Lord Gadigan wrote: The countries of the New Continent on Eldor VI in the 6th Dimension of the Ceriodor Dimension-Cluster have been experiencing a series of ominous tremors. The tremors started weeks ago, but have been becoming steadily worse. What started as rumblings escalated in scale and destructiveness. Buildings were shaken, then damaged, then brought down. Recently, the Holy City of Gathmernia collapsed into a rift torn in the earth beneath it. With divinations from the world's mages showing the source of the tremors as being somewhere beneath the continent, but none of the adventurers sent to stop the source having returned alive, the rulers of various nations have banded together and placed an appeal for assistance - in return for a reward - out to Nexus, seeking off-world heroes who can accomplish what on-world ones could not.
The target Level for this is 59, though I'm not actually forcing group members to be at that level. If people want to send in someone higher and make things easier or a lower-Level team to make things aggressively dangerous, that's your choice. I'm capping this at 4 PCs. Let me know if you need me to quick-exit people from somewhere to get in on this. The aim is to launch it soon today. Item/equipment lists, ability lists, and Gold brought are needed, but modified stats don't need to be fully calculated and posted.
Official Quest: The Rumbling Land
- Modrageball
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- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Official Quest: The Rumbling Land
This quest began on Sep 15, 2018.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Official Quest: The Rumbling Land
The Nottest of Daves wrote:Dulcinea de Montreal, Nightmares' Angel (The Nottest of Daves)
Level 59
Outsider, Sonic & Technology & Water
HP: 17,250
MP: 31,500
STR: 690 (10)
AGI: 590 (10)
CON: 690 (10)
MIN: 1,260 (20)
SPI: 700 (10)
XP- 15,003,195
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 28
Gold- 0
Bonus Weeks: 149
Weeks: 1 Assassin, 2 Blight Druid, 1 Channeler, 1 Combatant, 1 Deathless One, 1 Druid, 3 Flux Baron, 1 Gentleman Assassin, 4 Gunslinger, 1 Lawgiver, 1 Master of Monsters, 8 Rider, 1 Ritualist, 1 Scholar, 1 Summoner, 1 Technomancer, 9 Thief, 1 Veilwalker, 1 Vermin Master, 1 Wonderworker, 18 Necromancer, 3 Spy
-Commandments-
* THOU SHALT SERVE EVERY UNIQUE DRAGON YOU ENCOUNTER A DRINK THAT IT GREATLY ENJOYS REGARDLESS OF ITS DISPOSITION
Dulcinea gets a Thief bonus week every month until this commandment is broken (Began December 29, 2017)
Abilities-
Attack:
Cast a Spell- (Active Ability, Attack) Casts a spell. Costs the MP cost of said spell.
Counter- (Active Ability, Attack) Multiplies defense by 1.5 until user's next turn. User may make a Melee Attack, Magical Attack, or a Ranged Attack against the first foe to attack the user before the user's next turn. This attack does 1/2 normal damage.
Defend- (Active Ability, Attack) Doubles user's defense until user's next turn. Does not Stack.
Elemental Attack- (Active Ability, Attack) Based on STR, SPI or AGI. Uses Melee Attack bonus if STR is chosen. Uses Magical Attack bonus if SPI is chosen. Uses Ranged Attack bonus if AGI is chosen. Changes attack damage entirely to user's element. This action costs an amount of MP to perform equal to (User's Max MP * .01) in additional to any other costs. User must be in the front row if STR is chosen.
Guard Back Rank- (Active Ability, Attack) User's Defense is added to the Defense of all members of the back rank until the beginning of the user's next turn. This is a buff, and it is thus not affected by stat capping. User must be in the front rank.
Magical Attack- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Melee Attack- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Melee Overdrive- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Melee Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus.
Mental Overdrive- (Active Ability, Attack) Based on MIN. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Overdrive- (Active Ability, Attack) Based on SPI. Uses Magical Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Magical Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Magical Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus.
Ranged Attack- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus. Does 1/2 damage if user is in the front row.
Re-equip- (Active Ability, Attack) User equips any number of items that have either been unequipped by the user or traded to the user.
Switch Rows- (Active Ability, Attack) User either moves from the back row to the front row or from the front row to the back row.
Trade- (Active Ability, Attack) User gives target any number of items.
Transform- (Active Ability, Attack) User activates a transformation. Note that users may begin battle transformed.
Ultimate Attack- (Active Ability, Attack) Based on all stats added together. Uses Melee Attack bonus, Magical Attack bonus, and Ranged attack bonus. This action costs an amount of MP to perform equal to (User's Max MP) in additional to any other costs. Does double normal damage. Cannot critical. Never misses. Hits all foes. This attack's element is the user's element if none of the user's equipped items give a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Magical Attack bonus, a Ranged Attack bonus, or a Melee Attack bonus. This ability requires two actions, the first of which is used to charge the attack, to use. These actions need not be one after the other in turn order, but they must be consecutive in terms of actions performed by this action's user. May only be used once per battle
Unequip- (Active Ability, Attack) User unequips any number of items.
Use an Item- (Active Ability, Attack) Uses a Consumable or activates the ability of another item.
Devout Worshipper of The Deific Mecha-Vashna
Worshipper Benefits:
Divine Bride of Mecha-Vashna- Possesor gains +(1,000 * Possessor Level) SPI, gains the element Technology, and counts as having a name which includes 'Divine Bride of Mecha Vashna'; possessor's actions gain '(Possessor Level * 2)% May inflict Charm'; this effect does not stack with the 'Bestow Worshipper Benefits' Constant Effect of the unique pet 'The Deific Mecha Vashna', Worshipper Benefit
Blessing:
Airaqua's Embrace- (Passive Ability, Blessing) Possessor gains 100% Resistance to Drowning (but not its sub-status effects) and Immunity to Drowning: Tide Trapped
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Waerdael’s Blessing- (Passive Ability, Blessing) Possessor gains 30% Ice Resistance that only applies to sources that are allies of possessor or possessor
Curse:
Compulsively Tells Secrets to Samurai- (Passive Ability, Curse) Possessor's opponents who possess the ability 'Kensei' may scan possessor's stats before any action and automatically succeed in doing so and can't be prevented from succeeding in doing so by possessor
Had a Bounty Placed On Her Head By the Association of Sentient Buildings- (Passive Ability, Curse) Possessor, in RP threads, may be attacked by Geomancer/Subspace-Architect mercenaries and angry motile Large Structures between Level 20 and Level 60; For each unique entity attracted by this Curse that possessor defeats, possessor, in addition to entity-specific rewards, gains 1 Fame, 20 Architect Bonus Weeks, and 40 Subspace Architect Bonus Weeks; This Curse tracks how many of these entities have been defeated and vanishes once 5 have been defeated
Unique Entities Defeated: 0/5
Keeps Having Her Liver Eaten By Some Douchebag Vulture- (Passive Ability, Curse) At the start of each round, there is a 30% chance that wielder is automatically inflicted with Pain, Wounded: Bleeding, and Wounded: Maimed (as though this ability had the text 'inflicts Pain, Wounded Bleeding, and Wounded: Maimed'), with this effect counting as coming from a source that is an Aerial
It lasts until its possessor either frees an ancient imprisoned primordial entity or until its possessor completes three tasks on behalf of a temple to a notable deity
Smells Like An Unwashed Fishmonger- (Passive Ability, Curse) Possessor's Charm infliction chances are decreased by 30% against targets that aren't Aquatics, Aerials, Animals, or Monsters
It lasts until its possessor catches and sells a notable sea monster
Suffering from Severe Radiation Poisoning- (Passive Ability, Curse) Possessor is afflicted with Poison: Irradiated and Stat Drain: CON Drain at the start of each round
Clearance:
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Stat Drain Immunity
Has Consumed 22 of the Permanent Consumable "Premier Health Supplement"- (Passive Ability, Permanent Item Effect) +(10 * 22) HP, Cannot be used in combos
Has Consumed 18 of the Permanent Consumable "Premier Mana Supplement"- (Passive Ability, Permanent Item Effect) +(100 * 18) MP, Cannot be used in combos
Abjurer:
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Defense against Stat Damage gain an +30 additional Defense against Stat Damage against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Warded Skin- (Passive Ability, Abjurer) +200 Defense
Adviser:
Basic Fan Training- (Passive Ability, Adviser) This character gains +6 Magical Attack and +5 MIN when a Fan is equipped.
Alchemist:
Alchemy Casting I- (Passive Ability, Alchemist) Alchemy spells cost possessor 20 less MP to cast
Alchemy Casting II- (Passive Ability, Alchemist) Alchemy spells cost possessor 200 less MP to cast
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Potion Bombing!- (Passive Ability, Alchemist) Possessor gains +(The value of possessor's most valuable equipped Potion/ 1,000, rounded up, to a max of 1,000) Ranged Attack if possessor has at least 1 Potion equipped
Analyst of the Absolute:
Apprentice Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +500 Defense against Truth
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Apprentice Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Truth- (Passive Ability, Analyst of the Absolute) Possessor gains +50 Defense against Truth
Basic Truth Resistance- (Passive Ability, Analyst of the Absolute) Possessor gains 1% Truth Resistance
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element
Basic Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Truth- (Technique Ability, Analyst of the Absolute) Possessor may use 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Truth element and no other technique is used. Said action becomes solely the element Truth.
Improved Weaponization of Truth- (Passive Ability, Analyst of the Absolute) Quantities of Truth element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Truth- (Passive Ability, Analyst of the Absolute) Possessor may use the Technique 'Elemental Attack-Conversion: Truth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Truth element.
Arcane Vizier:
Apprentice Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 Defense against Magic
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +500 to all stats while in a Zone of Magic
Basic Defenses Against Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 Defense against Magic
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Archer:
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Crossbow Training- (Passive Ability, Archer) Possessor gains +25 Ranged Attack if possessor has a Bow equipped whose name includes 'Crossbow'
Architect:
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Calibrate- (Active Ability, Architect) Possessor may, if possessor has a Tool equipped, spend an action to give target Robot, Machine, Clockwork, Mecha, Vehicle, Vessel, or War Machine +200 to all stats as a buff that stacks 3 times
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Artificer:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Energy Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Energy Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Assassin:
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Auramancer:
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Aura-Based Wisdom-Transferral Technique- (Technique Ability, Auramancer) Possessor may use 'Aura-Based Wisdom-Transferral Technique' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives one of its performer's allies a non-stacking buff that provides +300 MIN so long as its performer possesses at least one MIN-increasing buff while performing said action.
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Magic-Charge Aura- (Technique Ability, Auramancer) Possessor may use 'Magic-Charge Aura' in conjunction with a 'Defend' action so long as an Aura is equipped and no other technique is used. Said action gives the element Magic to one of its performer's equipped Auras.
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
Bard:
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and repeating effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Bird-Summoning Rap Performance- (Active Ability, Bard) Possessor may spend an action to summon 30 Aerials below Level 60 from the Enemy List that are normally fightable for drops, Max 200 summoned
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Beastmaster:
Animal Traits- (Passive Ability, Beastmaster) Possessor gains +1 to all stats so long as possessor is a Animal
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Form of Lizard- (Stance Ability, Beastmaster) If possessor is an Animal, possessor gains +30 CON and the subtype Animal
Formshift: Animal- (Stance Ability, Beastmaster) Possessor's subtype becomes Animal
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Binder:
Basic Binder Knowledge- (Passive Ability, Binder) Possessor's Spirit pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Blight Druid:
Apprentice Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 50 more points of each such stat
Aura of Illness- (Stance Ability, Blight Druid) All individuals (including allies) in battle other than possessor that do not have Blight Magic spells equipped or are not Blight Magic summons have a 1% chance per turn of having Disease inflicted on them
Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat
Basic Contagion Research- (Passive Ability, Blight Druid) All foes have a 1% chance at the beginning of each round to have Disease inflicted on them if they have any allies who are currently affected by Disease
Basic Disease Amplification- (Passive Ability, Blight Druid) All foes take 20 stat damage to all stats whenever they are inflicted with Disease
Bilious Spell- (Active Ability, Blight Druid) This character may use Bilious Spell in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +45 Magical Attack and has a 5% chance of inflicting Poison
Locust's Hunger- (Passive Ability, Blight Druid) All Blight Magic spells that drain HP or MP and have a magical attack bonus gain an additional +30 Magical Attack
Sickening Word- (Active Ability, Blight Druid) This character may use Sickening Word in conjunction with a Magical Attack, so long as no other technique is used and a Blight Magic spell is being cast. This attack gains +25 Magical Attack and has a 5% chance of inflicting Disease
Botanist:
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Knowledge of Unconventional Lawn Care Techniques- (Passive Ability, Botanist) Possessor's Plant pets may, up to three times per thread across all such pets, at the end of any action, be cured of up to three minor negative status effects
Caliph of Corrosion:
Acid Blood- (Passive Ability, Caliph of Corrosion) Whenever an individual conducts an offensive action that targets possessor, possessor may deal 5,000 Flat Acid element Damage to said individual at the end of said action
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense if possessor has any Acid-element items equipped that provide a Defense bonus
Elemental Attack-Conversion: Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Acid element and no other technique is used. Said action becomes solely the element Acid.
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Acid- (Passive Ability, Caliph of Corrosion) Possessor may use the Technique 'Elemental Attack-Conversion: Acid' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Acid element.
Captain:
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain) All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Channeler:
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Chef:
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Cookin' With Garlic!- (Passive Ability, Chef) Food consumables used by possessor may give their targets 5% Undead Resistance as a non-stacking buff
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Combatant:
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Nemesis Overcrash: Perfect Omniversal Control- (Technique Ability, Commander) Possessor may use 'Nemesis Overcrash: Perfect Omniversal Control' in conjunction with an 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other Technique or Overcrash is being used, and possessor has no higher-Level opponents. If possessor would be killed or defeated by a source of lower Level, there is no individual of higher Level than possessor present in any battlespace, and possessor's MP is not set to 0, possessor may preemptively perform an 'Ultimate Attack' action that includes this technique, and, if that action is successful, may immediately end the round. Possessor obtains an unremovable buff that lets its possessor control all decisions made by all entities in all battlespaces next round, with said buff unable to be extended, replicated, or altered and said buff not being able to control more than one round even in the cases of round renumbering or resetting. Said action sets its user's MP to 0 for the remainder of the thread.
Paramount Above The Crown- (Passive Ability, Commander) Possessor's actions cannot be controlled by sources whose Level is equal to or lower than possessor's Level; possessor cannot be forced to count as a pet or a summon by sources whose Level is equal to or lower than possessor's Level
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Awesome Impulse- (Technique Ability, Controller) Possessor may use 'Awesome Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Light element.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Good at Video Games- (Passive Ability, Controller) Possessor gains 115% To Hit against Machines and Coded Beings if possessor has a Gadget equipped
Conjurer:
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Firmament's Fundamental Foundation Point- (Passive Ability, Conjurer) Possessor's opponents of equal or lower Level have their non-buff-including stats reduced by 5% as a constantly-applied effect while possessor is afflicted with a debuff or negative status effect
Origin of Elements- (Passive Ability, Conjurer) Possessor may, before any action or at the start of any round, declare that any element possessor possesses a class-name ability in is either base or non-base
Speed-Focused Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Counselor of Faerie:
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Countess of Power:
Apprentice Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +500 Defense against Energy
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Energy- (Passive Ability, Countess of Power) Possessor gains +50 Defense against Energy
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Energy- (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Energy- (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.
