AGI
1 | Box of Cat Food- (Consumable, Food, Earth & Physical, 20 Charges, 300 Gold) Heals target Animal for 50 HP
1 | Box of Dog Food- (Consumable, Food, Earth & Physical, 20 Charges, 300 Gold) Heals target Animal for 50 HP
1 | Box of Toast- (Consumable, Food, Earth, 20 Charges, 6,000 Gold) Heals 350 HP
1 | Boxed Rice- (Consumable, Food, Physical, 4 Charges, 290 Gold) Heals 40 HP
1 | Bread Crumbs- (Consumable, Food, Earth, 1 Charge, 300 Gold) +2 CON
1 | Breaded Frog Legs- (Consumable, Food, Water & Physical, 2 Charges, 700 Gold) +340 HP, +10 MP
1 | Broccoli- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Earth
1 | Brown Sugar- (Consumable, Food, Earth, 1 Charge, 500 Gold) +10 CON, +5 STR
1 | Bundt Cake- (Consumable, Food, Earth, 1 Charge, 500 Gold) +15 CON, 2% Dodge
1 | Bunt Cake- (Consumable, Food, Earth, 1 Charge, 760 Gold) Heals 850 HP, +10 CON
1 | Burmalong Meat- (Consumable, Food, Earth, 1 Charge 200 Gold) +50 HP, 5% Inflicts Confusion on user
1 | Cabbage- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Physical
1 | Cake- (Consumable, Food, Earth, 1 Charge, 500 Gold) +20 CON
1 | Candy Corn- (Consumable, Food, Darkness & Physical, 4 Charges, 200 Gold) Heals 3 STR Damage
1 | Canned Soup- (Consumable, Food, Water, 2 Charges, 80 Gold) +200 HP, +50 MP, Takes 2 turns to use if it has 2 charges unless a Tool is equipped
1 | Caramel- (Consumable, Food, Earth, 1 Charge, 300 Gold) 1% Resilience
2 | Caramel Candies- (Consumable, Food, Earth & Darkness, 15 Charges, 9,000 Gold) Heals 700 HP
1 | Carrot- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Physical, +5 CON
1 | Cauliflower- (Consumable, Food, Earth, 1 Charge, 300 Gold) +15 Defense against Air
1 | Cayenne Pepper- (Consumable, Food, Fire, 1 Charge, 500 Gold) +5 Damage for all attacks that deal stat damage
1 | Celery- (Consumable, Food, Earth, 1 Charge, 100 Gold) +5 MP
1 | Cherries- (Consumable, Food, Earth & Water & Fire, 1 Charge, 300 Gold) +10 Damage for Fire and Earth element attacks
1 | Chewing Gum- (Consumable, Food, Technology & Air, 1 Charge, 250 Gold) +25 HP, +25 MP, Item's effect repeats itself for 5 rounds
1 | Chicken- (Consumable, Food, Air, 1 Charge, 300 Gold) +5 AGI, +5 CON
1 | Chicken Flavoring- (Consumable, Food, Air, 5 Charges, 500 Gold) +4 AGI
1 | Chile Pepper- (Consumable, Food, Fire, 1 Charge, 900 Gold) +30 SPI, stacks 5 times
1 | Chives- (Consumable, Food, Earth & Air, 1 Charge, 300 Gold) +15 Defense against Air
1 | Chocolate- (Consumable, Food, Earth, 1 Charge, 300 Gold) +2 AGI, +30 MP
1 | Chocolate Cake- (Consumable, Food, Earth & Darkness, 1 Charge, 300 Gold) +100 Damage to user’s next 3 attacks
1 | Cinnamon- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 CON
1 | Cloves- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Coconut Flavoring- (Consumable, Food, Water & Earth, 5 Charges, 500 Gold) +4 MIN
1 | Coffee Cake- (Consumable, Food, Earth, 1 Charge, 500 Gold) +15 CON, +5 STR
1 | Common Soup- (Consumable, Food, Water, 1 Charge, 100 Gold) +20 HP, +1 MP
1 | Cookie (2)- (Consumable, Food, Earth, 1 Charge, 200 Gold) Heals 200 HP and 300 MP
1 | Corn- (Consumable, Food, Earth & Light & Air, 1 Charge, 300 Gold) +4 CON, +1 AGI, +5 Defense against Air
1 | Crab Meat (3)- (Consumable, Food, Water & Physical, 1 Charge, 500 Gold) +10 STR
1 | Cricket on a Stick- (Consumable, Food, Fire & Earth, 1 Charge, 120 Gold) Heals 140 HP, +5 CON
1 | Crushed Red Pepper- (Consumable, Food, Fire, 5 Charges, 1,000 Gold) +3 STR, +1 SPI
1 | Cucumber- (Consumable, Food, Water, 1 Charge, 300 Gold) +15 Defense against Technology
1 | Dark Chocolate- (Consumable, Food, Earth & Darkness, 1 Charge, 300 Gold) +5 CON
1 | Deli Meats- (Consumable, Food, Fire, 1 Charge, 500 Gold) +50 for user’s next 5 attacks
1 | Devil’s Food Cake- (Consumable, Food, Darkness, 1 Charge, 1,000 Gold) +50 Defense against Angels, Devas, and Celestials
1 | Deviled Eggs- (Consumable, Food, Fire & Darkness & Earth & Light, 2 Charges, 400 Gold) +20 HP, +20 MP
1 | Doc James's Honey Candies- (Consumable, Food, Light, 1 Charge, 50 Gold) +80 HP, 1% Cures Silence
1 | Dog Biscuits- (Consumable, Food, Earth, 20 Charges, 900 Gold) Heals 250 HP, only affects Pets
1 | Dozen Eggs- (Consumable, Food, Water, 12 Charges, 400 Gold) +5 HP
1 | Egg- (Consumable, Food, Water & Air, 1 Charge, 90 Gold) +20 HP, +1 STR
1 | Eggplant- (Consumable, Food, Water & Darkness, 1 Charge, 300 Gold) +15 Defense against Light
1 | Elegant Cheese- (Consumable, Food, Earth, 4 Charges, 1,900 Gold) +75 HP, +3% Poison: Drunk Resist
1 | Fancy Cheese Plate- (Consumable, Food, Earth, 10 Charges, 750 Gold) +70 HP, +25 MP
1 | Fancy Cheeses- (Consumable, Food, Earth, 3 Charges, 400 Gold) +25 HP, +5 MP
1 | Flour- (Consumable, Food, Fire, 1 Charge, 100 Gold) +5 HP
1 | Fondant- (Consumable, Food, Air & Ice, 1 Charge, 1,000 Gold) Heals 200 MP
1 | Fractal Crystalcandy- (Consumable, Food, Technology & Earth & Candy, Unlimited Charges, 5,000,000 Gold) Deals 500,000 Flat Candy & Earth & Technology element HP Healing, 15% inflicts Stat Boost: MIN Boost
1 | Freshly Ground Black Pepper- (Consumable, Food, Fire, 1 Charge, 500 Gold) +100 Damage for all attacks that deal damage
1 | Fried Ants- (Consumable, Food, Fire & Earth, 1 Charge, 180 Gold) +20 CON
1 | Frog Eyes- (Consumable, Food, Water, 1 Charge, 200 Gold) +20 HP
1 | Frosted Cupcakes- (Consumable, Food, Light, 1 Charge, 500 Gold) Heals 350 Damage
1 | Frosting- (Consumable, Food, Light & Ice, 1 Charge, 300 Gold) +5 MIN
1 | Garlic- (Consumable, Food, Light, 1 Charge, 300 Gold) +5 Defense
1 | Giant Cheese- (Consumable, Food, Light, 1 Charge, 100 Gold) +5 HP
1 | Goat Cheese- (Consumable, Food, Earth & Air & Water & Light, 1 Charge, 300 Gold) +5 AGI
12 | 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
1 | Goose Meat- (Consumable, Food, Air, 3 Charges, 900 Gold) Heals 400 HP, +15 AGI
1 | Grapes- (Consumable, Food, Acid & Water & Darkness, 1 Charge, 300 Gold) +15 Damage for Water element attacks
1 | Grated Parmesan- (Consumable, Food, Air, 1 Charge, 300 Gold) +5 AGI
1 | Green Jell Tart- (Consumable, Food, Earth & Acid, 1 Charge, 600 Gold) +50 HP, +40 MP, +3 STR
1 | Ground Pepper- (Consumable, Food, Fire & Earth, 10 Charges, 1,000 Gold) +1 to any stat
1 | Ham- (Consumable, Food, Fire, 1 Charge, 500 Gold) +5% Dodge to user until user’s next action, does not stack
1 | Hamburger- (Consumable, Food, Earth & Fire & Physical, 1 Charge, 300 Gold) +5 CON, +5 STR
1 | Hardboiled Egg- (Consumable, Food, Water & Fire, 1 Charge, 400 Gold) +6 CON, does not stack
1 | Honey- (Consumable, Food, Earth & Air, 1 Charge, 800 Gold) Heals 60 HP, Heals 80 MP, +4 CON
1 | Hot Dog- (Consumable, Food, Earth & Fire & Physical, 1 Charge, 300 Gold) +5 CON, +5 STR
1 | Hot Peppers- (Consumable, Food, Fire, 1 Charge, 500 Gold) +50 Damage to Humans, Humanoids, and Aquatics
1 | Ice Cream- (Consumable, Food, Ice, 1 Charge, 300 Gold) +5 SPI
1 | Jelly Danish- (Consumable, Food, Water, 1 Charge, 700 Gold) +30 HP, +5 MIN
1 | Julob Bait- (Consumable, Food, Fire, 3 Charges, 20,000 Gold) Julob-Julobs must consume this food before any other and take the opportunity to eat this over any other action, has no effect if used
1 | Ketchup- (Consumable, Food, Water, 1 Charge, 300 Gold) 1% Fire Resistance
1 | Lashmordu Stew- (Consumable, Food, Electricity, 2 Charges, 5,000 Gold) +200 HP, +200 MP, 3% Confusion
1 | Lemon- (Consumable, Food, Acid, 1 Charge, 500 Gold) 1% Acid Resistance
1 | Lemon Juice- (Consumable, Food, Acid, 1 Charge, 300 Gold) +5 SPI
1 | Lentils (2)- (Consumable, Food, Earth, 5 Charges, 400 Gold) Heals 70 HP
1 | Lentils- (Consumable, Food, Water & Earth, 1 Charge, 300 Gold) +5 AGI
1 | Lettuce- (Consumable, Food, Earth, 1 Charge, 100 Gold) +5 HP
1 | Lime- (Consumable, Food, Acid, 1 Charge, 500 Gold) User’s summons and future summons gain 1% Acid Resistance
1 | Lubregar’s Vegetable Soup- (Consumable, Food, Water, 2 Charges, 250 Gold) +35 HP, +1 STR
1 | Malzu Platter- (Consumable, Food, Earth, 2 Charges, 300 Gold) +20 HP
1 | Mango- (Consumable, Food, Fire & Water, 1 Charge, 2,100 Gold) Heals 200 HP and 600 MP
1 | Maple Syrup- (Consumable, Food, Earth & Water & Air, 1 Charge, 2,000 Gold) Heals 300 MP, +4 SPI
1 | Marinara Sauce- (Consumable, Food, Water & Earth, 1 Charge, 300 Gold) +5 CON
1 | Mayonnaise- (Consumable, Food, Water, 1 Charge, 300 Gold) +1 STR
1 | Meat Sauce- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 STR
1 | Milk Chocolate- (Consumable, Food, Earth, 1 Charge, 300 Gold) +50 HP
1 | Mint Leaf- (Consumable, Food, Light & Ice, 1 Charge, 300 Gold) +5 Defense against Ice and Fire
1 | Mirvolian Spiced Meat Dish- (Consumable, Food, Magic & Fire, 2 Charges, 15,000 Gold) +400 HP, +60 AGI, 4% Cures Confused, stacks 4 times
1 | Mixed Berry Flavoring- (Consumable, Food, Earth, 5 Charges, 500 Gold) +4 SPI
1 | Mixed Nuts- (Consumable, Food, Earth, 1 Charge, 500 Gold) +20 CON
1 | Mochi Ball- (Consumable, Food, Earth, 1 Charge, 400 Gold) Heals 200 HP
1 | Mussels- (Consumable, Food, Water & Physical, 1 Charge, 500 Gold) +15 Defense
1 | Mustard- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 MIN
1 | Noodles- (Consumable, Food, Earth, 1 Charge, 300 Gold) +50 HP
1 | Oorang Broth- (Consumable, Food, Water, 1 Charge, 700 Gold) +10 HP, +5 MP
1 | Orange- (Consumable, Food, Acid & Light, 1 Charge, 300 Gold) +15 Damage for Acid element attacks
1 | Oysters- (Consumable, Food, Water & Physical, 1 Charge, 500 Gold) +5 STR, +5 CON, +5 Defense
1 | Paprika- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 AGI
1 | Pastrami on Rye Sandwich- (Consumable, Food, Water, 1 Charge, 80 Gold) +50 HP, +2 STR
1 | Peach- (Consumable, Food, Water & Light, 1 Charge, 300 Gold) +15 Damage for Light element attacks
1 | Peanuts- (Consumable, Food, Earth, 1 Charge, 300 Gold) +10 CON, +5 MIN
1 | Pear- (Consumable, Food, Earth & Water, 1 Charge, 700 Gold) Heals 200 HP, +5 CON, stacks 10 times
1 | Pecans- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 STR, +5 AGI, +5 SPI
1 | Pepper Flakes- (Consumable, Food, Fire, 5 Charges, 1,000 Gold) +2 STR, +2 SPI
1 | Peppercinis- (Consumable, Food, Fire & Water, 1 Charge, 500 Gold) +50 Damage to Humans, Animals, and Cthonians
1 | Peppermint- (Consumable, Food, Ice, 1 Charge, 500 Gold) +15 Defense against Ice
1 | Pepperoni- (Consumable, Food, Fire, 1 Charge, 300 Gold) +5 STR
1 | Pistachios- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON, +50 HP
1 | Plain Bread- (Consumable, Food, Earth, 1 Charge, 400 Gold) Heals 50 HP
1 | Plain Cupcake- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Plain Pasta- (Consumable, Food, Earth, 1 Charge, 400 Gold) Heals 50 HP
1 | Plum- (Consumable, Food, Water & Darkness, 1 Charge, 300 Gold) +15 Damage for Darkness element attacks
1 | Pocky- (Consumable, Food, Earth, 4 Charges, 700 Gold) Heals 90 HP
1 | Pork Chop Sandwich- (Consumable, Food, Earth & Fire, 1 Charge, 1,900 Gold) +140 AGI for one round, +30 AGI, +10 STR
1 | Potato- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Powdered Flavoring- (Consumable, Food, Air, 1 Charge, 300 Gold) 1% Technology Resistance
1 | Raspberries- (Consumable, Food, Fire & Water & Magic, 2 Charges, 3,900 Gold) Heals 400 HP, +5 STR
1 | Refried Beans- (Consumable, Food, Earth, 1 Charge, 300 Gold) +2 CON
1 | Rice- (Consumable, Food, Earth, 1 Charge, 300 Gold) +2 AGI, +30 HP
1 | Rice and Fish Sandwich- (Consumable, Food, Water, 1 Charge, 1,000 Gold) +300 HP, Restores 15 lost AGI
1 | Rucksack Filled With Food- (Consumable, Food, Earth, 15 Charges, 19,000 Gold) Heals 400 HP and 200 MP, +5 to any one stat, stacks 15 times
1 | Rye- (Consumable, Food, Earth, 1 Charge, 300 Gold) +1 CON
1 | Rye Crackers- (Consumable, Food, Earth, 2 Charges, 500 Gold) +15 HP, +1 AGI
1 | Sage Spice- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 MIN
1 | Salt- (Consumable, Food, Water, 1 Charge, 300 Gold) +5 STR
1 | Scallops- (Consumable, Food, Earth, 1 Charge, 300 Gold) +10 CON, +5 Defense
1 | Sea Bass Steak (2)- (Consumable, Food, Water, 1 Charge, 7,000 Gold) Heals 500 HP, +10 STR, 1% Water Resistance
1 | Sea Salt- (Consumable, Food, Water, 1 Charge, 500 Gold) +10 CON
1 | Seaweed- (Consumable, Food, Water, 1 Charge, 300 Gold) +5 AGI, +5 CON
1 | Seaweed Roll- (Consumable, Food, Water, 2 Charges, 600 Gold) +140 MP
1 | Shrimp- (Consumable, Food, Water, 1 Charge, 300 Gold) +10 to target's turn-order-determining stat sum for turn-order-determining purposes
1 | Sliced Cheeses- (Consumable, Food, Air, 1 Charge, 900 Gold) +15 AGI
1 | Soup Au Gratin- (Consumable, Food, Water, 1 Charge, 600 Gold) +60 MP
1 | Soup Broth- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Soup Mix- (Consumable, Food, Water, 1 Charge, 300 Gold) 1% Water Resistance
1 | Sour Cream- (Consumable, Food, Water & Acid, 1 Charge, 300 Gold) +3 STR
1 | Soy Beans- (Consumable, Food, Earth & Light & Water, 1 Charge, 300 Gold) +5 Defense against non-Light
1 | Stew Mix- (Consumable, Food, Water, 1 Charge, 300 Gold) 1% Water Resistance
1 | Stick of Butter- (Consumable, Food, Water, 1 Charge, 300 Gold) +5 CON
1 | Strawberry- (Consumable, Food, Water & Light & Fire, 1 Charge, 300 Gold) +10 Damage for Light or Fire element attacks
1 | Sugar- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 AGI
1 | Tangerine- (Consumable, Food, Light & Water, 1 Charge, 1,600 Gold) Heals 600 HP and 600 MP, +10 SPI, stacks 10 times
1 | Tasty Great Shroom Piece- (Consumable, Food, Earth, 1 Charge, 80 Gold) +20 HP
1 | Tasty Mussels (2)- (Consumable, Food, Water & Earth, 2 Charges, 1,000 Gold) Heals 1,100 HP, Heals 450 MP, +20 Defense, stacks 5 times
1 | Tasty Pastries- (Consumable, Food, Water & Air, 3 Charges, 2,000 Gold) +50 HP, +40 MP
1 | Tin of Imported Cashews- (Consumable, Food, Earth, 20 Charges, 9,000 Gold) Heals 200 HP
1 | Tin of Mints- (Consumable, Food, 20 Charges, 700 Gold) 50% Cures Confusion: Depression, 5% Cures Stat Drain: AGI Drain
1 | Toffee- (Consumable, Food, Earth, 1 Charge, 300 Gold) 100% to Hit
1 | Tomato- (Consumable, Food, Earth & Fire & Water, 1 Charge, 300 Gold) +5 CON
1 | Trout Stew- (Consumable, Food, Water, 2 Charges, 500 Gold) +50 HP
1 | Tuna- (Consumable, Food, Water, 1 Charge, 300 Gold) +5 MIN
1 | Turkey- (Consumable, Food, Air & Earth, 1 Charge, 700 Gold) Heals 40 HP, +10 AGI, +5 CON
1 | Veal- (Consumable, Food, Fire, 1 Charge, 500 Gold) +50 Damage to next 3 attack’s made by user and user’s pets and summons
1 | Very Well Preserved Slab of Bacon- (Consumable, Food, Fire & Ice, 1 Charge, 6,000 Gold) +50 Damage to next 5 attacks made by user’s pets and summons
1 | Vinegrette Dressing- (Consumable, Food, Water, 1 Charge, 300 Gold) 2% Dodge
1 | Wafers- (Consumable, Food, Earth, 1 Charge, 300 Gold) +5 CON
1 | Walnuts- (Consumable, Food, Earth, 1 Charge, 500 Gold) +20 Defense
1 | Wasabi Paste- (Consumable, Food, Fire, 1 Charge, 500 Gold) +15 STR
1 | Water Chestnuts- (Consumable, Food, Water, 1 Charge, 300 Gold) +5 CON, +5 AGI
1 | Wedding Cake- (Consumable, Food, Earth & Light, 3 Charges, 15,000 Gold) Heals 1,000 HP and 1,000 MP
1 | Wheat- (Consumable, Food, Earth, 1 Charge, 300 Gold) +1 Defense
1 | Whipped Cream- (Consumable, Food, Water & Light, 1 Charge, 300 Gold) +3 AGI
1 | White Chocolate- (Consumable, Food, Earth & Light, 1 Charge, 300 Gold) +5 AGI
1 | Wild Goose Flavoring- (Consumable, Food, Air & Water, 20 Charges, 600 Gold) +4 to all stats
1 | Yellow Julbob Fruit- (Consumable, Food, Earth & Water, 1 Charge, 900 Gold) +70 HP, +18 STR
1 | Zucchini- (Consumable, Food, Water, 1 Charge, 300 Gold) +15 Defense against Water