Crafter:
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Gatestone Charge Preservation- (Passive Ability, Crafter) Gatestone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Libram Charge Preservation- (Passive Ability, Crafter) Libram Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Deathless One:
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Diplomat:
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Polite- (Passive Ability, Diplomat) Possessor's actions may not be countered by individuals below Level 5
Diviner:
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Vampire Spotter- (Passive Ability, Diviner) At the start of each round, possessor is informed of how many entities in the same battlespace as possessor have a name that includes 'Vampire' or 'Vampiric', Possessor's stat scan attempts treat possessor's Level as being 5 greater for purposes of scanning the stats of entities whose name includes 'Vampire' or 'Vampiric' as an effect that does not bypass Level-based Immunities
Dominator:
Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Undead-Bane Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Bane Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +750 Melee Attack against Undeads and gains +25% Critical against Undeads.
Undead-Hunting Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Hunting Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +200 Melee Attack against Undeads and gains +5% To Hit against Undeads.
Undead-Slaying Lash- (Technique Ability, Dominator) Possessor may use 'Undead-Slaying Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +1,000 Melee Attack against Undeads, gains +25% Critical against Undeads, gains +5% To Hit against Undeads, and gains 5% inflicts Instant Death against Undeads.
Vampire Slayer- (Technique Ability, Dominator) Possessor may use 'Vampire Slayer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains +10,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +25% To Hit against Undead, gains 5% inflicts Instant Death against Undead, and gains a 30% chance of inflicting Instant Death on Undead whose name includes 'Vampire' or 'Vampiric'.
Doombringer:
Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Offensive Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons have the Damage values of their abilities increased by 50 points
Driver:
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Getaway Driver- (Passive Ability, Driver) Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver) Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items
Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Attract Plants- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Seedlet, Running Bush, or Marching Flower
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Ebon Chancellor:
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Elementalist:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aqueous Column of Protection- (Stance Ability, Elementalist) User must have at least 3 Water element Elemental Magic spells equipped, +100 Defense, +50 Defense against stat damage
Aura of Water- (Passive Ability, Elementalist) 5% Water Resistance, +25 Defense against stat damage and damage caused by status effects if a Water element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Hand of Salty Brine- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if a Water element elemental magic spell is equipped, melee attacks may be solely Water element if no weapon is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Hand of the Inflexable Tide- (Passive Ability, Elementalist) Water element Elemental Magic spells have a 1% chance of ignoring up to 20% status effect resistance, +25 CON if a Water element Elemental Magic spell is equipped
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Speak the Tongue of Waves- (Passive Ability, Elementalist) Water element spells gain +5 Magical Attack
Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Elevated Command Priority- (Passive Ability, Enchanter) Possessor, instead of the inflictor, controls the actions of individuals afflicted with standard instances of Charm (but not its sub-status effects) provided said inflictor is of lower Level than possessor
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Root Command- (Active Ability, Enchanter) Possessor gives target entity that does not Resist Dominion and is not Immune to Dominion that is not greater Level than possessor an action immediately following this action; possessor controls that entity's decisions during that action
Engineer:
Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Tinker- (Active Ability, Engineer) Character may change (10 x possessor level) points of bonus to any one stat provided by an Upgrade, Bioaugmentation, or Gadget to a bonus to any one other stat as an action, this may not be done before threads, this may only be done once per thread per item
Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Enslaver:
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Eternal Champion:
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Flux Baron:
Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Shapeshifter- (Passive Ability, Flux Baron) Possessor may, at the beginning of a thread, choose to become the subtype Shapeshifter
Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Flux Claws- (Passive Ability, Flux Baron) +50 Damage to possessor's Shapeshifter pet and summon Physical element attacks
Formshift: Shapeshifter- (Stance Ability, Flux Baron) Possessor's subtype becomes Shapeshifter
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Friendship:
Friends with a Bird- (Passive Ability, Friendship) Possessor counts as possessing an additional Aerial ally even if possessor did not already possess any
Stopped a Samurai from Becoming a Murderer Once- (Passive Ability, Friendship) +1 Fame, Wielder counts as possessing 2 additional Paladin abilities for prerequisite purposes
Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Defensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +250 Defense
Gearwright- (Passive Ability, Gearwright) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Clockwork pet only, This ability provides +50 HP and +10 to all stats of possessor's Clockwork pets and summons per Level of possessor
Offensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 50 points
Offensive Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
General:
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Great Stamina and Iron Work Ethic- (Passive Ability, General) Possessor gains 50% Fatigued Resistance against sources that are either possessor or allied to possessor
Gentleman Assassin:
Apprentice Bladecane Training- (Passive Ability, Gentleman Assassin) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Bladecane equipped, Possessor gains +20 to all stats if possessor has a Bladecane equipped
Basic Bladecane Training- (Passive Ability, Gentleman Assassin) This character gains +6 Magical Attack when a Bladecane is equipped.
Basic Disguised Weaponry Training- (Passive Ability, Gentleman Assassin) The attack bonuses of each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt equipped increase by 45
Bladecane Wielding I- (Passive Ability, Gentleman Assassin) +5 to all stats when a Bladecane is equipped
Bladecane Wielding II- (Passive Ability, Gentleman Assassin) +25 to all stats when a Bladecane is equipped, +50 Melee Attack when a Bladecane is equipped
Critical Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Critical Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +5% Critical.
Deft Slice- (Technique Ability, Gentleman Assassin) Possessor may use 'Deft Slice' in conjunction with a 'Melee Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Bladecane equipped. Said attack gains +5% To Hit.
Exceptionally Skilled at Poisoning Coffee- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte' in its name, possessor may choose for said consumable to either possess a 60% greater chance of inflicting Poison or to possess a 100% chance of inflicting Poison
Gentleman Assassin- (Passive Ability, Gentleman Assassin) Possessor gains +(50 * Possessor Level) Melee Attack and Magical Attack if possessor has a Bladecane equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Bladecane equipped
Knows Secret Methods of Brewing Coffee that Cause Those Who Imbibe It to Later Burst Into Flame- (Passive Ability, Gentleman Assassin) If possessor uses a Drink Consumable that has a chance of inflicting Invigorated or that has 'Coffee', 'Cappuccino', 'Espresso', 'Caffe', 'Macchiato', or 'Latte', possessor may choose to select a number of rounds between 1 and 30,000 and have it inflict a debuff that has a 200% chance of inflicting Burning on its possessor after the chosen number of rounds, with this debuff not being curable by entities whose MIN is lower than possessor's MIN, who are below Level 40, and who have not scanned possessor's stats
I'm Terribly Sorry About the Poison in the Coffee.- (Passive Ability, Gentleman Assassin) Possessor's actions that have a chance of inflicting Poison may not be countered by individuals below Level 40, excluding preemptive counters
My Hat is Fatal, My Good Sir- (Passive Ability, Gentleman Assassin) If possessor has at least one open Weapon slot, all Hats equipped by possessor may optionally gain a Ranged Attack bonus equal to their Defense bonus
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
Geomancer:
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Graveyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Graveyard
Attuned to Terrain: Junkyard - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Junkyard
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Polluted Morass - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Polluted Morass
Attuned to Terrain: River-Land - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is River-Land
Attuned to Terrain: Road - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor's Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Graveyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Graveyard
Phantom Terrain Link Established: Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Junkyard
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Polluted Morass- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Polluted Morass
Phantom Terrain Link Established: River-Land- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to River-Land
Phantom Terrain Link Established: Road- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Road
Phantom Terrain Link Established: Rolling Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Rolling Plains
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Gunner:
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Radiation Shot- (Technique Ability, Gunner) Possessor may use 'Radiation Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Atomic element.
Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Gunslinger:
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Focused Gunslinging Casting- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gunslinging
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name
Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.
Heir to the Future:
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Affinity to Healing Via Technology- (Passive Ability, Heir to the Future) Whenever possessor obtains Technology element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff
Herpetologist:
Basic Herpetologist Knowledge- (Passive Ability, Herpetologist) Possessor's Reptile pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Hunter:
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Stake Shot- (Technique Ability, Hunter) Possessor may use 'Stake Shot' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Bow whose name includes 'Crossbow' equipped. Said action gains +350 Ranged Attack, gains the element Wood, and gains '30% inflicts Instant Death on Undead whose name includes Vampire or Vampiric'
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Kensei:
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Physical- (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Heavy Smack- (Technique Ability, Kinetic Emperor) Possessor may use 'Heavy Smack' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack and '20% inflicts Fatigued: Stun'
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Knockdown Blow- (Technique Ability, Kinetic Emperor) Possessor may use 'Knockdown Blow' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if said action is Physical element. Said action gains +200 Melee Attack, gains '30% inflicts Fatigued: Stun', and may shift targets of lower Level than caster who are below Level 60 who possess a lower STR than caster to the front row.
Nonsynchronous Elemental Attack-Conversion: Physical- (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Lord of War:
Basic War Machine User- (Passive Ability, Lord of War) All War Machine transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Lawbringer:
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Fundamental Controlling Law- (Passive Ability, Lawbringer) Possessor's actions may not be cancelled or caused to fail by preemptive counters from lower-Level sources
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Mad Scientist:
Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Avocado-Resistant Ears- (Passive Ability, Mad Scientist) Possessor is Immune to Food consumables and Plant entities that are below Level 60 (or, the in the case of consumables, that are used by sources below Level 60), provided said consumables or entities have 'Avocado' in their name and possessor is not afflicted with Impaired: Deaf
Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bio-Horror Training I- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +20 to all stats
Bio-Horror Training II- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 to all stats
Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Master of Monsters:
Apprentice Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Eyeless Sight- (Passive Ability, Master of Monsters) Possessor gains Impaired: Blind immunity if possessor is a Monster
Monster Traits- (Passive Ability, Master of Monsters) Possessor gains +1 to all stats so long as possessor is an Monster
Monstrous Vitality- (Passive Ability, Master of Monsters) Possessor gains +2,000 HP if possessor is a Monster
Matrix Keeper:
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Deft Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deft Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +5% To Hit.
Mech Jockey:
Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Mechanist:
Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Mentalist:
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Hypnotic Gaze Resistance- (Passive Ability, Mentalist) Possessor gains 30% Charm Resistance, Possessor gains +30% Charm Resistance against actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric', Possessor gains +5% Dominion Resistance against (actions, spells, and abilities whose name includes 'Gaze' or 'Stare' and against Undead, Aliens, Devils, and Mindshadows whose name includes 'Vampire' or 'Vampiric') with sources below Level 60 that are not 5 or more Levels greater than possessor
Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Merchant:
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Florist- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 2,500 Gold for Plant pets, Possessor's Plant pets and summons gain +100 to all stats
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Office Worker- (Passive Ability, Merchant) Possessor obtains +5 MP and 1% Fatigued Resistance
Pet Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Pets
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Mind Lord:
Apprentice Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense against Psychic
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +50 Defense against Psychic
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Psychic- (Passive Ability, Mind Lord) Possessor gains +500 Defense if possessor has any Psychic-element items equipped that provide a Defense bonus
Improved Defenses Against Psychic- (Passive Ability, Mind Lord) Possessor gains +5,000 Defense against Psychic
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Crane Goes Fishing- (Technique Ability, Monk) Possessor may use 'Crane Goes Fishing' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Crane Style' stance. Said action gains +500 Melee Attack and +30% To Hit.
Crane Style- (Stance Ability, Monk) Possessor gains +500 SPI and +500 Defense.
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Learned How to Fight From Roy Belwoo- (Passive Ability, Monk) Possessor can't be hit by sources below Level 60 if possessor is Sonic element, but possessor can't Dodge Fate element actions from sources above Level 80 unless possessor has an equipped Transformation named 'Lightspeed Motorcycle'
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
One-Hit-Kill Punch- (Technique, Monk) Possessor may use 'One-Hit-Kill Punch' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has no weapon equipped. Said attack gains +100,000 Melee Attack bonus, gains a 15% chance of inflicting Instant Death, and inflicts Instant Death on entities 20 Levels or below its performer.
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Strong Neck Muscles- (Passive Ability, Monk) Possessor gains +25 STR, Possessor's Defense is increased by 1,250 points against attacks that deal Drain, Possessor's Defense is increased by 1,250 points against opponents whose name includes 'Vampire' or 'Vampiric', Possessor's Resilience is increased by 5% against opponents whose name includes 'Vampire' or 'Vampiric'
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON
Mountain King:
Apprentice Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +500 Defense against Earth
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Earth- (Passive Ability, Mountain King) Possessor gains +50 Defense against Earth
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Earth- (Technique Ability, Mountain King) Possessor may use 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Earth element and no other technique is used. Said action becomes solely the element Earth.
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Earth- (Passive Ability, Mountain King) Possessor may use the Technique 'Elemental Attack-Conversion: Earth' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Earth element.
Musician:
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Make Sound Carry Well- (Passive Ability, Musican) Possessor's 'Magical Attack' actions have a 20% chance of dealing full Damage to individuals below Level 10 in the back row
Can Play the Bagpipes- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Bagpipes' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Can Play the Whistle- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Whistle' in its name equipped
Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped
Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Proper Instrument Tuning- (Passive Ability, Musician) Possessor may remove any number of debuffs from Instrument items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Embalmer- (Passive Ability, Necromancer) Possessor's dead allies count as having been dead for one less round, to a minimum of 0 rounds
Gravedigger- (Passive Ability, Necromancer) Corpses of individuals on possessor's side of battle may not be destroyed, stolen, moved, or transformed by entities below Level 5 without possessor's permission
Grave Robber- (Passive Ability, Necromancer) At the start of each round, possessor may create the corpse of up to 1 Human from the Enemy List that is below Level 6 that is normally fightable for dropped, with said corpse counting as the corpse of a summoned individual, Max 200 summoned
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor's damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Unbothered by the Stench of Corpses- (Passive Ability, Necromancer) Possessor gains Pain: Nauseous Immunity against Undead
Ocean Prince:
Apprentice Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +100 to all stats
Apprentice Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +500 to all stats while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Improved Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +1,000 to all stats while in a Zone of Water
Paladin:
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Holy Magic Casting I- (Passive Ability, Paladin) Holy Magic spells cost possessor 20 less MP to cast
Holy Magic Casting II- (Passive Ability, Paladin) Holy Magic spells cost possessor 200 less MP to cast
Holy Shield- (Passive Ability, Paladin) Possessor gains +50 Defense per Light element Shield and Armor equipped against Demons, Daemons, and Devils
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
Priest:
Devout Worshipper of The Deific Mecha Vashna
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Holy Relics- (Passive Ability, Priest) Possessor gains +20 to all stats and Divine Magic spells cost possessor 500 MP less when possessor has a Holy Symbol or an item that provides bonuses to Divine Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Can Throw Holy Symbols As Boomerangs- (Passive Ability, Priest) Possessor may treat Holy Symbol accessories as additionally being weapons that possess the subtype Throwing Weapon, Holy Symbols equipped by wielder may, if wielder chooses for them to, provide +(Their Gold Value/1,000) Ranged Attack if they are Throwing Weapons
Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Cult Leader- (Passive Ability, Priest) Possessor's Charm infliction chances are increased by 30%, Possessor's summons have a 15% lower chance of being uncontrolled, Possessor may cast Dark Magic, Forbidden Magic, Demon Magic, Ritual Magic, and Summoning spells as though they were Divine Magic spells, Individuals who possesses a Patron Deity that possessor does not possess as a Patron Deity have their minor, moderate, and major negative status effect infliction chances increased by 15% against possessor
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Power Trooper:
Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Daemon Calling III- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +500 MP
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Radiant Hierophant:
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Sunburn Stare- (Technique Ability, Radiant Hierophant) Possessor may use 'Sunburn Stare' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Snipe', 'Point Blank', 'Magical Attack', or 'Overdrive' action so long as no other technique is used and possessor is Light element or has a Light element Eyewear equipped. Said action gains +5,000 Ranged Attack, gains +5,000 Magical Attack, gains '100% inflicts Awestruck', and gains '100% inflicts Burning: Sunburnt'; said action gains +50% Critical against targets whose name includes 'Vampire' or 'Vampiric' that are not Light element.