Consumable - Material
1 | Wottfus Fur- (Consumable, Material, Earth, 900 Gold)

Consumable - Medicine
2 | Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself

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


Items-

Item - Antiquity
1 | 'Be a Man, Horse'- (Item, Antiquity, Earth, 15,700 Gold)
1 | 'Be the Horse, Lad'- (Item, Antiquity, Earth, 17,500 Gold)
1 | A Coach for Eels- (Item, Antiquity, Water & Physical, 15,700,000 Gold)
3 | Aquarium Containing Sorceror Coral- (Item, Antiquity, Water & Magic, 600,000 Gold)
4 | Assorted Doodads Produced by the Sepherys Corporation- (Item, Antiquity, Technology, 8,000 Gold)
37 | Dragon's Hoarded Treasures- (Item, Antiquity, Physical & Magic & Earth, 870,000 Gold)
1 | Empty Creme Liqueur Shotglass- (Item, Antiquity, Water, 300 Gold)
1 | Great Egg of Myrrh- (Item, Antiquity, Fire & Earth & Light, 14,000,000 Gold)
1 | Horse Food- (Item, Antiquity, Earth, 500 Gold)
2 | Rare Flowers- (Item, Antiquity, Earth, 7,000 Gold)
3 | Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
1 | Small Blue Gem- (Item, Antiquity, Earth, 1,600 Gold)
73 | Tome of Esoteric Monsters- (Item, Antiquity, Earth & Darkness & Magic, 75,000 Gold)

Item - Drink
1 | Soy Sauce (3)- (Item, Drink, Water & Darkness, 20 Charges, 700 Gold) Heals 40 MP, Also gives +50 MP if a Food item has been used on target within the last 5 turns, This item uses 5 charges at once
1 | Soy Sauce Packet- (Item, Drink, Water & Darkness, 1 Charge, 20 Gold) Heals 40 MP, Also gives +50 MP if a Food item has been used on target within the last 5 turns
1 | Soy Sauce(2)- (Item, Drink, Water & Darkness, 20 Charges, 700 Gold) Heals 40 MP, Also gives +50 MP if a Food item has been used on target within the last 5 turns

Item - Material
1 | Alexandrite- (Item, Material, Earth & Physical, 60,000 Gold)
24 | Ancient Fury- (Item, Material, Fire & Destruction & Fury, 150,000,000 Gold)
1 | Breath of the East Wind- (Item, Material, Air, 69,000 Gold)
1 | Carnelian- (Item, Material, Earth & Energy, 60,000 Gold)
6 | Celestial Steel- (Item, Material, Light & Physical, 3,000,000 Gold)
1 | Condor Feather- (Item, Material, Air, 80 Gold)
3 | Dark Basalt Stone- (Item, Material, Earth & Darkness, 300 Gold)
1 | Darkness Mana Oil- (Item, Material, Darkness, 5,000 Gold)
1 | Giant Ametrine- (Item, Material, Earth & Psychic, 1,000,000 Gold)
1 | Giant Carnelian- (Item, Material, Earth & Energy, 1,000,000 Gold)
1 | Giant Emerald- (Item, Material, Earth, 1,000,000 Gold)
1 | Giant Iolite- (Item, Material, Earth & Ice, 1,000,000 Gold)
1 | Giant Opal- (Item, Material, Earth & Air, 1,000,000 Gold)
1 | Giant Peridot- (Item, Material, Earth & Acid, 1,000,000 Gold)
1 | Giant Ruby- (Item, Material, Earth & Fire, 1,000,000 Gold)
1 | Giant Topaz- (Item, Material, Earth & Electrical, 1,000,000 Gold)
1 | Golemstone- (Item, Material, Magic & Earth, 85,000 Gold)
2 | Huge Container of Fire Mana Oil- (Item, Material, Fire, 500,000 Gold)
1 | Lapis Lazuli- (Item, Material, Earth & Water & Magic & Psychic, 60,000 Gold)
1 | Large Alexandrite- (Item, Material, Earth & Physical, 190,000 Gold)
1 | Large Ametrine- (Item, Material, Earth & Psychic, 190,000 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)
1 | Large Peridot- (Item, Material, Earth & Acid, 190,000 Gold)
1 | Large Teralyte- (Item, Material, Earth, 190,000 Gold)
1 | Large Zircon- (Item, Material, Earth & Magic, 190,000 Gold)
1 | Massive Sphere of Necromantic Energy- (Item, Material, Darkness & Magic, 7,602,000 Gold)
70 | Mushroom Piece- (Item, Material, Earth, 600 Gold)
4 | Mystic Stone- (Item, Material, Earth, 25,000 Gold)
2 | Normal Pebbles- (Item, Material, Earth, 5 Gold)
1 | Opal- (Item, Material, Earth & Air, 60,000 Gold)
2 | Putrid, Rotting Flesh- (Item, Material, Acid & Darkness, 300 Gold)
1 | Small Amethyst- (Item, Material, Earth & Darkness, 5,000 Gold)
1 | Small Carnelian- (Item, Material, Earth & Energy, 5,000 Gold)
1 | Small Emerald- (Item, Material, Earth, 5,000 Gold)
1 | Small Quartz- (Item, Material, Earth & Technology, 5,000 Gold)
1 | Small Sapphire- (Item, Material, Earth & Water, 5,000 Gold)
2 | Sphere of Ulaatian Essence- (Item, Material, Magic & Water, 5,000 Gold)
1 | Spider Venom Sacs- (Item, Material, Acid, 7,000 Gold)
1 | Tiny Diamond- (Item, Material, Earth & Light, 1,000 Gold)
1 | Tiny Peridot- (Item, Material, Earth & Acid, 1,000 Gold)
1 | Tiny Quartz- (Item, Material, Earth & Technology, 1,000 Gold)
12 | Valor- (Item, Material, Light & Fire & Physical, 6,000,000 Gold)
1 | Yellow Goo- (Item, Material, Electrical & Water, 200 Gold)
1 | Zircon- (Item, Material, Earth & Magic, 60,000 Gold)

Item - Property
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)

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
4 | Warehouse Ticket (Item, Ticket, Universe, 50,000 Gold)


Spells-

Spell - Alchemy
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

Spell - Astral Magic
1 | Create Constellation of the Azure Dragon- (Spell, Astral Magic, Wood & Electrical, 20,000 MP, 20,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Azure Dragon', said empowered constellation causes all Wood or Electrical element individuals on its possessor's side of battle to gain +10,000 to all stats as a non-stacking effect and makes Wood a base element

Spell - Combat Arts
1 | Ki Blast- (Spell, Combat Arts, Energy & Physical, 50 MP, 90,000 Gold) +90 Magical Attack
2 | Ki Boost- (Spell, Combat Arts, Energy & Physical, 200 MP, 900,000 Gold) Caster gains +500 to all stats, does not stack
2 | Ki Lightning- (Spell, Combat Arts, Energy & Physical & Electrical, 500 MP, 960,000 Gold) +950 Magical Attack, 1 hit against 5, deals 1/5 damage
1 | Ki Persuasion- (Spell, Combat Arts, Energy & Physical & Air & Psychic, 50 MP, 670,000 Gold) 30% may inflict Charm, 30% may inflict Confusion, 30% may inflict Fatigued: Asleep
1 | Ki Throw- (Spell, Combat Arts, Energy & Physical, 80 MP, 210,000 Gold) +200 Magical Attack, 60% inflicts Fatigued: Stun, deals 1/2 damage

Spell - Elemental Magic
1 | Call Unto Seasons: Winter- (Spell, Elemental Magic, Ice, 45 MP, 45,000 Gold) All Ice attacks for the remainder of the battle do Caster's Level * 10 extra damage, Does 700 Ice damage or heals target Ice element individual for 700, does not stack
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 | Reduce Agility- (Spell, Enchantment, Magic, 1,000 MP, 1,000,000 Gold) Deals 1,000 AGI Damage
1 | Reduce Constitution- (Spell, Enchantment, Magic, 1,000 MP, 1,000,000 Gold) Deals 1,000 CON Damage
1 | Reduce Spirit- (Spell, Enchantment, Magic, 1,000 MP, 1,000,000 Gold) Deals 1,000 SPI Damage
2 | Reduce Strength- (Spell, Enchantment, Magic, 1,000 MP, 1,000,000 Gold) Deals 1,000 STR Damage

Spell - Ethereal Magic
2 | 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

Spell - Gate Magic
1 | 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

Spell - Geomancy
8 | Create Zone of Darkness- (Spell, Geomancy, Darkness, 50 MP, 20,000 Gold) Caster creates a Zone of Darkness which does not stack with Zones and may set the Phantom Terrain to Dark Forest

Spell - Gunslinging
1 | Trick Shot: Disarming Shot- (Spell, Gunslinging, Technology & Physical, 700 MP, 89,000 Gold) +15 Ranged Attack, 15% unequips a weapon on target of lower or equal level, 15% target of lower level cannot use attacks for which Strength or Agility is the prime attribute that have the element is Physical or Technology for target’s next action, Success chances for these effects decrease by 1% each concurrent round this attack is used by anyone on the same side, only works if a Gun is equipped

Spell - Healer Magic
1 | Restore Agility- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 AGI Damage
1 | Restore Constitution- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 CON Damage
1 | Restore Mind- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 MIN Damage
2 | Restore Spirit- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 SPI Damage
1 | Restore Strength- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 STR Damage

Spell - Necromancy
2 | Animate Greater Undead- (Spell, Necromancy, Darkness, 60,000 MP, 9,280,000 Gold) Summons up to 1 Undead below Level 40 from the Enemy List that is normally fightable for drops, Max 5 summoned, Summons summoned through this spell cannot summon
1 | 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
3 | Greater Fortify Undead- (Spell, Necromancy, Darkness, 30,000 MP, 8,690,000 Gold) Caster's Undead pets and summons gain +100,000 HP, does not stack, lasts 5 rounds

Spell - Other: Dragon Magic
1 | 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 | 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 | Footsteps of Another Land- (Spell, Other: Spatial Magic, Earth, 12,000 MP, 12,000,000 Gold) Target acquires a buff that stacks 20 times that causes its possessor to not count as being inside target terrain or phantom terrain that was created by caster, an ally of caster, or (an entity below caster's Level that is below Level 60)
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 | 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 | Spatial Escape- (Spell, Other: Spatial Magic, Spatial, 300 MP, 300,000 Gold) Caster leaves the thread if in a Random Quest
1 | Stand Apart- (Spell, Other: Spatial Magic, Spatial, 11,000 MP, 11,000,000 Gold) Target acquires a buff that stacks 20 times that causes its possessor to not count as being inside target zone that was created by caster, an ally of caster, or (an entity below caster's Level that is below Level 60)
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: 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


Spell - Unarmed Technique
2 | 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

Spell - Wizard Magic
1 | Brainburst Impulse- (Spell, Wizard Magic, Psychic, 14,000 MP, 14,000,000 Gold) 7,000 MIN Damage, 60% inflicts Wounded: Bleeding, 60% inflicts Mindblasted
3 | 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



Pets-

Ammut
Level 78
Monster, Darkness
HP- 5,166,500
MP- 5,166,500
STR- 33,500
AGI- 29,800
CON- 32,900
MIN- 29,800
SPI- 33,500
XP- 0
Defense- 20,800
Defense against Stat Damage- 2,775
Critical Chance- 80%
Resilience- 80%
To Hit- 180%
Dodge- 80%
Resistances and Immunities- Absorbs Darkness, Absorbs Light, Absorbs Hope, Physical Immunity, Magic Immunity, Psychic Immunity, Charm Immunity, Confusion Immunity, Instant Death Immunity, Smitten Immuinity, 156% Minor Status Effect Resistance, 90% Moderate Status Effect Resistance, 25% Major Status Effect Resistance
Prime Attribute- Strength or Spirit
Constant Effects-
Massive- Possessor obtains +15,000 STR, +15,000 CON, and +2,500,000 HP, Possessor may count as up to 40 individuals for row-order purposes, Constant Effect
Deadly- Possessor gains +30,000 STR, gains +80% Critical, and deals 60,000 additional Damage, Constant Effect
Eater of the Unworthy Dead- Possessor's opponents may not be resurrected by sources below Level 80 while possessor is alive, Individuals killed by possessor may not be resurrected by individuals below Level 75, Possessor is Immune to individuals below level 40, Constant Effect
Death's Pull- Whenever an entity dies in the same battlespace as possessor, possessor may move any number of individuals from other battlespaces who are below Level 80 into the battlespace possessor is present in, Constant Effect
Abilities-
Devour- 60,000 Damage, Deals HP Drain, Physical, 0 MP
Destruction Blast- 85,000 Damage, Removes all buffs on target from source below Level 70, Destruction, 295,000 MP
Fire of the Underworld- 68,000 Damage, 200% inflicts Burning, Voidstruck, and Stat Drain: SPI Drain, Fire or Fire & Destruction or Fire & Darkness, 80,000 MP
Erasure- 10,000 SPI Damage, May deal no Damage (including Stat Damage), Removes either 1 buff or debuff present on target that is from a source below Levle 80 or may remove 1 buff or debuff with target as a source if target is below Level 80, Destruction or Void, 350,000 MP
Judge's Scale- 75% inflicts Smitten on opponents below Level 80, If target is an ally of caster, target obtains +15,000 to all stats and is afflicted with Elevated, Does Not Stack, Light & Darkness & Law, 5,000,000 MP
Manifest and Consume Heart- 50,000 Damage, 5,000 CON Damage, 5,000 SPI Damage, 75% inflicts Instant Death, Individuals killed by this action may not be resurrected by sources below Level 99, Spatial & Destruction, 1,000,000 MP
Scouring Storm- 35,000 Damage, 1 hit against 200,000, Earth & Air, 350,000 MP