Ravager:
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Axe Wielding II- (Passive Ability, Ravager) +25 to all stats when a Axe is equipped, +50 Melee Attack when a Axe is equipped
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Rider:
Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Roboticist:
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Hypertech Casting II- (Passive Ability, Scientist) Hypertech spells cost possessor 200 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
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 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 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 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.
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Seakeeper:
Basic Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Apprentice Seakeeper Knowledge- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Aquatic Training I- (Passive Ability, Seakeeper) Possessor's Aquatic pets and summons gain +20 to all stats
Aquatic Traits- (Passive Ability, Seakeeper) Possessor gains +1 to all stats so long as possessor is an Aquatic
Inspired by Kelp- (Passive Ability, Seakeeper) Poessor is inflicted by Elevated: High Morale at the start of each round that possessor is in the same battlespace as an entity whose name includes 'Kelp'
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Robed Spellcaster- (Passive Ability, Seer) Possessor gains +30 Magical Attack, +30 MIN, and +30 SPI if possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Shadow Blade:
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spiritual Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spiritual Impurity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats while in the same battlespace as one of possessor's opponents who is afflicted with a negative status effect with possessor as a source
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Summons Through Impurity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while one of possessor's opponents is afflicted with at least one negative status effect with possessor as a source
Skykeeper:
One Heck Of An Annoying Bird- (Passive Ability, Skykeeper) Whenever possessor may choose any minor status effect, if possessor is an Aerial, possessor may also choose Fatigued: Asleep, Fatigued: Stun, Fatigued: Stress, Confusion: Depression, Confusion: Fear, Stat Drain: STR Drain, Stat Drain: AGI Drain, Stat Drain: CON Drain, Stat Drain: MIN Drain, Stat Drain: SPI Drain, Stat Drain: ATK Drain, Stat Drain: DEF Drain, Hexed: Ill Fortune, Impaired: Blind, Impaired: Deaf, or Poison: High, Possessor's minor negative status effect infliction chances are increased by 30% if possessor is an Aerial, Possessor gains +15% Dodge if possessor is an Aerial, Whenever one of possessor's opponents conducts an offensive action that does not target possessor, if possessor is an Aerial, possessor may choose to have a 100% chance of inflicting any one minor negative status effect on said opponent
Slayer:
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage
Smith:
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.
Snow Queen:
Apprentice Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +500 Defense against Ice
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Ice- (Passive Ability, Snow Queen) Possessor gains +50 Defense against Ice
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.
Spy:
Secret Agent- (Passive Ability, Spy) Possessor gains +500 AGI, Possessor gains +10% Critical and Dodge, Thief Arts and Ninjutsu spells cost possessor 5,000 less MP to cast, Possessor's Charm infliction chance is increased by 10%, Possessor gains +10% Poison Resistance as a non-stacking bonus
Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Swordsman:
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Technomancer:
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Thief:
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Item Thievery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Hide in Shadows- (Stance Ability, Thief) +15% Dodge, you must be in the back row and cannot make offensive actions
Pirate- (Passive Ability, Thief) Possessor gains +250 to all stats while in a Zone of Water, Possessor's chances of successfully stealing from targets below Level 40 are increased by 5%, Possessor gains +200 Melee Attack if wielding a Sword, Possessor gains +250 Ranged Attack if wielding a Gun, Possessor gains +300 Melee Attack and +300 Ranged Attack if in a Zone of Water, Possessor gains 5% Drowning Resistance
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%
Thunder Czar:
Apprentice Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense against Electrical
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Elemental Invocation of Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Invocation of Electrical' in conjunction with an 'Elemental Attack' action so long as possessor is Electrical element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Vermin Master:
Apprentice Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Insect- (Passive Ability, Vermin Master) Possessor may, at the beginning of a thread, choose to become the subtype Insect
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beekeeping Cowboy- (Passive Ability, Vermin Lord) Possessor gains +100 Ranged Attack per Insect summon possessor possesses if possessor is wielding a Gun
Butterfly Essence- (Passive Ability, Vermin Master) If possessor is an Insect, possessor may choose to count as being in the 'Form of Butterfly' stance when not in said stance
Butterfly Wings- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor gains +200 AGI
Confusing Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Confusion on up to 30 targets at the start of each round
Dazzling Wing-Scales- (Passive Ability, Vermin Master) If possessor is an Insect and in 'Form of Butterfly' stance, possessor may choose to gain a 30% chance of inflicting Impaired: Blind on up to 30 targets at the start of each round
Form of Butterfly- (Stance Ability, Vermin Master) If possessor is an Insect, possessor gains +50 AGI and +50 SPI
Formshift: Insect- (Stance Ability, Vermin Master) Possessor's subtype becomes Insect
Insect Traits - (Passive Ability, Vermin Master) Possessor's HP is multiplied by .75, and all listed Damage values possessed by possessor, as well as all of possessor's attack bonus values, are multiplied by 1.25 as an effect that does not stack with other attack bonus multiplying effects for purposes of multiplying attack bonuses or with other damage value multiplying effects for purposes of multiplying listed Damage values. This ability only takes effect if possessor is an Insect.
Vermin Master- (Passive Ability, Vermin Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Insect pet only, This ability provides +50 HP and +10 to all stats of possessor's Insect pets and summons per Level of possessor
Viscous Lord:
Light-Emitting Ooze- (Passive Ability, Viscous Lord) If possessor is an Ooze, possessor's presence counts as the presence of a Zone of Light
Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wander) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast
Warlock:
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlord:
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Magiconstruct Weaving- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP as a non-stacking buff when summoned
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Craft Luminous Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach an buff of it that stacks up to three times that causes its presence to count as the presence of a Zone of Light, Energy, or Hope (chosen at the time of the effect's creation)
Craft Volatile Magiconstructs- (Passive Ability, Weirdworker) When possessor summons a Magic Being, possessor may attach a non-stacking buff to it that causes it to have a 15% chance of being afflicted with Instant Death at the start of each round, that increases its abilities Damage values by 500 points, and that causes it to deal 5,000 Flat Magic & Energy element Damage to 5 randomly selected targets in the same battlespace when it dies
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +500 Defense against Air
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Nonsynchronous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Wind Whisper- (Passive Ability, Wind Duke) Possessor's non-offensive actions that target no opponents and buff at least one ally may not be countered by individuals below Level 20
Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Possesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Other: Cosmic Ruler:
Basic Astral Synchronization- (Passive Ability, Other: Cosmic Ruler) Possessor gains +25 to all stats if possessor is Astral element
Other: Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Base Outsider Synchronicity- (Passive Ability, Other: Gatekeeper) Possessor may treat Outsider as a base subtype
Basic Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Formshift: Outsider- (Stance Ability, Other: Gatekeeper) Possessor's subtype becomes Outsider
Gatekeeper- (Passive Ability, Other: Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Otherworldly Endurance- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Grace- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Other: Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Intellect- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Other: Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Other: Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Wings of Light and Thought- (Passive Ability, Other: Gatekeeper) If possessor is an Outsider, possessor gains +8% Dodge, and, whenever possessor Dodges a hit from an attack, possessor may choose to either deal 1,000 Flat Psychic element MIN Damage to the source of the attack or to inflict Impaired: Blind on the source of the attack
Other: High Judge:
Can Summon a Singing Police Squad By Clapping- (Active Ability, Other: High Judge) Possessor may spend an action to gain a 100% chance of inflicting Entombed: Incarcerated on up to 300 targets, with said infliction counting as involving a Bardic Music spell
Other: Infinity Designer:
Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Other: Legend
Wielder of the Grand Unifying Theory- (Passive Ability, Other: Legend) Possessor may equip 'Grand Unifying Theory'
Other: Noise Master
Basic Sonic Synchronization- (Passive Ability, Other: Noise Master) Possessor gains +25 to all stats if possessor is Sonic element
Meditative Assumption of Sonic- (Passive Ability, Other: Noise Master) Possessor may choose, at the beginning of a thread, to become solely Sonic element
Other: Smiling Drifter:
Emits Balloons When Excited- (Passive Ability, Other: Smiling Drifter) Whenever possessor is afflicted with a positive status effect, possessor's allies have a 30% chance of being afflicted with Elevated or Elevated: High Morale
Other: Subspace Architect:
*Lord Fisherman of the Citadel- (Passive Ability Aspect- Citadel of the Fisherman, Other: Subspace Architect) Possessor gains 25% Water Resistance, Possessor gains +40,000 Defense against Water, Possessor gains Drowning Immunity against sources below Level 20, Possessor gains 2 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds
Scanned Properties:
Deep Ocean Trench- (Item, Property, Water & Darkness, 1,100,000 Gold) Wielder counts as being in an additional Zone of Water and gains +500 Defense against individuals who are not in a Zone of Water as a conditionally-applied effect
Dockyard- (Item, Property, Water, 2,000,000 Gold) Wielder's Water element pets and summons gain +1,000 to all stats as a non-stacking bonus
Farm of the Beer-Battered Fishtrees- (Item, Property, Earth & Water, 214,000 Gold) When wielder summons an Aquatic, wielder may choose to give it a buff that gives its possessor the subtype Food
Fish Market- (Item, Property, Water & Air, 75,000 Gold) Wielder's equipped Aquatic pets count as being worth 7,500 additional Gold
Fleet- (Item, Property, Water, 1,965,000 Gold) Wielder's Vessel transformations gain +1,000 to all stats
Fortified Weather-Manipulation Bunker- (Item, Property, Technology & Earth & Air & Water & Electrical & Ice, 5,620,000 Gold) Wielder may, at the start of each round, either create a Zone of Air, Water, Electrical, Earth, or Ice or deal 25,000 Flat Air, Water, Electrical, Earth, or Ice element Damage to up to 300 targets
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Old City District- (Item, Property, Earth, 6,500,000 Gold) Delayed actions from sources below Level 40 may not scan wielder's stats
Port- (Item, Property, Water, 15,700,000 Gold) Wielder's Water element pets and summons gain +7,500 to all stats as a non-stacking bonus
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Shipyard- (Item, Property, Water, 2,500,000 Gold) Wielder's Vessel transformations, whether equipped or unequipped, are dealt 25,000 Flat Water & Earth element HP Healing at the start of each round as though they were non-semipresent entities in the same battlespace as wielder
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Other: Thermonuclear Disciple:
Apprentice Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 500 points
Basic Atomic Synchronization- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +25 to all stats if possessor is Atomic element
Basic Defenses Against Atomic- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains +50 Defense against Atomic
Basic Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 50 points
Improved Weaponization of Atomic- (Passive Ability, Other: Thermonuclear Disciple) Quantities of Atomic element Damage dealt by possessor are increased by 5,000 points
Radiation-Proof- (Passive Ability, Other: Thermonuclear Disciple) Possessor gains Poison: Irradiated Immunity
Other: Wonderworker:
Apprentice Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if possessor is Wonder element
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Reappearing Body Parts- (Passive Ability, Other: Wonderworker) If possessor is Wonder element or in a Healer stance, possessor is, whenever possessor is afflicted with Wounded or whenever a round begins, possessor is cured of Wounded, and, whenever possessor is successfully cured of Wounded, possessor regenerates 50,000 HP, to a max of 200 times per round
Awards-
Lord Fisherman of the Citadel
Has Saved Imbelsberg from the Bluewar Ministry
Understands the Language of Nexxirithian Machines
Killed in the Disc Radar 17 Processing Pathway Dungeon While Sidetracked Into a Dangerous Area on a Quest for a Golden Banana
Lost the Quest 'Quest for the Golden Banana'
Killed by a Massively Stronger Foe in One of the Disc Radar Installations
Dropped Enough Relevant Gear During a Time of Enough Cosmic Weight to Make a Death Specialist Become Unique
Barred (At a Minimum Temporarily) From Disc 40
Partook in the Feast of Realities Unworked and Reborn
Has Studied 1 Set(s) of Carvings Made by Sir Gideon of Gyrrhult
Defeated the Manya Terror Crocodile in Alligator Lagoon on Noix
Read Beekeeping for Cowboys
Dubbed The Secret Duke of Unfun in a Secret Meeting
Wielder of the Grand Unifying Theory
Defeated Baseborn Agent Arjun Anagalin in Aham-Tatheta in a Parallel Arena Fight at the Holy Festival
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Has Consumed 5 Attunement Book: Abjurer
Has Consumed 5 Attunement Book: Alchemist
Has Consumed 5 Attunement Book: Analyst of the Absolute
Has Consumed 5 Attunement Book: Arcane Vizier
Has Consumed 5 Attunement Book: Artificer
Has Consumed 5 Attunement Book: Bard
Has Consumed 5 Attunement Book: Blazing Sultan
Has Consumed 5 Attunement Book: Blight Druid
Has Consumed 5 Attunement Book: Caliph of Corrosion
Has Consumed 5 Attunement Book: Channeler
Has Consumed 5 Attunement Book: Combatant
Has Consumed 5 Attunement Book: Commander
Has Consumed 5 Attunement Book: Diviner
Has Consumed 5 Attunement Book: Druid
Has Consumed 5 Attunement Book: Ebon Chancellor
Has Consumed 5 Attunement Book: Elementalist
Has Consumed 5 Attunement Book: Enchanter
Has Consumed 5 Attunement Book: Eternal Champion
Has Consumed 5 Attunement Book: Geomancer
Has Consumed 5 Attunement Book: Gunslinger
Has Consumed 5 Attunement Book: Healer
Has Consumed 5 Attunement Book: Heir to the Future
Has Consumed 5 Attunement Book: Kensei
Has Consumed 5 Attunement Book: Kinetic Emperor
Has Consumed 5 Attunement Book: Mentalist
Has Consumed 5 Attunement Book: Mind Lord
Has Consumed 5 Attunement Book: Monk
Has Consumed 5 Attunement Book: Mountain King
Has Consumed 5 Attunement Book: Necromancer
Has Consumed 5 Attunement Book: Ocean Prince
Has Consumed 5 Attunement Book: Paladin
Has Consumed 5 Attunement Book: Priest