Grandmaster
Level 71
Human, Glory
HP- 4,000,000
MP- 4,000,000
STR- 25,000
AGI- 25,000
CON- 25,000
MIN- 25,000
SPI- 25,000
XP- 0
Defense- 17,000
Defense against Stat Damage- 2,000
Critical Chance- 70%
Resilience- 70%
To Hit- 170%
Dodge- 70%
Resistances and Immunities- 142% Minor Status Effect Resistance, 71% Moderate Status Effect Resistance, 35% Major Status Effect Resistance
Prime Attribute- Any One Stat
Constant Effects-
True Master- Possessor is Immune to individuals below Level 30, Possessor gains 2 additional actions per round, Constant Effect
Blessed- Possessor gains +5,000 to all stats, +15% Critical, +15% Dodge, +15% To Hit, and +15% Resilience, Constant Effect
Has Lots of Friends- Possessor may summon any one individual below Level 60 from the Enemy List who is normally fightable for drops at the start of each round, Individuals summoned by this effect may not summon, Max 24 summoned, Constant Effect
Adviser's Mind- Possessor's allies may use possessor's Critical, Dodge, To Hit, and Resilience values instead of their own, Constant Effect
Controller's Power- Possessor may choose at the beginning of any round to make each individual in battle who is either willing or below Level 60's Turn-Order-Determining Stat become solely any one stat out of STR, AGI, CON, MIN, and SPI, with possessor being able to make different selections for different individuals, Constant Effect
Auramancer's Aura- Possessor may deal 50,000 Flat Damage of any combination of base elements to all opponents at the start of each round, Constant Effect
Diplomat's Charm- Possessor has a 100% chance of inflicting Charm on each opponent at the start of every round, Constant Effect
Gigas Knight's Imperviousness- Possessor gains +500,000 HP, +6,000 Defense, and +15% Resilience, Individuals below Level 40 may not Critical possessor, Constant Effect
Guardian's Body- Possessor gains +400,000 HP, +5,000 Defense, and +10% Resilience, Constant Effect
Inscriber's Wardings- Possessor gains 15% Resistance to Base Entity subtypes, excluding Immortal, Serpent Blessed, Holy One, and Fiend, Constant Effect
Power Trooper's Escape Jets- Possessor may choose to count as in the back row even if possessor is in the front row, Constant Effect
Protector's Defenses- Possessor gains +6,000 Defense and +5% Dodge, Constant Effect
Seer's Prescience- Once per round, possessor may use any of possessor's abilities as a pre-emptive counter, Constant Effect
Spy's Infiltration- Possessor may become any base subtype other than Immortal, Serpent Blessed, Holy One, and Fiend at the start of any round, Constant Effect
Anarchomancer's Chaos- Possessor gains +4,000 to a randomly determined stat out of STR, AGI, CON, MIN, and SPI, with said stat being randomly re-determined at the start of each round, Constant Effect
Artificier's Craft- Possessor's allies gain +25% Critical, +25% To Hit, +25% Resilience, and +25% Dodge as a non-stacking bonus, Constant Effect
Bard's Songs- Possessor's allies gain +1,500 to all stats as a bonus that stacks 5 times, 142% Minor Status Effect Resistance, amd 71% Moderate Status Effect Resistance, Constant Effect
Channeler's Linkup- Possessor may link or delink possessor's HP or MP with the corresponding value of a willing ally at the start of each round, Constant Effect
Commander's Leadership- Possessor's allies gain +3,000 to all stats as a non-stacking bonus, Constant Effect
Dancer's Grace- Possessor gains +4,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Possessor may use any of possessor's abilities as a counter to an action that possessor Dodged an attack as part of, Constant Effect
Forbidden Mage's Horrid Art- Possessor may pay 2,000,000 HP to increase any amount of Damage dealt by possessor by 200,000 points as a non-stacking effect, Constant Effect
Diviner's Scrying- Possessor deals 10,000 additional Damage to individuals whose stats possessor has scanned, Possessor may scan the stats of up to 1,000 individuals at the start of every round, Constant Effect
Druid's Sanctity- Zones, Terrains, and Phantom Terrains created by possessor may not be destroyed, altered, or removed by individuals below Level 70 without possessor's permission, Zones, Terrains, and Phantom Terrains created by possessor may not have effects attached to or removed from them by individuals below Level 70 without possessor's permission, Constant Effect
Elementalist's Powers- Possessor's actions that are Earth, Air, Fire, Water, Acid, Electrical, Ice, or Energy element deal 10,000 additional Damage, Constant Effect
Geomancer's Land Connection- Possessor may create a Zone of any base element at the start of each round, Possessor may create a Phantom Terrain of any type for which a square mile is in-stock in the shop that costs under 70,000,000 Gold at the start of each round, Possessor gains +1,000 to all stats if at least 1 Zone if present, Possessor gains +1,000 Defense if at least one Terrain or Phantom Terrain is present, Constant Effect
Glyph Mage's Glyphs- Possessor gains +2,000 to all stats if possessor's opponents have an Rune Mage abilites or have any Rune Magic spells or Rune Accessories equipped, Possessor gains 50% Rune Magic Resistance, Constant Effect
Gunslinger's Aim- Possessor gains +15% To Hit, Constant Effect
Hunter's Tracking- If an individual below Level 80 leaves battle and enters another battle, possessor may follow said individual into said other battle unless an individual of Level 80 or greater in either battle objects, Constant Effect
Illusionist's Mirage- Possessor gains +15% Dodge, Constant Effect
Luminary's Purity- Individuals below Level 60 may not inflict negative status effects on possessor, Constant Effect
Monk's Form- Possessor gains +800 to all stats, +200,000 HP, +1,000 Defense, +5% Critical, +5% Dodge, +5% To Hit, and +5% Resilience, Constant Effect
Necromancer's Reanimation- Whenever a non-Undead individual in the same battle as possessor dies, possessor may summon any 1 Undead from the Enemy List that is below Level 60 and is normally fightable for drops, Summons created by this effect may not summon, Max 20 summoned, Constant Effect
Ninja's Stealth- Possessor gains +3,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle, Possessor gains +5% Dodge, Constant Effect
Rune Mage's Runes- Possessor gains +2,000 to all stats if possessor's opponents have an Glyph Mage abilites or have any Glyph Magic spells or Glpyh Accessories equipped, Possessor gains 50% Glyph Magic Resistance, Constant Effect
Scientist's Mind- Possessor gains +4,000 MIN, Constant Effect
Sigil Tracer's Sigils- Possessor gains +1,000 Defense against Stat Damage, Constant Effect
Umbramancer's Shadow- Each round, possessor may choose one action that possessor performs that will be repeated at the start of the next round, Constant Effect
Veilwalker's Etherealness- Possessor gains +2,000 Defense against Stat Damage, +5% Resilience, +5% Dodge, and individuals below Level 40 have a 50% chance per action of being unable to target possessor without possessor's permission with said action, Constant Effect
Wanderer's Teleportation- At the start of each round, possessor may leave possessor's battle and enter another currently active battle in the same thread, provided that no individual of Level 60 or greater in either battle objects, Constant Effect
Warlock's Curses- Possessor ignores the status effect Resistances and Immunities of individuals below Level 60, Constant Effect
Warrior's Combat Skill- Possessor gains +15% Critical, Constant Effect
Alienist's Command- Possessor's Alien allies gain +15% Dodge, Possessor may remove any one buff from each opponent below Level 60 that comes from a source below Level 60 at the start of each round if possessor possesses any Alien allies, Constant Effect
Beastmaster's Command- Possessor's Animal allies gain +15% Resilience, Possessor gains +10% Critical if possessor possesses any Animal allies, Constant Effect
Binder's Command- Possessor's Spirit allies gain +15% To Hit, Possessor gains +10% Dodge if possessor possesses any Spirit allies, Constant Effect
Botanist's Command- Possessor's Plant allies gain 1,500,000 MP, Possessor regenerates 300,000 HP per round if possessor possesses any Plant allies, Constant Effect
Champion of the Upper Realms's Command- Possessor's Deva allies gain Minor and Moderate status effect Immunity, Possessor gains +4,000 AGI if possessor possesses any Deva allies, Constant Effect
Conjuror's Command- Possessor's Elemental allies gain +1,500,000 HP, possessor may gain Overload Immunity if possessor possesses any Elemental allies, Constant Effect
Counselor's of Faerie's Command- Possessor's Fae allies gain +1,500,000 MP, possessor's actions may gain a 100% chance of inflicting any minor positive or negavite status effect if possessor possesses any Fae allies, Constant Effect
Deathless One's Command- Possessor's Undead allies gain Minor and Moderate status effect Immunity, Possessor gains +4,000 SPI if possessor possesses any Undead allies, Constant Effect
Demonologist's Command- Possessor's Demon allies gain +1,500,000 HP, possessor gains Burning Immunity if possessor possesses any Demon allies, Constant Effect
Doombringer's Command- Possessor's Horror allies gain +10,000 Defense, Possessor gains +1,000 Defense against Stat Damage if possessor possesses any Horror allies, Constant Effect
Dragon Lord's Command- Possessor's Dragon allies gain +20,000 Damage to the Damage values of their abilities, Possessor's Prime Attribute may become 'Two Highest Stats' if possessor possesses any Dragon allies, Constant Effect
Evermason's Command- Possessor's Golem allies cannot be Criticalled by individuals below Level 60, Buffs with possessor as a source may not be removed by individuals below Level 60 if possessor has any Golem allies, Constant Effect
Flux Baron's Command- Possessor's Shapeshifter allies gain +15% Dodge, Possessor gains +10% To Hit if possessor possesses any Shapeshifter allies, Constant Effect
Gatekeeper's Command- Possessor's Outsider allies gain +20,000 Damage to the Damage values of their abilities, Possessor gains +4,000 to all stats if possessor possesses any Outsider allies, Constant Effect
Gearwright's Command- Possessor's Clockwork allies gain +15% Critical, Possessor gains +10% Resilience if possessor possesses any Clockwork allies, Constant Effect
General's Command- Possessor's Human allies gain +4,000 Defense against Stat Damage, Possessor gains +5,000 Defense if possessor possesses any Human allies, Constant Effect
Heavenly Protector's Command- Possessor's Angel allies gain +1,500,000 HP, possessor gains Frozen Immunity if possessor possesses any Angel allies, Constant Effect
Herald of Lunacy's Command- Possessor's Darkspawn allies gain +1,500,000 HP, possessor gains Minor Status Effect Immunity if possessor possesses any Darkspawn allies, Constant Effect
Justicar's Command- Possessor's Celestial allies gain +1,500,000 HP, possessor gains Awestruck Immunity if possessor possesses any Celestial allies, Constant Effect
Keeper of the Depths's Command- Possessor's Cthonian allies gain +1,500,000 HP, possessor gains Entombed Immunity if possessor possesses any Cthonian allies, Constant Effect
Lightbearer's Command- Possessor's Illuminated allies gain +2,000 to all stats, Possessor's actions may not be countered by individuals below Level 80 if possessor possesses any Illuminated allies, Constant Effect
Mad Scientist's Command- Possessor's Bio-Horror allies gain Minor and Moderate status effect Immunity, Possessor gains +4,000 MIN if possessor possesses any Bio-Horror allies, Constant Effect
Master of Monsters's Command- Possessor's Monster allies gain +1,500,000 HP, possessor gains Wounded Immunity if possessor possesses any Monster allies, Constant Effect
Mechanist's Command- Possessor's Machine allies gain Minor and Moderate status effect Immunity, Possessor gains +4,000 CON if possessor possesses any Machine allies, Constant Effect
Pactmaker's Command- Possessor's Devil allies gain +1,500,000 HP, possessor gains Voidstruck Immunity if possessor possesses any Devil allies, Constant Effect
Puppet Master's Command- Possessor's Daemon allies gain +1,500,000 HP, possessor gains Mindblasted Immunity if possessor possesses any Daemon allies, Constant Effect
Roboticist's Command- Possessor's Robot allies gain +1,500,000 HP, possessor gains Electrocuted Immunity if possessor possesses any Robot allies, Constant Effect
Seakeeper's Command- Possessor's Aquatic allies gain +1,500,000 HP, possessor gains Drowning Immunity if possessor possesses any Aquatic allies, Constant Effect
Skykeeper's Command- Possessor's Aerial allies gain +1,500,000 HP, possessor gains Suffocation Immunity if possessor possesses any Aerial allies, Constant Effect
Starkeeper's Command- Possessor's Astral Being allies gain +1,500,000 HP, possessor gains Antimatter Immunity if possessor possesses any Astral Being allies, Constant Effect
Vermin Master's Command- Possessor's Insect allies gain +1,500,000 HP, Possessor's abilities Damage values increase by 10,000 points if possessor possesses any Insect allies, Constant Effect
Viscous Lord's Command- Possessor's Ooze allies gain +1,500,000 HP, possessor gains Dissolving Immunity if possessor possesses any Ooze allies, Constant Effect
Walker From Beyond's Command- Possessor's Abstract allies gain +1,500,000 HP, Possessor gains +300,000 HP if possessor possesses any Abstract allies, Constant Effect
Warlord's Command- Possessor's Humanoid allies gain Minor and Moderate status effect Immunity, Possessor gains +4,000 STR if possessor possesses any Humanoid allies, Constant Effect
Weirdworker's Command- Possessor's Magic Being allies gain +1,500,000 HP, Possessor regenerates 300,000 MP per round if possessor possesses any Magic Being allies, Constant Effect
Captain's Mutiny- Possessor may de-transform any opponents who are in Vessel transformations that are below Level 60 at the start of any round, Constant Effect
Exemplar of Benevolence's Shining Form- Possessor may de-transform any opponents who are in Holy Form transformations that are below Level 60 at the start of any round, Constant Effect
Exemplar of Malevolence's Seething Form- Possessor may de-transform any opponents who are in Fiendish Form transformations that are below Level 60 at the start of any round, Constant Effect
Cyberneticist's Disassembly- Possessor may de-transform any opponents who are in Upgraded Form transformations that are below Level 60 at the start of any round, Constant Effect
Driver's Roadblock- Possessor may de-transform any opponents who are in Vehicle transformations that are below Level 60 at the start of any round, Constant Effect
Lord of War's Strategy- Possessor may de-transform any opponents who are in War Machine transformations that are below Level 60 at the start of any round, Constant Effect
Mech Jockey's Command Override- Possessor may de-transform any opponents who are in Mech transformations that are below Level 60 at the start of any round, Constant Effect
Medium's Exorcism- Possessor may de-transform any opponents who are in Spirit Form transformations that are below Level 60 at the start of any round, Constant Effect
Metamorph's Chaos Plasm- Possessor may de-transform any opponents who are in Shapeshifted Form transformations that are below Level 60 at the start of any round, Constant Effect
Nemesis's Vexation- Possessor may de-transform any opponents who are in Dark Transformation transformations that are below Level 60 at the start of any round, Constant Effect
Rider's Call- Possessor may de-transform any opponents who are in Steed transformations that are below Level 60 at the start of any round, Constant Effect
Warp Mage's Warping- Possessor may de-transform any opponents who are in Monstrous Transformation transformations that are below Level 60 at the start of any round, Constant Effect
Wildshaper's Nature-Control- Possessor may de-transform any opponents who are in Natural Form transformations that are below Level 60 at the start of any round, Constant Effect
Clothier's Attire- Possessor gains +10% Resilience, Constant Effect
Engineer's Tinkering- Possessor's allies gain +500 to all stats at the start of every round as a buff that stacks 20 times, Constant Effect
Jeweler's Raiment- Possessor may choose to become any base element or the element Glory at the start of any round, Constant Effect
Magewright's Design- Possessor's summons gain +2,000 to all stats, Constant Effect
Merchant's Wealth- Possessor gains +150,000 Defense against Gold Damage, Possessor may choose to count as possessing 70,000,000 Gold for purposes of effects that check how much Gold possessor possesses, but said Gold may not be stolen or paid, Constant Effect
Smith's Armaments- Possessor's abilities' Damage values are increased by 15,000 points, Constant Effect
Arcane Vizier's Synchronization- Possessor absorbs Magic from sources below Level 60, Constant Effect
Blazing Sultan's Synchronization- Possessor absorbs Fire from sources below Level 60, Constant Effect
Caliph of Corrosion's Synchronization- Possessor absorbs Acid from sources below Level 60, Constant Effect
Countess of Power's Synchronization- Possessor absorbs Energy from sources below Level 60, Constant Effect
Ebon Chanceller's Synchronization- Possessor absorbs Darkness from sources below Level 60, Constant Effect
Heir to the Future's Synchronization- Possessor absorbs Technology from sources below Level 60, Constant Effect
Kinetic Emperor's Synchronization- Possessor absorbs Physical from sources below Level 60, Constant Effect
Mind Lord's Synchronization- Possessor absorbs Psychic from sources below Level 60, Constant Effect
Mountain King's Synchronization- Possessor absorbs Earth from sources below Level 60, Constant Effect
Ocean Prince's Synchronization- Possessor absorbs Water from sources below Level 60, Constant Effect
Radiant Hierophant's Synchronization- Possessor absorbs Light from sources below Level 60, Constant Effect
Snow Queen's Synchronization- Possessor absorbs Ice from sources below Level 60, Constant Effect
Thunder Czar's Synchronization- Possessor absorbs Electrical from sources below Level 60, Constant Effect
Wind Duke's Synchronization- Possessor absorbs Air from sources below Level 60, Constant Effect
Practically Flawless- Individuals below Level 40 may not inflict debuffs on possessor, Constant Effect
Can Wield Any Weapon- Possessor's actions may count as involving weapons of any base weapon subtype, Constant Effect
Can Wear Any Armor- Possessor's actions may count as involving armors of any base armor subtype, Constant Effect
Can Cast Any Spell- Possessor's actions may count as involving possessor casting spells of any base spell subtype, Constant Effect
Accessorizes Splendidly- Possessor's actions may count as involving accessories of any base accessory subtype, Constant Effect
Abilities-
Attack- 55,000 Damage, Any combination of Base elements, 0 MP
Assassin's Strike- 35,000 Damage, 30% inflicts Instant Death, Darkness & Air & Physical, 400,000 MP
Archer's Shot- 50,000 Damage, deals full Damage to the back row, this action gains +50% To Hit, Physical & Air, 250,000 MP
Architect's Construction- 850,000 Damage, Heals HP, +3,000 to all stats, only affects Large Structures, Stacks 20 times, Earth & Technology, 250,000 MP
Card Mystic's Deal- 30,000 Damage, May Heal, 100% may inflict any one minor positive or negative status effect, 1 hit against 52, Magic, 250,000 MP
Combatant's Strikes- 42,500 Damage, 150% inflicts Fatigued: Stun, 2 hits against 1, Physical, 250,000 MP
Crusher's Blow- 50,000 Damage, 150% inflicts Fatigued: Stun, May break any one non-unique item worth under 70,000,000 Gold that is equipped by target, Physical & Earth, 250,000 MP
Defender's Block- +12,000 Defense, +40 Resilience, target has a 30% chance of optionally reflecting actions from sources below Level 60, lasts 100 rounds, does not stack, may only target caster, Physical & Earth, 400,000 MP
Dominator's Lash- 50,000 Damage, 150% inflicts Charm, status effects inflicted by this action may not be cured by individuals below Level 70 and possessor no per-round auto-recover chance, Darkness & Physical, 400,000 MP
Dragoon's Leap- 50,000 Damage, deals full Damage to the back row, this action gains +50% Critical, Physical & Air, 250,000 MP
Enslaver's Control- 5,000 SPI Damage, 30% inflicts Dominion, Darkness, 1,000,000 MP
Gentleman Assassin's Cane Strike- 50,000 Damage, attacks involving this ability are automatically Criticals on the first round of battle, Physical & Darkness, 250,000 MP
Gunner's Shots- 35,000 Damage, 3 hits against 1, Air & Technology & Physical, 250,000 MP
Ioun Master's Halo Beams- 50,000 Damage, 100% inflicts any two moderate negative status effects, may be used as a Counter, Any two base elements, 250,000 MP
Lancer's Impaling Strike- 50,000 Damage, 150% inflicts Wounded, Targets below Level 40 skip their next action as a non-stacking effect, Physical, 400,000 MP
Lawbringer's Gavel- 50,000 Damage, All buffs with target as a source, if target is below Level 60, are removed from their possessors, if said possessors are below Level 60, Light & Air & Physical, 250,000 MP
Magus's Beam- 50,000 Damage, May deal MP Damage, 150% may inflict Manablasted, Magic, 250,000 MP
Matrix Keeper's Net- 50,000 Damage, This attack may not be Dodged by individuals below Level 60, Technology, 250,000 MP
Musician's Song- +2,000 to all stats, 100% inflicts any one positive minor status effect, 1 hit against 30, stacks 5 times, Air, 250,000 MP
Reaper's Scythe- 50,000 Damage, 5,000 CON Damage, 100% may inflict Wounded, 100% may inflict Voidstruck, individuals killed by this attack may not be resurrected by individuals below Level 60, Darkness & Physical, 400,000 MP
Ravager's Strike- 65,000 Damage, 150% inflicts Wounded, this action gains +25% Critical, Physical & Fire, 250,000 MP
Sage's Spinning Staff- 50,000 Damage, 100% inflicts Fatigued: Stun, 100% inflicts Stat Drain: MIN Drain, caster gains +4,500 Defense as a non-stacking buff that lasts 2 rounds, Physical & Air & Magic, 250,000 MP
Scholar's Wisdom- Caster gains +3,500 MIN and scans the stats of each opponent, stacks 5 times, Air & Magic, 250,000 MP
Shadow Blade's Backstab- 50,000 Damage, deals full Damage to the back row on the first round of battle, this action gains +35% Critical on the first round of battle, Physical & Darkness, 250,000 MP
Slayer's Killing Blow- 50,000 Damage, this action gains +50% Critical and +50% To Hit, the Weaknesses of individuals below Level 60 are doubled for purposes of this action, Any one base element, 250,000 MP
Soldreidrethanoi's Repeating Blade- 50,000 Damage, this attack repeats itself every round at the start of the round, Magic & Physical & Air, 400,000 MP
Sorceress's Magic- 25,000 Damage, 100% inflicts any one minor or moderate negative status effect, 1 hit against 5,000, Any combination of base elements excluding (Technology AND Physical), 250,000 MP
Swordsman's Slash- 50,000 Damage, 25% caster gains another action immediately after this one, Physical, 250,000 MP
Abjurerer's Shielding- Target gains +10,000 Defense and +3,000 Defense against Stat Damage, stacks 5 times, Magic & Physical, 250,000 MP
Alchemist's Bomb- 50,000 Damage, 100% inflicts any 5 minor negative status effects, Acid & Magic, 250,000 MP
Arcanist's Cards- 25,000 Damage, 100% inflicts any one minor or moderate negative status effect, 1 hit against 500, Any combination of base elements, 250,000 MP
Astromancer's Meteor- 150,000 Damage, requires two actions of charge-up, 1 hit against 50,000, Astral, 400,000 MP
Biomancer's Reconfiguration- +2,500 or -2,500 to any one stat, stacks 5 times, Acid & Technology, 250,000 MP
Blight Druid's Curse- Caster destroys all zones and phantom terrains present, Darkness & Earth, 250,000 MP
Diabolist's Litany- Removes all buffs from sources below Level 80 from all targets below Level 80, 1 hit against 5,000, Darkness & Magic, 250,000 MP
Enchanter's Enchantment- +4,000 to all stats, +25% To Hit, +25% Dodge, +25% Critical, +25% Resilience, does not stack, Magic, 250,000 MP
Force Mage's Push- 50,000 Damage, switches target's row to the front row or the back row, Physical & Magic, 250,000 MP
Golomancer's Construction- Caster summons up to 10 Golems below Level 60 from the Enemy List who are normally fightable for drops, Said summons may not summon, Max 30 summoned, Earth, 800,000 MP
Healer's Restoration- 350,000 Damage, Heals HP, Cures all minor and moderate negative status effects, Light & Magic, 250,000 MP
Kensei's Hand- Caster's next attack is automatically a Critical, Physical & Magic, 250,000 MP
Mentalist's Mind-Assault- 3,000 MIN Damage, 150% inflicts Stat Drain: MIN Drain, 1 hit against 30, Psychic, 250,000 MP
Paladin's Touch- Cures all minor and moderate negative status effects, Inviduals below Level 60 cannot inflict negative status effects or debuffs on target, Light, 250,000 MP
Priest's Prayer- Removes all debuffs from sources below Level 80 from all targets, 1 hit against 5,000, Light & Magic, 250,000 MP
Ritualist's Spell- All of caster's allies gain +45,000 to all stats, requires 5 actions of charge-up, does not stack, Magic, 800,000 MP
Shaman's Invigoration- Target gains +6,000 to all stats and +20,000 Damage to all of its abilities' Damage values, does not stack, Fire & Earth, 250,000 MP
Shrine Maiden's Resurrection- Resurrects target with 2,000,000 HP, 2,000,000 MP, and 15,000 points in all stats (if target possessessed less than said values), with said resurrection not being able to put said values above their max values, Light & Magic, 400,000 MP
Summoner's Summoning- Caster summons up to 30 individuals below Level 60 from the Enemy List who are normally fightable for drops, Said summons may not summon, Said summons vanish upon caster's death or defeat, Max 200 summoned, Magic, 3,000,000 MP
Thief's Grab- Caster steals up to two non-unique items worth below 70,000,000 Gold each from target, Air & Darkness, 400,000 MP
Technomancer's Missile- 25,000 Damage, 150% may inflict Antimatter, deals full Damage to the back row, 1 hit against 15, Technology & Fire, 250,000 MP
Transmuter's Alteration- Target gains + or - 25% Dodge, To Hit, Resilience, or Critical, stacks 5 times, Magic & Acid, 250,000 MP
Wizard's Magics- 15,000 Damage, 5 bonus hits divided among 5, Any combination of base elements excluding Technology, 400,000 MP
Chef's Cooking- 250,000 Damage, Heals HP, 1 hit against 5,000, Earth & Fire & Water, 250,000 MP
Crafter's Creation- Caster creates and uses a Temporary version of any one Consumable from the Shop that is in-stock and worth under 70,000,000 Gold, Earth & Acid & Magic, 250,000 MP
Prepare- Caster gains an additional action next round, does not stack, Psychic & Air, 50,000 MP
Unsummon- Caster unsummons up to 200 selected summons that are below Level 70 that were summoned by individuals below Level 70, Magic, 250,000 MP