Has Consumed 5 Attunement Book: Radiant Hierophant
Has Consumed 5 Attunement Book: Ritualist
Has Consumed 5 Attunement Book: Scientist
Has Consumed 5 Attunement Book: Shrine Maiden
Has Consumed 5 Attunement Book: Snow Queen
Has Consumed 5 Attunement Book: Summoner
Has Consumed 5 Attunement Book: Thief
Has Consumed 5 Attunement Book: Thunder Czar
Has Consumed 5 Attunement Book: Transmuter
Has Consumed 5 Attunement Book: Veilwalker
Has Consumed 5 Attunement Book: Wanderer
Has Consumed 5 Attunement Book: Warlock
Has Consumed 5 Attunement Book: Warrior
Has Consumed 5 Attunement Book: Wind Duke
Has Consumed 5 Attunement Book: Wizard
Has Consumed 10 Manual of A Thousand Arts
Has Used 5 Book of Gates
Has Consumed 2 Essence Sphere: Advisor
Has Consumed 2 Essence Sphere: Chef
Has Consumed 2 Essence Sphere: Counselor of Faerie
Has Consumed 2 Essence Sphere: General
Has Consumed 2 Essence Sphere: Lord of War
Has Consumed 2 Essence Sphere: Mech Jockey
Has Consumed 2 Essence Sphere: Power Trooper
Has Consumed 2 Essence Sphere: Ritualist
Has Consumed 2 Essence Sphere: Roboticist
Has Consumed 2 Essence Sphere: Shadow Blade
Has Consumed 2 Essence Sphere: Smith
Has Consumed 2 Essence Sphere: Warlord
Has Consumed 5 Essence Sphere: Analyst of the Absolute
Has Consumed 5 Improved Essence Sphere: Analyst of the Absolute
Has Consumed 5 Greater Essence Sphere: Analyst of the Absolute
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Gunslinger
Has Consumed 5 Improved Essence Sphere: Gunslinger
Has Consumed 5 Greater Essence Sphere: Gunslinger
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 5 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Greater Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Assassin
Has Consumed 5 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Improved Essence Sphere: Bard
Has Consumed 5 Greater Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Beastmaster
Has Consumed 5 Improved Essence Sphere: Beastmaster
Has Consumed 5 Greater Essence Sphere: Beastmaster
Has Consumed 5 Essence Sphere: Binder
Has Consumed 5 Essence Sphere: Blazing Sultan
Has Consumed 5 Improved Essence Sphere: Blazing Sultan
Has Consumed 5 Greater Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Blight Druid
Has Consumed 5 Improved Essence Sphere: Blight Druid
Has Consumed 5 Greater Essence Sphere: Blight Druid
Has Consumed 5 Essence Sphere: Botanist
Has Consumed 5 Improved Essence Sphere: Botanist
Has Consumed 5 Greater Essence Sphere: Botanist
Has Consumed 5 Essence Sphere: Caliph of Corrosion
Has Consumed 5 Improved Essence Sphere: Caliph of Corrosion
Has Consumed 5 Greater Essence Sphere: Caliph of Corrosion
Has Consumed 5 Essence Sphere: Captain
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Combatant
Has Consumed 5 Improved Essence Sphere: Combatant
Has Consumed 5 Greater Essence Sphere: Combatant
Has Consumed 5 Essence Sphere: Conjurer
Has Consumed 5 Improved Essence Sphere: Conjurer
Has Consumed 5 Essence Sphere: Controller
Has Consumed 5 Improved Essence Sphere: Controller
Has Consumed 5 Greater Essence Sphere: Controller
Has Consumed 5 Essence Sphere: Countess of Power
Has Consumed 5 Improved Essence Sphere: Countess of Power
Has Consumed 5 Greater Essence Sphere: Countess of Power
Has Consumed 5 Essence Sphere: Crafter
Has Consumed 5 Improved Essence Sphere: Crafter
Has Consumed 5 Greater Essence Sphere: Crafter
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Consumed 5 Greater Essence Sphere: Deathless One
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Doombringer
Has Consumed 5 Improved Essence Sphere: Doombringer
Has Consumed 5 Essence Sphere: Driver
Has Consumed 5 Improved Essence Sphere: Driver
Has Consumed 5 Greater Essence Sphere: Driver
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 5 Improved Essence Sphere: Ebon Chancellor
Has Consumed 5 Greater Essence Sphere: Ebon Chancellor
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Essence Sphere: Engineer
Has Consumed 5 Improved Essence Sphere: Engineer
Has Consumed 5 Greater Essence Sphere: Engineer
Has Consumed 5 Essence Sphere: Enslaver
Has Consumed 5 Improved Essence Sphere: Enslaver
Has Consumed 5 Essence Sphere: Eternal Champion
Has Consumed 5 Improved Essence Sphere: Eternal Champion
Has Consumed 5 Greater Essence Sphere: Eternal Champion
Has Consumed 5 Essence Sphere: Flux Baron
Has Consumed 5 Improved Essence Sphere: Flux Baron
Has Consumed 5 Greater Essence Sphere: Flux Baron
Has Consumed 5 Essence Sphere: Gearwright
Has Consumed 5 Improved Essence Sphere: Gearwright
Has Consumed 5 Greater Essence Sphere: Gearwright
Has Consumed 5 Essence Sphere: Gentleman Assassin
Has Consumed 5 Improved Essence Sphere: Gentleman Assassin
Has Consumed 5 Greater Essence Sphere: Gentleman Assassin
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Gunner
Has Consumed 5 Improved Essence Sphere: Gunner
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Consumed 5 Essence Sphere: Heir to the Future
Has Consumed 5 Improved Essence Sphere: Heir to the Future
Has Consumed 5 Greater Essence Sphere: Heir to the Future
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Kinetic Emperor
Has Consumed 5 Improved Essence Sphere: Kinetic Emperor
Has Consumed 5 Greater Essence Sphere: Kinetic Emperor
Has Consumed 5 Essence Sphere: Lawbringer
Has Consumed 5 Improved Essence Sphere: Lawbringer
Has Consumed 5 Greater Essence Sphere: Lawbringer
Has Consumed 5 Essence Sphere: Mad Scientist
Has Consumed 5 Improved Essence Sphere: Mad Scientist
Has Consumed 5 Greater Essence Sphere: Mad Scientist
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Master of Monsters
Has Consumed 5 Improved Essence Sphere: Master of Monsters
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Mechanist
Has Consumed 5 Improved Essence Sphere: Mechanist
Has Consumed 5 Greater Essence Sphere: Mechanist
Has Consumed 5 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 5 Essence Sphere: Mind Lord
Has Consumed 5 Improved Essence Sphere: Mind Lord
Has Consumed 5 Greater Essence Sphere: Mind Lord
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Mountain King
Has Consumed 5 Improved Essence Sphere: Mountain King
Has Consumed 5 Greater Essence Sphere: Mountain King
Has Consumed 5 Essence Sphere: Musician
Has Consumed 5 Improved Essence Sphere: Musician
Has Consumed 5 Greater Essence Sphere: Musician
Has Consumed 5 Essence Sphere: Necromancer
Has Consumed 5 Improved Essence Sphere: Necromancer
Has Consumed 5 Greater Essence Sphere: Necromancer
Has Consumed 5 Essence Sphere: Ocean Prince
Has Consumed 5 Improved Essence Sphere: Ocean Prince
Has Consumed 5 Greater Essence Sphere: Ocean Prince
Has Consumed 5 Essence Sphere: Paladin
Has Consumed 5 Improved Essence Sphere: Paladin
Has Consumed 5 Greater Essence Sphere: Paladin
Has Consumed 5 Essence Sphere: Priest
Has Consumed 5 Improved Essence Sphere: Priest
Has Consumed 5 Greater Essence Sphere: Priest
Has Consumed 5 Essence Sphere: Protector
Has Consumed 5 Improved Essence Sphere: Protector
Has Consumed 5 Essence Sphere: Puppet Master
Has Consumed 5 Improved Essence Sphere: Puppet Master
Has Consumed 5 Greater Essence Sphere: Puppet Master
Has Consumed 5 Essence Sphere: Radiant Hierophant
Has Consumed 5 Improved Essence Sphere: Radiant Hierophant
Has Consumed 5 Greater Essence Sphere: Radiant Hierophant
Has Consumed 5 Essence Sphere: Ravager
Has Consumed 5 Improved Essence Sphere: Ravager
Has Consumed 5 Greater Essence Sphere: Ravager
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Has Consumed 5 Greater Essence Sphere: Scientist
Has Consumed 5 Essence Sphere: Seakeeper
Has Consumed 5 Essence Sphere: Seer
Has Consumed 5 Improved Essence Sphere: Seer
Has Consumed 5 Essence Sphere: Shrine Maiden
Has Consumed 5 Improved Essence Sphere: Shrine Maiden
Has Consumed 5 Essence Sphere: Slayer
Has Consumed 5 Improved Essence Sphere: Slayer
Has Consumed 5 Greater Essence Sphere: Slayer
Has Consumed 5 Essence Sphere: Snow Queen
Has Consumed 5 Improved Essence Sphere: Snow Queen
Has Consumed 5 Greater Essence Sphere: Snow Queen
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 5 Improved Essence Sphere: Technomancer
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Thief
Has Consumed 5 Essence Sphere: Thunder Czar
Has Consumed 5 Improved Essence Sphere: Thunder Czar
Has Consumed 5 Greater Essence Sphere: Thunder Czar
Has Consumed 5 Essence Sphere: Veilwalker
Has Consumed 5 Improved Essence Sphere: Veilwalker
Has Consumed 5 Greater Essence Sphere: Veilwalker
Has Consumed 5 Essence Sphere: Vermin Master
Has Consumed 5 Improved Essence Sphere: Vermin Master
Has Consumed 5 Greater Essence Sphere: Vermin Master
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Essence Sphere: Weirdworker
Has Consumed 5 Improved Essence Sphere: Weirdworker
Has Consumed 5 Essence Sphere: Wind Duke
Has Consumed 5 Improved Essence Sphere: Wind Duke
Has Consumed 5 Greater Essence Sphere: Wind Duke
Has Consumed 5 Essence Sphere: Wizard
Has Consumed 5 Improved Essence Sphere: Wizard
Has Consumed 5 Greater Essence Sphere: Wizard
Has Consumed 5 Essence Sphere: Gatekeeper
Has Consumed 5 Improved Essence Sphere: Gatekeeper
Has Consumed 5 Greater Essence Sphere: Gatekeeper
Has Consumed 5 Essence Sphere: Noise Master
Has Consumed 5 Improved Essence Sphere: Noise Master
Has Consumed 5 Essence Sphere: Thermonuclear Disciple
Has Consumed 5 Improved Essence Sphere: Thermonuclear Disciple
Has Consumed 5 Essence Sphere: Wonderworker
Has Consumed 5 Improved Essence Sphere: Wonderworker
Has Consumed 5 Greater Essence Sphere: Wonderworker
Has Won the "Adventurers!" Event Match
Has Won the "Drakespawn of the Caverns" Event Match
Has Won the 'Seizing the Center' Event Match
Has Reached Round 50 in an Endurance Match
Has Reached Round 41 In A Pet Endurance Match
Has Won the "First Test Against The Adversary's Forces" Event Match
Has Won the "First of the Arcane Spirits" Event Match
Has Won the "Winter's Grasp" Event Match" Event Match
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Has Won the "The Rehanging" Event Match
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Four Elementals" Event Match
Has Beaten 39 Bosses in Boss Rush Mode
Has Defeated Three Level 40 Bosses in the Alternative Boss Rush Mode
Has Completed the Task "First Holy Imperial Challenge of Worth: Test of Fortune"
Has Completed the Task "Second Holy Imperial Challenge of Worth: Test of Skill"
Has Completed the Task "Third Holy Imperial Challenge of Worth: Test of War"
Has Completed the Task "Fourth Holy Imperial Challenge of Worth: Test of Seeking"
Has Completed the Task "Fifth Holy Imperial Challenge of Worth: Test of Mastery"
Has Completed the Task "Sixth Holy Imperial Challenge of Worth: Test of Stamina"
Has Completed the Task "Seventh Holy Imperial Challenge of Worth: Test of Echoes"
Has Completed the Task "Eighth Holy Imperial Challenge of Worth: Test of Time"
Has Completed the Task "Ninth Holy Imperial Challenge of Worth: Test of Collecting"
Has Completed the Task "Tenth Holy Imperial Challenge of Worth: Test of Combat"
Has Completed the Task "Eleventh Holy Imperial Challenge of Worth: Test of Remembrance"
Has Completed the Task "Twelfth Holy Imperial Challenge of Worth: Test of Choices"
Has Completed the Task "First Holy Imperial Challenge of Power: Test of Wealth"
Has Completed the Task "Second Holy Imperial Challenge of Power: Test of Talent"
Has Completed the Task "Third Holy Imperial Challenge of Power: Test of Slaying"
Has Completed the Task "Fourth Holy Imperial Challenge of Power: Test of Hours"
Has Completed the Task "Fifth Holy Imperial Challenge of Power: Test of Opposition"
Has Completed the Task "Sixth Holy Imperial Challenge of Power: Test of Tenacity"
Has Completed the Task "Seventh Holy Imperial Challenge of Power: Test of Essence"
Has Completed the Task "Eighth Holy Imperial Challenge of Power: Test of Leadership"
Has Completed the Task "Ninth Holy Imperial Challenge of Power: Test of Fame and Fortune"
Has Completed the Task "Tenth Holy Imperial Challenge of Power: Test of Versatility"
Has Completed the Task "Eleventh Holy Imperial Challenge of Power: Test of Memories"
Has Completed the Task "Twelfth Holy Imperial Challenge of Power: Test of Options"
Equiperies wrote:Weapons-
*Breath of Djoru- (Weapon, Sword, Fire & Physical & Spatial, 80,000,000 Gold) +80,000 Melee Attack, Wielder's 'Melee Attack' and 'Melee Overdrive' actions deal 120,000 additional Damage per Zone of Fire present in any battlespace within the same battle (to a max of 800,000 additional points per hit and additional 2,800,000 points per round), If an source below Level 60 would deal wielder Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder gains +60,000 Defense against entities on the Enemy List who are the entity 'Baalrath' on the enemy list, Wielder may deal 600,000 Flat Fire element Damage to all entities in the same battlespace at the start of each round (with said choice being made once per round and applying across all possible targets instead of being made on a per-entity basis), Fire-element Damage dealt by wielder may not be healed or regenerated by entities below Level 60 that are not 5 or more Levels greater than wielder, Wielder must be Level 20 or greater
w/Transmutative State-Choice: Whip- This item, if a Weapon that only possesses base subtypes, may be changed at the start of any round to become solely a Whip as a non-stacking buff on this item, Trasmutative Alteration
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
On Loan from Tolva
*Grand Unifying Theory- (Weapon, Other: Weapon of Legend, Technology & Psychic, Lv. 19, X Gold) +36,000 Melee Attack, +36,000 Magical Attack, +36,000 Ranged Attack, +36,000 Defense, 138% To Hit, +38% To Hit, Wielder's Prime Attribute for 'Melee Attack', 'Magical Attack', 'Ranged Attack', 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become any one stat, Wielder's actions may become solely any combination of base elements, Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round, This item possesses the subtype Force, This item may not normally be equipped unless a proper ability is possessed
Intelligent Karaoke Machine that Fell in Love with Mecha-Vashna- (Weaponx0, Instrument, Sonic & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, Wielder must be a Devout Worshipper of 'Mecha Vashna', This item cannot be equipped with any other Weaponx0
Armor-
Lord Fisherman's Royal Robes- (Armor, Robe, Water, 60,000,000 Gold) +60,000 Defense, +60,000 CON, +60,000 MIN, +60,000 SPI, +600,000 HP as a non-stacking bonus, +600,000 MP as a non-stacking bonus, 80% may inflict Drowning: Tide-Trapped, 100% Stat Drain Resistance, 100% Poison Resistance, 100% Diseased Resistance, 30% Chaos Resistance, 30% Destruction Resistance, 30% Water Resistance, 30% Technology Resistance, 30% Physical Resistance, 5% Anarchomancy Resistance, 5% Elemental Magic Resistance, 5% Aquatic Resistance, 5% Aerial Resistance, 5% Elemental Resistance, Wearer gains the element Water, Wearer must be Level 20 or greater and must possess the ability 'Noble', the ability 'Ocean Prince', or the ability 'Lord Fisherman of the Citadel'
Accessories-
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Global Shielding System- (Accessory, Gadget, Technology & Warding, 200,000,000 Gold) +200,000 Defense, Wielder's allies obtain +20,000 Defense as a buff that stacks 5 times
Great Ring of Life and Magic- (Accessory, Ring, Life & Magic, 36,000,000 Gold) +360,000 HP and +360,000 MP as an effect that stacks 2 times, +36,000 CON, +36,000 MIN, Wearer regenerates 360,000 HP and 360,000 MP at the start of each round
Highly-Practical Magestone Earrings of Enhanced Magic, Flight, Teleportation, Speed, Shielding, Anti-Aging, Sustenance, Regeneration, Diplomacy, and Scrying- (Accessory, Earwear, Magic, 20,000,000 Gold) +20,000 Magical Attack, +20,000 MIN, +20,000 AGI, +2,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus, +200,000 MP as a non-stacking bonus, 60% Dodge, 60% Resilience, 30% Earth Resistance, 30% Physical Resistance, 60% Entombed Resistance, 120% Fatigued: Elderly Resistance, 120% Fatigued: Starvation Resistance, 120% Fatigued: Dehydration Resistance, 100% inflicts Charm, Wielder regenerates 20,000 HP and MP at the start of each round, Wielder may enter any row of any row-order formation in the same battlespace at the start of each round, Wielder may spend an action to enter another existing battlespace that is part of the same battle so long as no entity of Level 60 or greater in either the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder may spend an action to scan the stats of all opponents in wielder's battlespace
Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater
Properties-
River of Magical Wine- (Item, Property, Magic & Water, 30,000,000 Gold) Wielder may, at the start of each round, choose to regenerate 150,000 HP and MP and be afflicted with Poison: Drunk