Icon-Being Clown- (Pet, Humanoid, Psychic & Air & Light & Darkness, Lv.1, 1,000,000 Gold)
HP- (Level * 100)
MP- (Level * 100)
STR- (Level * 20)
AGI- (Level * 21)
CON- (Level * 20)
MIN- (Level * 20)
SPI- (Level * 20)
XP- 0
XP Needed- # (Standard Multiplier x1)
Minimum Level- 1
Defense- (Level * 18)
Defense against Stat Damage- (Level)
Critical Chance- (Level)%
Resilience- (Level)%
To Hit- (Level + 100)%
Dodge- (Level)%
Resistances and Immunities- None
Prime Attribute- (Agility + Spirit) / 2
Constant Effects-
Funny- Possessor's actions may gain a (Level)% chance of inflicting Confusion: Overcome by Laughter, Constant Effect
From the Archetypal Domain- Possessor's subtype may not be changed, Constant Effect
Icon-Entity- The cost to transfer XP from possessor to other individuals who possess a Constant Effect named 'Icon-Entity' is halved, Possessor cannot be combo'd, Constant Effect
Abilities-
Slap- (Caster Level * 10) Damage, Physical, 0 MP
HONK! HONK!- (Caster Level * 10) Damage, Air, 0 MP
Throw a Pie- (Caster Level * 11) Damage, (Caster Level * 2)% inflicts Confusion: Overcome by Laughter, Air or Water, 10 MP
[*]Has Reached Round 41 in an Pet Endurance Match


Worldwood Colossus
Level 78
Golem, Wood & Spatial
HP- 10,250,000
MP- 4,100,000
STR- 87,000
AGI- 20,500
CON- 97,000
MIN- 23,000
SPI- 23,000
XP- 0
Defense- 51,000
Defense against Stat Damage- 10,300
Critical Chance- 96%
Resilience- 116%
To Hit- 131%
Dodge- 30%
Resistances and Immunities- Reflects Magic, Absorbs Spatial, Absorbs Time, Absorbs Fate, Psychic Immunity, Wood Immunity, 30% Base Element Resistance, Poison Immunity, Pain Immunity, Fatigued Immunity, Diseased Immunity, Confusion Immunity, Stat Drain Immunity, Charm Immunity, Entombed Immunity, Wounded Immunity, Petrification Immunity, 312% Minor Status Effect Resistance, 156% Moderate Status Effect Resistance, 40% Major Status Effect Resistance
Prime Attribute- Strength
Constant Effects-
Footsteps Which Tear Dimensional Rifts Open- Possessor may summon an entity below Level 70 that is normally fightable for drops on the Enemy List whenever possessor switches rows, Max 200 summoned, Constant Effect
Towering Height- Possessor deals full damage to the back row, Constant Effect
Body Which Teleports Attacks To Alternate Dimensions- Possessor is Immune to sources below Level 40, Possessor has a 25% chance of optionally changing the target of any action that targets it that comes from a source below Level 75 so long as another valid target for that hit of that action exists, Constant Effect
Immovable- Individuals below Level 80 may not forcibly switch possessor's row, Constant Effect
It's Hard to Dodge the Colossus- Possessor gains +60% To Hit, Constant Effect
Gargantuan- Possessor may count as up to 40 individuals in whatever row possessor is in for row-order purposes, Possessor gains +50,000,000 HP, Constant Effect
Menacing- Possessor gains 1 additional actions per round, Constant Effect
Abilities-
Grand Naginata- 10,500 Damage, 1 hit against 30,000, Physical or Wealth, 0 MP
City-Crushing Foot- 41,000 Damage, Deals double damage to Large Structures as an effect that does not stack with other damage multipliers against Large Structures, 300% inflicts Fatigued: Stun, Earth or Water or Physical, 0 MP
Aetheric Maelstrom-Stomp- 41,000 Damage, 5,000 SPI Damage, Unsummons targets below Level 80, 1 hit against 500,000,000, Aether or Spatial, 410,000 MP
Blow So Great it Shatters Essence- 82,000 Damage, removes up to 10 buffs on target or debuffs that have target as a source that are on individuals who are in a battle that either caster or target is in that have sources below Level 80, Physical or Destruction, 102,500 MP
Dimension Step- Caster exits its current battlespace and enters another currently-open battlespace in the same battle, so long as no individual of Level 99 or greater in either battlespace objects, Spatial, 615,000 MP
Mass Gate- Caster summons up to 200 entities below Level 60 that are normally fightable for drops on the Enemy List, Max 2,000 summoned, Spatial, 410,000 MP
Dimension Snare- Target may not move between battlespaces, Target's turn-order-determining-stat-sum is halved for turn-order-determining purposes, Target, if below Level 50, loses 1 action per round, with effects that would occur before and after said lost action still occurring, does not stack, Spatial, 615,000 MP
Lance of Ancient Magics- 260,000 Flat Magic element Damage, Magic, 205,000 MP
Dimensional Catastrophe- 82,000 Damage, This action may target entities below Level 75 in other battlespaces, 1 hit against 200,000,000, Spatial, 615,000 MP


Transformations-
None


Permanent Consumables-

Permanent Consumable - Essence Sphere
1,408 | 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

Permanent Consumable - Grimoire
2 | Mad Plumber’s Manual- (Permanent Consumable, Grimoire, Water, 2,000,000 Gold) Teaches the target the ability ‘Mad Plumber’
16 | Pamphlet Detailing Ancient Combo Methods from Before the Mana Cannon Incident- (Permanent Consumable, Grimoire, Technology & Magic, 1 Charge, 100,000 Gold) Teaches user "Combo"
1 | Weatherman Training Guide- (Permanent Consumable, Grimoire, Water & Air & Electrical, 2,000,000 Gold) Teaches the target the ability ‘Weatherman’