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Consumables-
Box Which Opens to the World Where It Has Not Yet Been Opened- (Consumable, Enchanted Item, Time & Spatial, 1 Charge, 80,000,000 Gold) User's action is undone unless an entity of Level 80 or greater objects
Spells (General)-
Blastwave- (Spell, Other: War Magic, Fire & Physical, 150,000 MP, 15,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000
Greater Mageblade Strike- (Spell, Other: War Magic, Magic & Physical, 200,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any
Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
Ironclad Contract- (Spell, Other: Litigamancy, Metal, 100,000 MP, 10,000,000 Gold) Target gains Charm Immunity against sources that are either below Level 60 or both below caster's Level and Level 80, Caster must be Level 20 or greater
Resurrection- (Spell, Healer Magic, Light, 500,000 MP, 50,000,000 Gold) Resurrects target, to a max of once per target per thread, is target was killed by a source below Level 80 that is not 20 or more Levels greater than caster, Caster must be Level 20 or greater and must possess the ability 'Healer'
Spells (Geomancy)-
Create Zone of Atomic- (Spell, Geomancy, Atomic, 200 MP, 500,000 Gold) Caster creates a Zone of Atomic and may set the Phantom Terrain to Rad-Wastes
Dimension-Breaking Riftpunch- (Spell, Geomancy, Spatial, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 15% inflicts Vanished, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Spatial, Caster must be Level 40 or greater
Manifest Chronogeomantic Zone of Dawn- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dawn that also counts as a Chronogeomantic Zone of Late Night and a Chronogeomantic Zone of Morning, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Painkiller- (Spell, Geomancy, Physical & Acid & Technology, 1,000 MP, 100,000 Gold) Cures Pain
Rezone- (Spell, Geomancy, Water & Air & Earth, 500 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
Worldcore-Erupting Land-Sunder Strike- (Spell, Geomancy, Fire & Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Burning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may turn a Zone of Earth with a source below Level 99 into a Zone of Fire, Caster must be Level 40 or greater
Carry-on Luggage wrote:2,000,000,000 Gold
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
*Bostman Gurnley's Watch- (Accessory, Trinket, Water & Physical, 34,100,000 Gold) +34,100 Defense, +34,000 to all stats, +34,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes
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
Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
Ring of Secret Wonders- (Accessory, Ring, Earth & Wonder, 36,000,000 Gold) +36,000 to all stats, If one of wielder's allies scans wielder's stats, this item provides an additional +36,000 to all stats, and its wielder may summon 1 entity from the Enemy List that is below Level 40 that can normally be fought for drops at the start of each round, Max 60 summoned
Expert Alchemist's Greater Lunar Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 5,000,000 Gold) +4,500 Magical Attack, Heals, Inflicts any one minor positive status effect
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
Greater Vivify- (Spell, Healer Magic, Light, 400,000 MP, 40,000,000 Gold) Target obtains a non-stacking buff that causes its possessor to Regenerate 400,000 HP at the start of each round, Caster must be Level 20 or greater and must possess the ability 'Healer'
Active Guild Benefit (SAINT):
Guild Time Machine III- (Active Guild Benefit, 200,000,000 Gold) Once per thread across all guild members, a guild member with this benefit may revert battle to the start of a round of combat so long as no entity of Level 60 or greater in any battlespace objects
Active Stance:
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
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Re: Official Quest: The Rumbling Land
Armocida wrote: Orkanith Morthos (Armocida)
Level 39
Angel, Darkness
HP: 13,125
MP: 10,250
STR: 925 (20) 145 Bonus
AGI: 210 (5) 15 Bonus
CON: 525 (10) 135 Bonus
MIN: 410 (10) 20 Bonus
SPI: 650 (15) 65 Bonus
XP- 106,609,160
XP Required- 30,000
Fame- 15
Gold- 4,788,154,383
Bonus Weeks: 27 (ADDITIONAL WEEKS: 1 Defender Week, 1 Guardian Week)
Weeks: 0
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
-Blazing Sultan-
Apprentice Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense against Fire
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Defense against Fire
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Defenses that Utilize Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 Defense if possessor has any Fire-element items equipped that provide a Defense bonus
Improved Defenses Against Fire- (Passive Ability, Blazing Sultan) Possessor gains +5,000 Defense against Fire
Improved Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 10% Fire Resistance
-Controller-
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Explosive Impulse- (Technique Ability, Controller) Possessor may use 'Explosive Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Impulse- (Technique Ability, Controller) Possessor may use 'Flame Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fire element.
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force Wielding III- (Passive Ability, Controller) Possessor gains +200 to all stats when a Force is equipped and +200 Melee Attack, Magical Attack, and Ranged Attack when a Force is equipped
Ignition Impulse- (Technique Ability, Controller) Possessor may use 'Ignition Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Night Impulse- (Technique Ability, Controller) Possessor may use 'Night Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Aqua Shield Stance- (Stance Ability, Defender) +50 Defense against Water if a non-Water element Shield is equipped or +500 Defense against Water if a Water element Shield is equipped, 10% Water Resistance, 20% Electrical Weakness
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Flame Shield Stance- (Stance Ability, Defender) +50 Defense against Fire if a non-Fire element Shield is equipped or +500 Defense against Fire if a Fire element Shield is equipped, 10% Fire Resistance, 20% Water Weakness
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
-Ebon Chancellor-
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense against Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 Defense against Darkness
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Defenses Against Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +5,000 Defense against Darkness
Improved Defenses that Utilize Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +2,000 Defense if possessor has any Darkness-element items equipped that provide a Defense bonus
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
-Elementalist-
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
-Friendship-
Best Buds with Tengus- (Passive Ability, Friendship) Possessor may, once per thread, summon 5 Tengu from the Enemy List, Max 5 summoned, Possessor's allies whose name includes Tengu gain +3,000 to all stats and gain Impaired: Mute Immunity
-Guardian-
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability
-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times
-Paladin-
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
I Am The Just Blade- (Passive Ability, Paladin) Possessor may, with regards to the elements of opponents' actions targeting possessor and Damage being dealt to possessor, treat the element Law as the element Chaos or Darkness, treat the element Good as the element Evil or Darkness, and treat the element Light as the element Darkness
I Am The Righteous Force- (Passive Ability, Paladin) Possessor may treat opposing individuals whose subtype is Celestial, Angel, or Aisurii as though their subtype were Demon for purposes of Paladin abilities and equipped items that require abilities from the Paladin tree to be equipped
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so
Redeeming Touch- (Passive Ability, Paladin) 15% Hexed Resistance, +20 SPI, Possessor's Lay on Hands ability cures Hexed
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats
Shielded by Spiritual Purity- (Passive Ability, Paladin) +50 Defense, Possessor gains +50 additional Defense when possessor has not taken any SPI Damage and is not afflicted with Stat Drain: SPI Drain
-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon Mind Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 MIN
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon MP Conservation Augmentation- (Passive Ability, Summoner) All of possessor's summons' abilities cost them 100 less MP to cast
Basic Summon Resilience Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Resilience
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Basic Summon To Hit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% To Hit
-Swordsman-
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Blade of the Radiance- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(100 * Possessor Level) additional Melee Attack, Possessor may choose to add Light to the elements of any Damage possessor deals while wielding a Sword and may choose for any Sword weapons that possessor is wielding to count as possessing the element Light
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Sweeping Slash- (Technique Ability, Swordsman) Possessor may use 'Sweeping Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '1 hit against 3' and deals 2/3 Damage.
-Other: Radiant Hierophant-
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
-Other: Radiant Templar-
Champion of the New Radiant Order- (Passive Ability, Other: Radiant Templar) Possessor obtains +1 to all base stats if all individuals in the same thread that have at any point been Darkness element are currently Dead or unsummoned, provided that at least 1 such non-summon individual exists, Possessor obtains -1 to all base stats if possessor has any non-Dead allies who have at any point in the same thread been Darkness element, Possessor and all other individuals of equal or lower Level in the same thread treat Light as a base element
-Misc-
Friend of Chandar and Suratman, Ace Cartographers- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Chandar' or 'Suratman', Whenever possessor heals an individual named 'Chandar' or 'Suratman', possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Chandar' or 'Suratman'
Knowledge of the Yamaduta's First Syllable- (Passive Ability, Deathless One) Possessor gains Entombed Immunity against sources below level 60
Devout Worshipper of The Veil Render-
Base Benefit- Power Overwhelming- Possessor gains +(25*Possessor Level) to its highest unmodified stat as a bonus to said unmodified stat (choosing which stat in case of ties), Worshipper Benefit
Touch the Untouchable- If possessor is Level 20 or greater, possessor may ignore up to (Possessor Level / 20, rounded up) separate Dodge-increases that come from buffs on each of its opponents, Worshipper Benefit
Weapons-
Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
White Waveblade- (Weapon, Sword, Light & Energy, 55,000,000 Gold) +55,000 Melee Attack, +55,000 SPI, Wielder's 'Melee Attack' actions may use Spirit as their Prime Attribute, Wielder's 'Melee Attack' actions may gain '1 hit against 50,000' and deal 1/3 Damage
Armor-
War-Armor of the New Radiant Order- (Armor, Heavy Armor, Light & Glory & War, 45,000,000 Gold) +45,000 Defense, +45,000 Melee Attack, +45,000 to all stats, +450,000 HP as a non-stacking bonus, +450,000 MP as a non-stacking bonus, +1 Fame as a non-stacking bonus, 150% Fatigued Resistance, 100% Awestruck Resistance, 100% Voidstruck Resistance, 30% Light Resistance, 30% Darkness Resistance, Wearer causes Light to become a base element across all battlespaces that are part of the same battle, Sources of lower Level than wearer may not stop Light from being a base element, Wearer must be Level 20 or greater
Wielder gains the following worshipper benefits if wielder possesses no Patron Deity or if wielder possesses the ability 'Champion of the New Radiant Order':
Eternal Radiant Star's Blessing of Light- Possessor gains (Possessor Level)% Light Resistance, Worshipper Benefit
Shielded Against the Darkness of All Dark Empires- Possessor gains (Possessor Level)% Darkness Resistance, Worshipper Benefit
Radiance's Unquestionable Holy Wrath- Possessor's 'Magical Attack' actions deal 1.5 times Damage to Undead, Demons, Fiends, and Daemons as a non-stacking effect that does not stack with other effects that multiply damage against specific subtypes
Accessories-
Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessor
Blood Emblem- (Accessory, Broach, Darkness & Blood, 15,500,000 Gold) +15,000 Melee Attack, +15,000 to all stats, 10% Blood Resistance, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat
Mouthy Abstract Antlers- (Accessory, Bioaugmentation, Nobility & Beast & Chaos, 24,000,000 Gold) +24,000 Melee Attack, +24,000 Ranged Attack, 30% inflicts Confusion, Confusion: Fear, Stat Drain: CON Drain, Stat Drain: SPI Drain, Voidstruck, Hexed, Pain: Stomachache, and Impaired: Blind: Constant Glare
Radiant Inquisitor's Codex- (Accessory, Tome, Light, 15,500,000 Gold) +15,000 Melee Attack, +15,000 Ranged Attack, +15,000 Magical Attack, +15,000 SPI, Wielder's minor negative status effect infliction chances coming from Radiant Magic spells or Radiant Templar abilities are increased by 30% as a non-stacking effect, Wielder's moderate negative status effect infliction chances coming from Radiant Magic spells or Radiant Templar abilities are increased by 15% as a non-stacking effect, Wielder treats Radiant Magic as a base Spell subtype
Consumables-
8 Book of the Blade- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Practiced Swordsman"
12 Book of Mystic Infusion- (Permanent Consumable, Grimoire, Physical & Magic, 1 Charge, 10,000,000 Gold) Teaches user "Infused Casting"
5 Book of 1,000 Treatments- (Permanent Consumable, Grimoire, Physical & Light, 1 Charge, 10,000,000 Gold) Teaches user "Doctor"
8 Book of Covert Techniques- (Permanent Consumable, Grimoire, Darkness & Air, 1 Charge, 10,000,000 Gold) Teaches user "Sneaky"
10 Manual of A Thousand Arts- (Permanent Consumable, Grimoire, Magic, 1 Charge, 500,000 Gold) Gives user 2 bonus weeks and the award ‘Has used X Manual of A Thousand Arts’, cannot be used if X would become greater than 10
Items-
Day Dragon's Gem- (Accessory, Crystal, Light, 9,000,000 Gold) +9,000 Magical Attack, +8,500 to all stats, +50,000 Damage to all of possessor's damage-dealing actions that are Light element as a non-stacking effect
Artifacts:
*The Writhing Idol- (Artifact, Level 60, 0 XP, # XP Required, Standard Multiplier x13)
*The Writhing Idol- (Accessory Aspect: The Writhing Idol, Holy Symbol, Agony & Madness & Moon & Faith, X Gold) Wielder may choose to count as possessing a Patron Deity even if wielder does not, Wielder's pets and summons that do not possess a patron deity count as possessing wielder's patron deity, Wielder may cast Dark Magic, Forbidden Magic, Demon Magic, and Illusion spells as though they were Divine Magic spells, Once per thread, when wielder would be afflicted with a negative status effect, wielder may instead remove the text of one of this item's aspects
*The Dead Gods' Bones- (Accessory Aspect: The Writhing Idol, Holy Symbol, Devastation & Void & Faith & Dust, X Gold) 100% inflicts Smitten: Excommunicated, Once per round, wielder may choose to prevent the casting of a Divine Magic spell by a source that is below Level 61, The first time per thread that wielder kills an opponent that is a deity, wielder gains +1 to all base stats as a non-stacking buff
*The Obscene Knife- (Weapon Aspect: The Writhing Idol, Knife, Terror & Blood & Hunger & Rust, X Gold) +60,000 Melee Attack, +60,000 INF, 6,000 SPI Drain, Wielder may deal Drain, 100% inflicts Stat Drain: SPI Drain, Wielder may, upon Damaging an individual, apply a debuff that stacks 5 times that removes the text of one of that individual's Worshipper Benefits, Wielder gains +10,000 to all stats per opponent that possesses an instance of this debuff removing an actual Worshipper Benefit, The first time per round that wielder kills a non-summoned opponent that has not previously been dead during the thread, possessor may gain an action that may only be used to perform a 'Cast a Spell' action that may only incorporate the casting of Divine Magic, Forbidden Magic, Dark Magic, Demon Magic, and Illusion spells, The first time per thread that wielder kills an entity with the ability 'Priest', wielder gains +60,000 to all stats as a non-stacking buff