Permanent Consumable - Stat Upgrade

Artifacts-
None

Secret Formulas-
Skilled Necromancer's Staff
Skilled Purifier's Staff

Awards-
Has Reached Round 41 in an Endurance Match
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 Consumed 5 Attunement Book: Astromancer
Has Consumed 5 Essence Sphere: Astromancer
Has Consumed 5 Improved Essence Sphere: Astromancer
Has Consumed 5 Greater Essence Sphere: Astromancer
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 Attunement Book: Channeler
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Attunement Book: Crafter
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Attunement Book: Ebon Chancellor
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 Attunement Book: Force Mage
Has Consumed 5 Essence Sphere: Force Mage
Has Consumed 5 Improved Essence Sphere: Force Mage
Has Consumed 5 Greater Essence Sphere: Force Mage
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Attunement Book: Gunner
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Greater Essence Sphere: Gunner
Has Consumed 5 Attunement Book: Gunslinger
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Greater Essence Sphere: Gunslinger
Has Consumed 5 Attunement Book: Heir to the Future
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 Attunement Book: Kensei
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Attunement Book: Radiant Hierophant
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 Attunement Book: Scientist
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Attunement Book: Smith
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Greater Essence Sphere: Transmuter
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Attunement Book: Snow Queen
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: Sorceress
Has Consumed 5 Improved Essence Sphere: Sorceress
Has Consumed 5 Greater Essence Sphere: Sorceress
Has Consumed 5 Attunement Book: Swordsman
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: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager


Has used 12 Grandmaster's Text
Has used 10 Manual of A Thousand Arts


"Has Won the "Drakespawn of the Caverns" Event Match" Award
"Has Won the "Winter's Grasp" Event Match" Award
"Has Won the "Adventurers!" Event Match" Award
"Has Won the "First Test Against The Adversary's Forces" Event Match" Award
'Has Won the Event Match 'A Very Special Battle''
"Has Won the "The Broken-Winged Dragon" Event Match" Award
'Has Won the Event Match 'Demon Raiding Party''
"Has Won the "Necromancer Lord Practice Bout" Event Match" Award
"Has Won the "It's Just a Single Butterfly, How Hard Can It Be?" Event Match" Award
"Has Won the "Four Elementals" Event Match" Award
'Has Won the 'Seizing the Center' Event Match'
"Has Won the "Color-Coded for Your Convenience" Event Match" Award
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match Award


Has Won the 'Phantom Event Match: There Is a Deadly Bee-Like Thing In Your Room and You Must Confront It ALONE' Award


Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii

Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
MODRAAAAAAAAAAAAAGE
User avatar
Modrageball
Site Admin
Posts: 1292
Joined: Sun May 31, 2020 7:04 pm
Location: RAGE

Re: Stearic Camphor

Post by Modrageball »

Abilities

Attack

Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Overdrive
Mental Overdrive
Physical Overdrive
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Defend
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)




Astromancer

Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set




Auramancer

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




Caliph of Corrosion

Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 5% Acid Resistance
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
Apprentice Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 to all stats while in a Zone of Acid
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Affinity to Healing Via Acid- (Passive Ability, Caliph of Corrosion) Whenever possessor obtains Acid element HP Healing or MP Healing, said amount is increased by 500 points
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Caliph of Corrosion- (Passive Ability, Caliph of Corrosion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Acid Resistance, Possessor ignores Acid Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points




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 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 Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler)Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points




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
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target




Commander

♢Pillar of the Helix Force: Nexus of Belief- (Passive Ability, Commander) At the start of each round, for each unique ally possessor possesses, possessor obtains an instance of a buff that stacks 200 times that provides +(100 * Possessor Level) to all stats




Crafter

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




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.
Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Critical Smash- (Technique Ability, Crusher) Possessor may use 'Critical Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Crusher- (Passive Ability, Crusher) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Hammer equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Hammer equipped
Dizzying Smash- (Technique Ability, Crusher) Possessor may use 'Dizzying Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Confusion.
Frost Smash- (Technique Ability, Crusher) Possessor may use 'Frost 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 Ice element.
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
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.
Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Walnut Smacker- (Active Ability, Crusher) This character may use Walnut Smacker in conjunction with a Melee Attack, so long as no other technique is used and a Hammer is equipped. This character gains +50 Melee Attack and pierces 500 Defense




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
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, with this increase not bypassing Level-based immunities
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's


Dragoon

Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.


Ebon Chancellor

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 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
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
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
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



Eternal Champion

♢Surpassing the Impossible!- (Passive Ability, Eternal Champion) Each of possessor's actions has a 5% chance to ignore the Resistances of entities


Elementalist

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




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
Axe Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Axes cost 200 XP less when applying said enhancements to Axes
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Gun Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Guns cost 200 XP less when applying said enhancements to Guns
Wand Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Wands cost 200 XP less when applying said enhancements to Wands



Engineer

Secret Vehicular Retrofitting Trick: Swap Out Those Old Wheels For Dead Walruses- (Technique Ability, Engineer) Possessor may use 'Secret Vehicular Retrofitting Trick: Swap Out Those Old Wheels For Dead Walruses' in conjunction with a 'Guard Back Rank' action. Said action may apply a non-stacking buff to one willing Vehicle or Steed that is in the back row of its user's row-order formation that gives its possessor +3,500 to its turn-order-determining stat sum for turn-order-determining purposes and that gives its possessor the elements Chaos and Tacky.



Flux Baron

Chameleon Flesh- (Passive Ability, Flux Baron) Possessor may, at the start of any round or the start of any of possessor's actions, become the same non-Universe element as any ally, any equipped Armor, or any Zone that possessor is in




Force Mage

Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Defensive Force Projection- (Passive Ability, Force Mage)Possessor gains +200 Defense
Basic Force Magic Attunement- (Passive Ability, Force Mage)All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic





Geomancer


Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones




Gunner


Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
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
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
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




Heir to the Future

Apprentice Command of Technology- (Passive Ability, Heir to the Future)Possessor's Technology element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +100 to all stats
Basic Command of Technology- (Passive Ability, Heir to the Future)Possessor's Technology element pets and summons gain +50 to all stats
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
Improved Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
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



Kensei

Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
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 Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
Can Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
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)
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)
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
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
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)



Magewright

Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%



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 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.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
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
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
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



Permanent Item Effect

Has Consumed 5 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 5 of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Has Consumed 5 of the Permanent Consumable "Speed Increase Potion"- (Passive Ability, Permanent Item Effect) +50 AGI per # consumed, Cannot be used in combos
Has Consumed 5 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Has Consumed 5 of the Permanent Consumable "Stamina Increase Potion"- (Passive Ability, Permanent Item Effect) +50 CON per # consumed, Cannot be used in combos




Princess of Sweets

Jolly Gumdrop Man- (Passive Ability, Other: Princess of Sweets) Possessor gains the element Candy. Possessor gains +5,000 CON and +50,000 HP. Non-unique Food consumables used by possessor may gain or solely become the element Candy. Possessor may, at the start of any round, acquire and optionally equip up to 10 Food consumables worth under (Possessor's Level * 10,000) Gold whose name includes 'Gumdrop' or that are Candy element. Possessor gains Confusion: Depression Immunity. Possessor is afflicted with Invigorated: High Morale at the start of each round. Possessor's Sonic or Candy element attacks or actions may gain a 50% chance of inflicting Invigorated: Zesty or Paralysis: Sticky.




Radiant Hierophant

Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against 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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is 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
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light 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 Light
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light 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 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 Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light 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



Ravager

Abstract-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Abstract-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Abstracts and gains +5% To Hit against Abstracts.
Alien-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Alien-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Astermic-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Astermic-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Astermics and gains +5% To Hit against Astermics.
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
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
Celestial-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Celestial-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Chop Mastery- (Passive Ability, Ravager) Technique Abilities from the Ravager class whose name includes 'Chop' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Clockwork-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Clockwork-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Cthonian-Hunting Chop- (Technique Ability, Ravager) Possessor may use 'Cthonian-Hunting Chop' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Axe equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.



Reality Coder

♢Viral Systems Hijack- (Active Ability, Other: Reality Coder) Possessor may spend an action to kill one of possessor's Coded Being summons, and, if said killing is successful, inflict Charm on a Robot or Machine of equal or lower Level


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
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of 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


Scientist

Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
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



Shadow Blade

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


Smith

Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic 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.
Gauntlet Crafting- (Passive Ability, Smith) Possessor gains +10 to all stats and +20 Defense for each Gauntlets equipped
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
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
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped




Snow Queen

Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Basic Affinity to Healing Via Ice- (Passive Ability, Snow Queen) Whenever possessor obtains Ice element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice



Sorceress

Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Painter (2)- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped



Swordsman

♢Blade of the Beyond- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions ignore the Resistances of lower-Level entities if possessor is wielding a Sword that provides a Melee Attack bonus
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
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.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
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.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.



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-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance


Wanderer

Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20



Warrior

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
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
♢Rising Helix Battle Wrath- (Passive Ability, Warrior) Whenever possessor, to a max of (Possessor Level/20, rounded up) times per round per opponent, targets an opponent with an offensive action or deals an opponent Damage outside of an action, possessor obtains a buff that stacks 200 times per opponent and across 999,999,999,999,999 different opponents that causes possessor to treat those opponents' Resistances as 1% lower, to a minimum of 0%




Weirdworker

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
MODRAAAAAAAAAAAAAGE
Post Reply