*Vestments of the Thousand Cults- (Armor Aspect: The Writhing Idol, Robe, Faith & Illusion & Flux & Rot, X Gold) +60,000 Defense, +60,000 RES, Entities below Level 60 may not deal wearer SAN Damage, 15% Human Resistance, 15% Celestial Resistance, 15% Angel Resistance, 15% Deva Resistance, 15% Planetary Resistance, Wielder may cast Divine Magic spells that require a different patron deity than wielder's, The first 6 times per thread that wearer's stats would be scanned by an entity below Level 60, they instead are not scanned
Spells-
Atomic Wave-Slash- (Spell, Sword Arts, Atomic, 170,000 HP, 70,000,000 Gold) +70,000 Melee Attack, 70% inflicts Poison: Irradiated, 1 hit against 600,000, Caster must have a Sword equipped
Greater Blade of the Radiance: Proof of the Shining Soul- (Spell, Other: Radiant Magic, Light, 5,000 MP OR 5,000 HP, 5,000,000 Gold) All weapons wielded by caster gain +5,000 Melee Attack, gain the element Light, lose the element Darkness, and gain a 30% chance of inflicting Awestruck as a buff that does not stack on the same item and stacks 10 times across all items per wielder
Execution Strike- (Spell, Sword Arts, Darkness & Physical, 40,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 60% inflicts Wounded, Inflicts Instant Death on targets below Level 20, Caster must be Level 20 or greater and must be wielding a Sword worth 20,000,000 Gold or more
Radiant Armament Strike: Proof of Triumph- (Spell, Other: Radiant Magic, Light, 15,500 HP, 15,500,000 Gold) +15,500 Melee Attack, 30% inflicts Awestruck, This action's performer obtains a buff that causes its possessor's per-item Melee Attack, Magical Attack, and Ranged attack bonuses to become 2x the relevant stat its possessor has a Light-element weapon equipped, This spell may be cast and equipped as a Holy Magic or Combat Arts spells
Summon Radiant Mastiff- (Spell, Summoner Magic, Light, 7,000 MP, 4,500,000 Gold) Summons 1 Radiant Mastiff from the Enemy List, Max 10 Summoned
Pets-
None
Transformations-
None
Permanent Consumables-
None
Artifacts-
None
Awards-
None
Orkanith Morthos (Armocida)
Level 39
Angel, Darkness
HP: 1,031,250
MP: 612,500
STR: 19,000 (20)
AGI: 2,100 (5)
CON: 5,250 (10)
MIN: 4,100 (10)
SPI: 6,500 (15)
ATTACK-
+185,900 Melee Attack
60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning, 30% inflicts Confusion, Stat Drain: CON Drain, Stat Drain: SPI Drain, Voidstruck, Hexed, Pain: Stomachache, and Impaired: Blind: Constant Glare 130% To Hit
DEFENSE-
+21,000 Defense
+10,500 Defense Against Darkness, 40% resilience, 150% Fatigued Resistance, 100% Awestruck Resistance, 100% Voidstruck Resistance, 69% Light Resistance, 87% Darkness Resistance
Items being taken:
*Mrs. Waldridge's Kangaroo-Detecting Fork- (Artifact, Level 20, 0 XP, # XP Required, Standard Multiplier x100, Power x1)------->If allowed by Gad
*Mrs. Waldridge's Kangaroo-Detecting Fork- (Weapon Aspect: Mrs. Waldridge's Kangaroo-Detecting Fork, Tool, Physical & Psychic, X Gold) +2,000 Melee Attack, Wielder's 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', and 'Melee Overdrive' actions may scan the stats of their targets, Wielder's 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', and 'Melee Overdrive' actions gain +200% To Hit against targets whose name includes 'Kangaroo' as an uncapped bonus that does not stack with itself, Wielder's 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', and 'Melee Overdrive' actions may deal 20,000 XP Damage, Wielder is informed at the start of each round if any entity or item in the same battlespace has a name that includes 'Kangaroo'
*Iustitia Fall's Otoroshi-Hair Cord- (Weapon, Other: Wire, Light, 45,000,000 Gold) +45,000 Melee Attack, 180% To Hit, 80% Critical, +45,000 STR, +45,000 AGI, 300% Inflicts Confusion: Fear, 300% Inflicts Paralysis, 200% Inflicts Suffocation, attacks involving this weapon's attack bonus may not miss targets who have previously been successfully hit by actions that incorporate this weapon's attack bonus, offensive 'Melee Attack' and 'Melee Overdrive' actions made that incorporate this weapon's attack bonus automatically repeat against a single target of the action at the start of each round, provided none of their performer's other actions have already repeated on said round, wielder may treat non-allied individuals in the same battlespace as possessing 5 additional Black Spiritual Marks, whenever one of wielder's opponents deals Damage to wielder or one of wielder's allies or inflicts a debuff or negative status effect on wielder or one of wielder's allies, wielder may choose for this item, as a non-buff effect that may not be carried between battles, to track that instance, and, for each such tracked on a per-entity basis, to a max of 200 per entity, treat said tracked entity as possessing an additional Black Spiritual Mark, with wielder counting said entity as gaining an additional Black Spiritual Mark at the time said tracking instance is performed; Wielder gains +1% To Hit, +1% Resilience, +1,000 Defense, and +1,000 Melee Attack per Black Spiritual Mark possessed by wielder's targets (to a max of 200) against said targets and deals 5,000 additional Damage to said targets for each said Black Spiritual Mark they possess (to a max of 200)
Reaper's Scythe- (Weapon, Scythe, Darkness & Fate, 44,242,564 Gold) +40,564 Melee Attack, +40,000 STR, +40,000 AGI, +40,000 SPI, +45,000 CON, 70% Critical, 5% inflicts Instant Death, Wielder must be Level 35 or greater
The Idol assumes the holy symbol form and Orkanith wears it around his neck.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Official Quest: The Rumbling Land
Lord Gadigan wrote: Vrishni and Silent One have, I think, called the other two spots in this in chat. Posting this so that people who missed those chat bits are generally aware. I'm not 100% confirmed that they're in, but I think they're coming.
Lord Gadigan wrote: Ah, people declaring what autoing is alright would be appreciated.
The Nottest of Daves wrote: Pathaky or Celas can auto Dulcinea.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Official Quest: The Rumbling Land
Pathaky wrote:Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena (Pathaky)
Level 59
Deva and Elemental,
Acid & Air & Darkness & Earth & Electrical & Energy & Fire & Hope & Ice & Magic & Physical & Psychic & Technology & Water
HP: 14,275
MP: 10325
STR: 295 (5)
AGI : 1273 (17) [270 Bonus]
CON: 571 (9) [40 Bonus]
SPI : 1568 (22) [270 Bonus]
MIN: 413 (7)
XP- 4,495,500
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 20
Gold- 127,798,275
Bonus Weeks: 35 (+1 Botanist-Only, +2 Commander-Only, +1 Illusionist-Only)
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Arcane Vizier:
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Apprentice Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 500 points
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Magic.
Improved Weaponization of Magic- (Passive Ability, Arcane Vizier) Quantities of Magic element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Magic- (Passive Ability, Arcane Vizier) Possessor may use the Technique 'Elemental Attack-Conversion: Magic' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Magic element.
Archer:
Aerial-Hunting Arrow- (Technique Ability, Archer) Possessor may use ‘Aerial-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Bane Arrow- (Technique Ability, Archer) Possessor may use ‘Aerial -Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Adept Bow Training- (Passive Ability, Archer) Bow weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Bow weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged 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 Bow
Animal-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Animal-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Animal-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Angel-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Angel-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Astral Being-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Astral Being-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Astral Being-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Arrow Mastery- (Passive Ability, Archer) Technique Abilities from the Archer class whose name includes 'Arrow' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Bow Called Shot: Eye- (Technique Ability, Archer) Possessor may use Bow Called Shot: Eye in conjunction with a Ranged Attack action, so long as no other technique is used and a Bow is equipped. Said action gains +25 Ranged Attack and has a 50% chance of inflicting Impaired: Blind.
Bow Wielding I- (Passive Ability, Archer) +5 to all stats when a Bow is equipped
Bow Wielding II- (Passive Ability, Archer) +25 to all stats when a Bow is equipped, +50 Ranged Attack when a Bow is equipped
Caustic Arrow- (Technique Ability, Archer) Possessor may use 'Caustic Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Acid element.
Celestial-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Celestial-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Crisis Overcrash: Heaven Rupture- (Technique Ability, Archer) Possessor may use 'Crisis Overcrash: Heaven Rupture' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Bow equipped. Said action gains +10,000 Ranged Attack, deals 1/2 Damage, and gains a 25% chance of gaining an additional bonus hit against each target that it successfully hits with a hit, to a max of 200 such hits per target. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Current Arrow- (Technique Ability, Archer) Possessor may use 'Current Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Daemon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Daemon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Demon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Demon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Devil-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Devil-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Dissolution Arrow- (Technique Ability, Archer) Possessor may use 'Dissolution Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Acid element, and gains '15% inflicts Dissolved.
Dragon-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Dragon-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Envenomed Arrow- (Technique Ability, Archer) Possessor may use 'Envenomed Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Poison.
Flame Arrow- (Technique Ability, Archer) Possessor may use 'Flame Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Frigid Arrow- (Technique Ability, Archer) Possessor may use 'Frigid Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen.
Frost Arrow- (Technique Ability, Archer) Possessor may use 'Ice Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Frost element.
Human-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Human-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Human-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Human-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Humanoid-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Humanoid-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Ignition Arrow- (Technique Ability, Archer) Possessor may use 'Ignition Arrow’ in conjunction with a ‘Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning.
Ill Arrow- (Technique Ability, Archer) Possessor may use 'Ill Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Diseased.
Insect-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Insect-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Insect-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Painful Arrow- (Technique Ability, Archer) Possessor may use 'Painful Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Pain.
Peerless Archer- (Passive Ability, Archer) Bow Weapons equipped by possessor gain +(100 * Possessor Level) additional Ranged Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Bow
Shapeshifter-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Shapeshifter-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Reptile-Hunting Arrow- (Technique Ability, Archer) Possessor may use 'Reptile-Hunting Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Bane Arrow- (Technique Ability, Archer) Possessor may use 'Reptile-Bane Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Wind Arrow- (Technique Ability, Archer) Possessor may use 'Wind Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Bow equipped. Said attack gains +100 Ranged Attack and becomes solely Air element.
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +500 to all stats while in a Zone of Fire
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Fire - (Technique Ability, Blazing Sultan) Possessor may use 'Elemental Attack-Conversion: Fire ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Fire element and no other technique is used. Said action becomes solely the element Fire.
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Improved Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +250 to all stats
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Fire - (Passive Ability, Blazing Sultan) Possessor may use the Technique 'Elemental Attack-Conversion: Fire ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Fire element.
Champion of the Upper Realms:
Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bodily Devic Purity- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Poison Immunity
Deva Traits- (Passive Ability, Champion of the Upper Realms) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Deva
Devic Sanctity of Mind- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor's actions may not be controlled by opponents who are not 20 or more Levels greater than possessor through the Charm status effect
Essence-Being of Chaos And Good- (Passive Ability, Champion of the Upper Realms) Possessor, if a Deva, may choose at the beginning of a thread to gain the subtype Elemental, Possessor, if an Elemental, may choose at the beginning of a thread to gain the subtype Deva, Possessor if a Deva and an Elemental, gains +100 to all stats
Formshift: Deva- (Stance Ability, Champion of the Upper Realms) Possessor's subtype becomes Deva
Holy Freedom- (Passive Ability, Champion of the Upper Realms) If possessor is a Deva, possessor gains Paralyzed Immunity
Caliph of Corrosion:
Acid Manipulation- (Passive Ability, Caliph of Corrosion) Possessor may choose one of the following at the beginning of each round if Acid element: Create a Zone of Acid, Remove a Zone of Acid created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Acid by either possessor or a source below Level 20, Add Acid to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Acid element on a Acid element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Acid, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Acid, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Acid element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Acid to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Acid, 5% Acid Resistance, or +50 Defense against Acid and 1% Acid Resistance until the end of the round as a non-stacking buff
Apprentice Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats for each Acid element item equipped, Possessor's Acid element pets and summons gain +250 to all stats
Apprentice Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid 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 Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +500 Defense against Acid
Apprentice Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 500 points
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Defenses Against Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 Defense against Acid
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 50 points
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
Elemental Attack-Conversion: Acid- (Technique Ability, Caliph of Corrosion) Possessor may use 'Elemental Attack-Conversion: Acid ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Acid element and no other technique is used. Said action becomes solely the element Acid.
Improved Weaponization of Acid- (Passive Ability, Caliph of Corrosion) Quantities of Acid element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Acid- (Passive Ability, Caliph of Corrosion) Possessor may use the Technique 'Elemental Attack-Conversion: Acid ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Acid element.
Conjuror:
Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Elemental Traits- (Passive Ability, Conjuror) Possessor gains Pain Immunity, Impaired Immunity and Diseased Immunity so long as possessor is an Elemental. Possessor gains 50% Resistance to possessor's element(s) against sources that are below Level 100 and are no more than 10 Levels or more above possessor so long as possessor is an Elemental.
Elemental Acid Body- (Passive Ability, Conjuror) If possessor is a Acid element Elemental, possessor deals 500 additional Acid element Damage, gains +200 Defense against Acid, and gains 20% Acid Resistance
Elemental Air Body- (Passive Ability, Conjuror) If possessor is a Air element Elemental, possessor deals 500 additional Air element Damage, gains +200 Defense against Air, and gains 20% Air Resistance
Elemental Darkness Body- (Passive Ability, Conjuror) If possessor is a Darkness element Elemental, possessor deals 500 additional Darkness element Damage, gains +200 Defense against Darkness, and gains 20% Darkness Resistance
Elemental Earth Body- (Passive Ability, Conjuror) If possessor is a Earth element Elemental, possessor deals 500 additional Earth element Damage, gains +200 Defense against Earth, and gains 20% Earth Resistance
Elemental Electrical Body- (Passive Ability, Conjuror) If possessor is a Electrical element Elemental, possessor deals 500 additional Electrical element Damage, gains +200 Defense against Electrical, and gains 20% Electrical Resistance
Elemental Energy Body- (Passive Ability, Conjuror) If possessor is a Energy element Elemental, possessor deals 500 additional Energy element Damage, gains +200 Defense against Energy, and gains 20% Energy Resistance
Elemental Fire Body- (Passive Ability, Conjuror) If possessor is a Fire element Elemental, possessor deals 500 additional Fire element Damage, gains +200 Defense against Fire, and gains 20% Fire Resistance
Elemental Ice Body- (Passive Ability, Conjuror) If possessor is a Ice element Elemental, possessor deals 500 additional Ice element Damage, gains +200 Defense against Ice, and gains 20% Ice Resistance
Elemental Light Body- (Passive Ability, Conjuror) If possessor is a Light element Elemental, possessor deals 500 additional Light element Damage, gains +200 Defense against Light, and gains 20% Light Resistance
Elemental Magic Body- (Passive Ability, Conjuror) If possessor is a Magic element Elemental, possessor deals 500 additional Magic element Damage, gains +200 Defense against Magic, and gains 20% Magic Resistance
Elemental Physical Body- (Passive Ability, Conjuror) If possessor is a Physical element Elemental, possessor deals 500 additional Physical element Damage, gains +200 Defense against Physical, and gains 20% Physical Resistance
Elemental Psychic Body- (Passive Ability, Conjuror) If possessor is a Psychic element Elemental, possessor deals 500 additional Psychic element Damage, gains +200 Defense against Psychic, and gains 20% Psychic Resistance
Elemental Technology Body- (Passive Ability, Conjuror) If possessor is a Technology element Elemental, possessor deals 500 additional Technology element Damage, gains +200 Defense against Technology, and gains 20% Technology Resistance
Elemental Water Body- (Passive Ability, Conjuror) If possessor is a Water element Elemental, possessor deals 500 additional Water element Damage, gains +200 Defense against Water, and gains 20% Water Resistance
Formshift: Elemental- (Stance Ability, Conjuror) Possessor's subtype becomes Elemental
Unified Knowledge of Elementals and Elemental Magic- (Passive Ability, Conjuror) Possessor may count Elementalist abilities possessor possesses as Conjuror abilities (including for prerequisite purposes), Possessor may count Conjuror abilities possessor possesses as Elementalist abilities (including for prerequisite purposes)
Countess of Power:
Apprentice Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +50 to all stats for each Energy element item equipped, Possessor's Energy element pets and summons gain +250 to all stats
Apprentice Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Energy's Dominion- (Passive Ability, Countess of Power) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Energy
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Countess of Power- (Passive Ability, Countess of Power) Possessor ignores (1 * (Possessor Level/5), rounded down)% Energy Resistance, Possessor ignores Energy Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Energy - (Technique Ability, Countess of Power) Possessor may use 'Elemental Attack-Conversion: Energy ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Energy element and no other technique is used. Said action becomes solely the element Energy.
Energy Manipulation- (Passive Ability, Countess of Power) Possessor may choose one of the following at the beginning of each round if Energy element: Create a Zone of Energy, Remove a Zone of Energy created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Energy by either possessor or a source below Level 20, Add Energy to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Energy element on a Energy element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Energy, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Energy, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Energy element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Energy to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Energy, 5% Energy Resistance, or +50 Defense against Energy and 1% Energy Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Energy- (Passive Ability, Countess of Power) Quantities of Energy element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Energy - (Passive Ability, Countess of Power) Possessor may use the Technique 'Elemental Attack-Conversion: Energy ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Energy element.
Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Classical Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher, this ability counts as 'Detective's Intuition' for prerequisite purposes
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
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 Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
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 Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Elemental Attack-Conversion: Darkness - (Technique Ability, Ebon Chancellor) Possessor may use 'Elemental Attack-Conversion: Darkness ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Darkness element and no other technique is used. Said action becomes solely the element Darkness.
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Darkness - (Passive Ability, Ebon Chancellor) Possessor may use the Technique 'Elemental Attack-Conversion: Darkness ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Darkness element.
Elementalist:
Adept Elemental Magic Attunement- (Passive Ability, Elementalist) Possessor's Elemental Magic spells cost 10,000 less MP, Possessor's Elemental Magic spells that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Elemental Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aeromancer- (Passive Ability, Elementalist) +500 Damage to all damage dealing Air element Elemental Magic spells, All Air element Elemental Magic spells cost 50 less MP, all Air element Elemental Magic summons gain +200 to all stats, Air element Elemental Magic spells that provide an AGI boost that only affect turn order boost it by 50 points further, Air element Elemental Magic spells that have a chance of inflicting Stun have a 5% greater chance
Ally of the Flame Beasts- (Passive Ability, Friendship) Fire element Elemental allies gain +50 to all stats, you have +50 to all stats while you have an ally who is a Fire element Elemental
Ally of the Sky Beasts- (Passive Ability, Friendship) Air element Elemental and Aerial allies gain +50 to all stats, you have +50 to all stats while you have an ally who is an Air element Elemental
Aura of Air- (Passive Ability, Elementalist) 5% Air Resistance, 5% Dodge if an Air element Elemental Magic spell is equipped
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Fire- (Passive Ability, Elementalist) 5% Fire Resistance, +50 Defense if a Fire element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Air Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Air element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their attacks that have a chance of inflicting Suffocation have a 1% higher chance, said summons cost 150 less MP to summon
Chroma-Body Stance- (Passive Ability, Elementalist) Possessor gains +1,000 to all stats for each element that possessor possesses (to a max of 200 such elements), Possessor may choose at the beginning of any action or round to gain a non-stacking buff that gives its possessor any combination of base elements (chosen at the time of its application).
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Flaming Pillar of Self- (Stance Ability, Elementalist) User must have at least 3 Fire element Elemental Magic spells equipped, +100 Defense, you may deal 1,000 Fire element damage to anyone who targets you with an offensive action as a counter
Float Upon the Levitating Wind- (Stance Ability, Elementalist) User must have at least 3 Air element Elemental Magic spells equipped, +100 Defense, +200 AGI
Hand of Blazing Flame- (Passive Ability, Elementalist) +40 Melee Attack for each open weapon slot if a Fire element elemental magic spell is equipped, melee attacks may be solely Fire element if no weapon is equipped
Hand of Blustering Wind- (Passive Ability, Elementalist) +25 Melee Attack for each open weapon slot if an Air element elemental magic spell is equipped, melee attacks may be solely Air element if no weapon is equipped
Hand of Cloud- (Passive Ability, Elementalist) +20 Magical Attack and +1% Dodge for each Air element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Suffocation
Hand of Dancing Fire- (Passive Ability, Elementalist) +5% to Hit with Fire element Elemental Magic spells, +25 AGI if a Fire element Elemental Magic spell is equipped
Hand of Flame- (Passive Ability, Elementalist) +20 Magical Attack and +1% Critical for each Fire element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Burning
Hand of Open Sky- (Passive Ability, Elementalist) Air element Elemental Magic spells that increase AGI increase it by 25 more points, +25 AGI if an Air element Elemental Magic spell is equipped
Hand of Seafoam- (Passive Ability, Elementalist) +20 Magical Attack and +1% to Hit for each Water element Elemental Magic spell equipped to a max of 10 spells, possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Drowning
Project Mini Tornados- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 200 Air element damage per user level that hits 4 targets that still has a chance of missing as though it was not a flat-damage attack so long as possessor has an Air element Elemental Magic spell equipped, +40 Magical Attack for Air element Elemental Magic spells
Purity of Air- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Air element may deal solely Air element damage, Air element Elemental Magic spells gain +50 Magical Attack and if they have a chance of providing positive status effect beneifits for allies have a 3% greater chance
Purity of Fire- (Active Ability, Elementalist) Magical attacks involving at least one Elemental Magic spells that is solely Fire element may deal solely Fire element damage, Fire element Elemental Magic spells gain +100 Magical Attack
Pyromancer- (Passive Ability, Elementalist) +1,000 Damage to all damage dealing Fire element Elemental Magic spells, All Fire element Elemental Magic spells cost 50 less MP, all Fire element Elemental Magic summons gain +200 to all stats, Fire element Elemental Magic spells gain +5% Critical, Fire element Elemental Magic spells that have a percentage chance of hitting multiple targets have a 3% greater chance
Smoke-Eater- (Passive Ability, Elementalist) Possessor absorbs damage that is both Fire and Air element that comes from sources below Level 10 provided possessor is at least Level 20, Possessor gains 10% Fire Resistance and 10% Air Resistance, Possessor gains 30% Suffocation Resistance and 30% Burning Resistance, Possessor inflicts Drain against Elementals that are both Fire and Air element that are below Level 60
Speak the Tongue of Skies- (Passive Ability, Elementalist) Air element spells gain +5 Magical Attack
Speak the Tongue of Flames- (Passive Ability, Elementalist) Fire element spells gain +5 Magical Attack
Toss Flame Globes- (Active Ability, Elementalist) For each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a flat 500 Fire element damage per user level that still has a chance of missing as though it was not a flat-damage attack so long as possessor has a Fire element Elemental Magic spell equipped, +40 Magical Attack for Fire element Elemental Magic spells
Eternal Champion:
Apprentice Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 500 points
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Hope - (Technique Ability, Eternal Champion) Possessor may use 'Elemental Attack-Conversion: Hope ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Hope element and no other technique is used. Said action becomes solely the element Hope.
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Hope- (Passive Ability, Eternal Champion) Quantities of Hope element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Hope - (Passive Ability, Eternal Champion) Possessor may use the Technique 'Elemental Attack-Conversion: Hope ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Hope element.
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
Friendship:
Has A Few Worshippers- (Passive Ability, Friendship) +1 Fame
Geomancer:
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Strengthened Zonal Link: Zone of Acid- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Acid’' ability may create a Zone of Acid even if other zones are present
Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Strengthened Zonal Link: Zone of Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present
Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Strengthened Zonal Link: Zone of Energy- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Energy' ability may create a Zone of Energy even if other zones are present
Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Strengthened Zonal Link: Zone of Hope- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Hope' ability may create a Zone of Hope even if other zones are present
Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Strengthened Zonal Link: Zone of Magic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Magic' ability may create a Zone of Magic even if other zones are present
Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present
Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Zonal Link Established: Zone of Acid- (Passive Ability, Geomancer) Possessor may create a Zone of Acid at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Energy- (Passive Ability, Geomancer) Possessor may create a Zone of Energy at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Hope- (Passive Ability, Geomancer) Possessor may create a Zone of Hope at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present
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 Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Command of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element pets and summons gain +50 to all stats
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Understanding of the Heart of Technology- (Passive Ability, Heir to the Future) Possessor's Technology element allies gain +10 to all stats
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 50 points
Cellphone-Signal-Wrecking Presence- (Passive Ability, Heir to the Future) Individuals in possessor's battlespace may not target individuals in other battlespaces with Technology element actions if below Level 60
Elemental Attack-Conversion: Technology - (Technique Ability, Heir to the Future) Possessor may use 'Elemental Attack-Conversion: Technology ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Technology element and no other technique is used. Said action becomes solely the element Technology.
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Technology - (Passive Ability, Heir to the Future) Possessor may use the Technique 'Elemental Attack-Conversion: Technology ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Technology element.
Hunter:
Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Hunter of All- (Passive Ability, Hunter) Possessor gains +5% To Hit and +5% Critical if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Manhunter- (Passive Ability, Hunter) Possessor may follow Humans and Humanoids out of battlespaces into other battlespaces provided that no entity of Level 40 or greater in either battlespace objects, Possessor gains +5% To Hit against Humans and Humanoids
Survivalist- (Passive Ability, Hunter) Possessor gains +500 CON, gains +1% Dodge while a terrain or phantom terrain is present, and gains +2,500 Defense against effects attached to zones, terrain, and phantom terrains
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Unified Knowledge of Archery and Hunting- (Passive Ability, Hunter) Possessor may count Archer abilities possessor possesses as Hunter abilities (including for prerequisite purposes), Possessor may count Hunter abilities possessor possesses as Archer abilities (including for prerequisite purposes)
Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Kinetic Emperor:
Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Apprentice Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 500 points
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Elemental Attack-Conversion: Physical - (Technique Ability, Kinetic Emperor) Possessor may use 'Elemental Attack-Conversion: Physical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Physical element and no other technique is used. Said action becomes solely the element Physical.
Improved Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 5,000 points
Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nonsynchrnous Elemental Attack-Conversion: Physical - (Passive Ability, Kinetic Emperor) Possessor may use the Technique 'Elemental Attack-Conversion: Physical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Physical element.
Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Luminary:
Apprentice Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Celestial Magic spells cost possessor 250 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack, and all Celestial Magic spells cost possessor 10 less MP to cast for each non-summon ally caster possesses, to a max of 200 such allies
Benevolent Spell- (Active Ability, Luminary) This character may use Benevolent Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 200,000 Gold, it does not have said negative effects.
Cleansing Healing- (Active Ability, Luminary) This character may use Cleansing Healing in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. If this spell would heal, it instead deals damage to Undead, Demons, Devils, Daemons, and Darkspawn.
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
Improved Benevolent Spell- (Technique Ability, Luminary) Possessor may use 'Benevolent Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Celestial Magic as part of said action. If said spell would have negative effects for its caster's allies, is not solely targeting said allies, is non-unique, and costs under 2,000,000 Gold, it does not have said negative effects.
Luminary- (Passive Ability, Luminary) All Celestial Magic spells possessor casts that possess a Magical Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Celestial Magic spells cost possessor (250 * Possessor Level) less MP to cast
Pure Spirit- (Passive Ability, Luminary) Possessor gains +300 Defense against SPI Damage, +200 SPI, and 15% Stat Drain: SPI Drain Resistance
Purifying Spell- (Active Ability, Luminary) This character may use Purifying Spell in conjunction with a Magical Attack, so long as no other technique is used and a Celestial Magic spell is cast. The spell gains a 20% chance of curing any one minor status effect.
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI
Mind Lord:
Apprentice Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Apprentice Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 500 points
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Psychic - (Technique Ability, Mind Lord) Possessor may use 'Elemental Attack-Conversion: Psychic ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Psychic element and no other technique is used. Said action becomes solely the element Psychic.
Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Psychic- (Passive Ability, Mind Lord) Quantities of Psychic element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Psychic - (Passive Ability, Mind Lord) Possessor may use the Technique 'Elemental Attack-Conversion: Psychic ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Psychic element.
Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
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
Elemental Beast Style Combinations- (Passive Ability, Monk) Possessor may simultaneously be in two Monk stances provided that one is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes and that the other is a stance whose name ends in 'Style' that is associated with an ability named 'Master of <X> Style' that states that its possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
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
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 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
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Bee Style
Bee Style- (Stance Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack.
Bee Defends Its Hive- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter. Said counter may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Bee Style Weapon Addition' and is wielding a Bow.
Bee Drives In Its Stinger- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, whenever possessor performs an attack that targets a single individual other than possessor, choose to obtain a debuff that reduces its possessor's Defense by 500 that does not stack and that lasts until the end of the next round to cause said attack to deal 10,000 additional Damage.
Bumbling Bee Defensive Ruse- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +10% Dodge against individuals who have not attacked possessor on a previous round.
Bee Sting- (Technique Ability, Monk) Possessor may use 'Bee Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bee Style' stance. Said action gains +100 Melee Attack, gains a 15% chance of inflicting Pain, and increases its chances of inflicting minor negative status effects by 15%.
Master of Bee Style- (Passive Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack while in 'Bee Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Swarm of Martial Blows- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +5% To Hit, Critical, and Dodge for each ally possessor possesses who is in a Monk stance, to a max of 5 such allies.
Monkey Style
Monkey Style- (Stance Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack.
Monkey Backflip Strike- (Technique Ability, Monk) Possessor may use 'Monkey Backflip Strike' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +200 Melee Attack, and its performer is moved to the back row at the end of it.
Monkey Gymnastics- (Technique Ability, Monk) Possessor may use 'Monkey Gymnastics' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Monkey Style' stance. Said action gives its performer a non-stacking buff that lasts 10 rounds and provides +10% Dodge.
Monkey Leap- (Technique Ability, Monk) Possessor may use 'Monkey Leap' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and deals full Damage to entities below Level 40 in the back row.
Monkey's Trick- (Technique Ability, Monk) Possessor may use 'Monkey's Trick' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack and may not be countered by entities below Level 40.
Jester Monkey's Deadly Blow- (Technique Ability, Monk) Possessor may use 'Jester Monkey's Deadly Blow' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Monkey Style' stance. Said action gains +400 Melee Attack, and its chances of inflicting minor negative status effects are raised by 15%.
Master of Monkey Style- (Passive Ability, Monk) Possessor gains +5% Dodge and +500 Melee Attack while in 'Monkey Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Archerfish Style
Archerfish Strikes and Hits the Sky- (Technique Ability, Monk) Possessor may use 'Archerfish Strikes and Hits the Sky' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack and ignores Dodge bonuses granted by ((buffs and Constant Effects) from sources below Level 40) whose name includes 'Soar', 'Fly', 'Float', and/or 'Hover'.
Archerfish Strikes From Within The Water- (Technique Ability, Monk) Possessor may use 'Archerfish Strikes From Within The Water' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, a terrain or phantom terrain is present, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack, gains +5% to Hit, and provides its performer with a non-stacking buff that provides +15% Dodge that lasts until its possessor is not in the same battlespace as a terrain or a phantom terrain or until the beginning of its possessor's next action, whichever occurs first.
Archerfish Style- (Stance Ability, Monk) Possessor gains +5% To Hit and +5% Critical
Archerfish Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Bow while in 'Archerfish Style' stance. Possessor may use Techniques that require possessor be in 'Archerfish Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Archerfish Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Archerfish Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Archerfish Style'.
Bird-Grounding Strike- (Technique Ability, Monk) Possessor may use 'Bird-Grounding Strike' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Archerfish Style' stance. Said action gains +300 Melee Attack, has a 15% chance of inflicting Fatigued: Prone, with said status effect instance causing its possessor to count as being in the front-row for damage-halving purposes.
Master of Archerfish Style- (Passive Ability, Monk) Possessor gains +5% To Hit and +5% Critical while in 'Archerfish Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Strikes Which Hit Tiny Targets- (Passive Ability, Monk) If possessor is in 'Archerfish Style' stance, possessor may ignore Dodge bonuses that come from ((buffs and Constant Effects) from sources below Level 40) whose name includes 'Small', 'Tiny', 'Miniscule', or 'Fine'.
Dog Style
Dog Fetches Stick- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, when an individual below Level 40 steals an item or quantity of Gold from one of possessor's allies, steal said item or quantity of Gold from said stealer and optionally return it to said ally.
Dog Guards His Master Faithfully- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor who is either unique or of greater Level than possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter.
Dog Herds Sheep Thoroughly- (Technique Ability, Monk) Possessor may use 'Dog Herds Sheep Thoroughly' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Dog Style' stance. Said action gains +400 Melee Attack and gives its attacks' targets who are below Level 40 and not greater Level than its performer a debuff that does not stack and lasts until the end of the next round that prevents its possessor from leaving battle or changing rows (excluding to check a row-order imbalance).
Dog Protects His House From All Intruders- (Passive Ability, Monk) If possessor is in 'Dog Style' stance, possessor may, to a max of once per round, in response to an entity below Level 40 entering the same battlespace as possessor, gain and perform a 'Melee Attack' action that targets solely said entity (and, optionally, possessor).
Dog Style- (Stance Ability, Monk) Possessor gains +350 to all stats
Dog Wags His Tail- (Technique Ability, Monk) Possessor may use 'Dog Wags His Tail' in conjunction with a 'Melee Attack' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Dog Style' stance. Said action gains +300 Melee Attack and may gain 1 hit against up to 5 opponents of its performer who are in its performer's row-order formation (only gaining said hits if it only targets said opponents and, optionally, its performer).
Master of Dog Style- (Passive Ability, Monk) Possessor gains +5% To Hit, +5% Dodge, +5% Critical, and +5% Resilience while in 'Dog Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Raging Flame Style
Raging Flame Style- (Stance Ability, Monk) Possessor deals 60,000 additional Fire element Damage.
Inferno Explosion Strike- (Technique Ability, Monk) Possessor may use 'Inferno Explosion Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action is Fire element, and possessor is in 'Raging Flame Style' stance. Said action deals 60,000 additional Damage and gains '1 hit against 60'.
Flame-Limned War Arts- (Passive Ability, Monk) While possessor is in 'Raging Flame Style' stance, possessor's offensive actions may gain a 50% chance of inflicting Burning.
Flame-Stoking Jab-Flurry- (Technique Ability, Monk) Possessor may use 'Flame-Stoking Jab Flurry' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +3,000 Melee Attack and places a debuff on its target that stacks 3 times and lasts 5 rounds that causes instances of Burning (but not Burning's sub-status effects) present on its possessor to deal 1% more of their possessor's HP in Damage.
Flame Wheel Kick- (Technique Ability, Monk) Possessor may use 'Flame Wheel Kick' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Raging Flame Style' stance. Said action gains +6,000 Melee Attack, gains the element Fire, and has its preexisting chances of inflicting Burning increased by 20%.
Exhale Shield of Blistering Flames- (Technique Ability, Monk) Possessor may use 'Exhale Shield of Blistering Flames' in conjunction with a 'Defend' action so long as no other technique is used and possessor is in 'Raging Flame Style' stance. Said action gives its performer a buff that lasts 3 rounds that stacks 3 times that causes individuals who conduct offensive actions that target its possessor to be dealt 120,000 Flat Fire element Damage at the end of each of said actions.
Master of Raging Flame Style- (Passive Ability, Monk) Possessor deals 60,000 additional Fire element Damage while in 'Raging Flame Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes
Lightning Shower Style
Lightning Shower Style- (Stance Ability, Monk) Possessor gains +6,000 AGI and 140% To Hit.
Lightning Shower Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Ranged Attack if wielding a Bow while in 'Lightning Shower Style' stance. Possessor may use Techniques that require possessor be in 'Lightning Shower Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Lightning Shower Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Lightning Shower Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Lightning Shower Style'.
Lightning Strikes Across the Battlefield- (Technique Ability, Monk) Possessor may use 'Lightning Strikes Across the Battlefield' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +5,000 Melee Attack, the element Electrical, and either '1 hit against 100' or '1 hit against all entities below Level 40 on target side of battle).
Ceaseless Lightning Deluge- (Technique Ability, Monk) Possessor may use 'Ceaseless Lightning Deluge' in conjunction with a 'Melee Attack' so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +6,000 Melee Attack, the element Electrical, and either 'this action may, if Electrical or Air element, repeat at the beginning of each round so long as none of its performer's other actions have repeated on said round, costing the same costs as it did the first time, with said repeated action being able to choose new targets'.
Disciple of Spring's Air- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance, possessor obtains +30% To Hit and Dodge against Electrical and Air element Elementals and may summon naturally-Air-element versions of Electrical element Elementals that are normally fightable for drops and naturally-Electrical-element versions of Air element elementals that are normally fightable for drops.
Flashy Lightning-Rain Distraction- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance and targets at least 30 individuals with an Electrical or Air element action, possessor's opponents obtain a non-stacking debuff that provides -30% To Hit that lasts until the end of the round.
Master of Lightning Shower Style- (Passive Ability, Monk) Possessor gains +6,000 AGI and +40% To Hit while in 'Lightning Shower Style' stance, possessor counts as possessing 7 additional Elementalist abilities for prerequisite purposes, possessor counts as having mastered a Second-Degree Martial Art for prerequisite purposes.
Oracle's Iris Style
Oracle's Iris Style- (Stance Ability, Monk) Possessor gains 170% To Hit.
Awakened Mind Guiding Hand- (Technique Ability, Monk) Possessor may use 'Awakened Mind Guiding Hand' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and +75% To Hit.
Blinding the Supernal- (Technique Ability, Monk) Possessor may use 'Blinding the Supernal' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said gains +12,000 Melee Attack applies a debuff to its targets that makes them unable to obtain To Hit increases from Psychic or Fate element buffs.
Oracular Combat Practices- (Passive Ability, Monk) While possessor is in 'Oracle's Iris Style' stance, possessor obtains +35% To Hit, +35% Dodge, and +35% Critical.
Revelation-Mirror Blow- (Technique Ability, Monk) Possessor may use 'Revelation-Mirror Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and scans its target's stats.
Third-Eye Inevitable Strike- (Technique Ability, Monk) Possessor may use 'Third-Eye Inevitable Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Oracle's Iris Style' stance. Said action gains +7,000 Melee Attack and cannot miss targets below Level 60.
Master of Oracle's Iris Style- (Passive Ability, Monk) Possessor gains +70% To Hit while in 'Oracle's Iris Style' stance, possessor counts as possessing 7 additional Diviner abilities and 7 additional Shrine Maiden abilities for prerequisite purposes, possessor counts as having mastered a Third-Degree Martial Art for prerequisite purposes.
Oracle's Iris Style Weapon Addition- (Passive Ability, Monk) Possessor gains +12,000 Melee Attack and +12,000 Ranged Attack if wielding a Bow while in 'Oracle's Iris Style' stance. Possessor may use Techniques that require possessor be in 'Oracle's Iris Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Oracle's Iris Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Oracle's Iris Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Oracle's Iris Style'.
Mountain King:
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Acceleration Within Earth's Dominion- (Passive Ability, Mountain King) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Earth
Apprentice Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 500 points
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Elemental Attack-Conversion: Earth - (Technique Ability, Mountain King) Possessor may use 'Elemental Attack-Conversion: Earth ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Earth element and no other technique is used. Said action becomes solely the element Earth.
Improved Weaponization of Earth- (Passive Ability, Mountain King) Quantities of Earth element Damage dealt by possessor are increased by 5,000 points
Mountain King- (Passive Ability, Mountain King) Possessor ignores (1 * (Possessor Level/5), rounded down)% Earth Resistance, Possessor ignores Earth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Nonsynchrnous Elemental Attack-Conversion: Earth - (Passive Ability, Mountain King) Possessor may use the Technique 'Elemental Attack-Conversion: Earth ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Earth element.
Ocean Prince:
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Apprentice Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Water's Dominion- (Passive Ability, Ocean Prince) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Water
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Control of Water- (Passive Ability, Ocean Prince) Possessor has a 20% chance of being able to cancel the actions of Water element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Water - (Technique Ability, Ocean Prince) Possessor may use 'Elemental Attack-Conversion: Water ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Water element and no other technique is used. Said action becomes solely the element Water.
Improved Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Water - (Passive Ability, Ocean Prince) Possessor may use the Technique 'Elemental Attack-Conversion: Water ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Water element.
Ocean Prince- (Passive Ability, Ocean Prince) Possessor ignores (1 * (Possessor Level/5), rounded down)% Water Resistance, Possessor ignores Water Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Water Manipulation- (Passive Ability, Ocean Prince) Possessor may choose one of the following at the beginning of each round if Water element: Create a Zone of Water, Remove a Zone of Water created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Water by either possessor or a source below Level 20, Add Water 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 Water element on a Water element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Water, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Water, 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 Water element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Water to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Water, 5% Water Resistance, or +50 Defense against Water and 1% Water Resistance until the end of the round as a non-stacking buff
Priest:
Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bearer of Religious Vestments- (Passive Ability, Priest) Possessor gains +80 to all stats and Divine Magic spells cost possessor 400 MP less to cast when possessor has an Armor that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance
Radiant Hierophant:
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
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 Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Attack-Conversion: Light ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Light element and no other technique is used. Said action becomes solely the element Light.
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
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
Nonsynchrnous Elemental Attack-Conversion: Light- (Passive Ability, Radiant Hierophant) Possessor may use the Technique 'Elemental Attack-Conversion: Light ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Light element.
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
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Atypical Seer Attunement- (Passive Ability, Seer) Each Robe worn by possessor provide +50 additional Defense per (possessor level / 2, rounded down) and +50 additional MIN per (possessor level / 2, rounded down)
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +1,000 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Robe Wearer I- (Passive Ability, Seer) Possessor gains +5 to all stats when possessor has a Robe equipped
Robe Wearer II- (Passive Ability, Seer) Possessor gains +25 to all stats when possessor has a Robe equipped, Possessor gains +50 Defense when possessor has a Robe equipped
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Focused Spirit Magic Casting- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spirit Magic
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Shrine Maiden's Robe Proficiency- (Passive Ability, Shrine Maiden) Possessor gains +80 SPI while possessor has at least one Robe and at least one Spirit Magic spell equipped
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Summons Through Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +100 to all stats if summoned while possessor is not afflicted with any negative status effects
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 Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
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
Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Thunder Czar:
Apprentice Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Apprentice Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 500 points
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Elemental Attack-Conversion: Electrical- (Technique Ability, Thunder Czar) Possessor may use 'Elemental Attack-Conversion: Electrical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Electrical element and no other technique is used. Said action becomes solely the element Electrical.
Improved Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Electrical- (Passive Ability, Thunder Czar) Possessor may use the Technique 'Elemental Attack-Conversion: Electrical ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Electrical element.
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Transmuter:
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
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warrior:
Accurate in a Crisis- (Passive Ability, Warrior) Posessor gains +1% To Hit while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
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
Capable in a Crisis- (Passive Ability, Warrior) Posessor gains a Buff Slot while in a Crisis Zone
Commanding in a Crisis- (Passive Ability, Warrior) Posessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Wind Duke:
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Air's Dominion- (Passive Ability, Wind Duke) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Air
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Control of Air- (Passive Ability, Wind Duke) Possessor has a 20% chance of being able to cancel the actions of Air element individuals below Level 20, with things that would occur before and after said actions still occurring
Elemental Attack-Conversion: Air- (Technique Ability, Wind Duke) Possessor may use 'Elemental Attack-Conversion: Air ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Air element and no other technique is used. Said action becomes solely the element Air.
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Nonsynchrnous Elemental Attack-Conversion: Air- (Passive Ability, Wind Duke) Possessor may use the Technique 'Elemental Attack-Conversion: Air ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Air element.
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
-Misc-
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
-Curse-
Had His Feet Stolen By A Very Weird Thief- (Passive Ability, Curse) Possessor gains -25% Dodge and cannot equip Shoes or Boots
It lasts until its possessor either wins a skill-based competition in front of a crowd of at least 60 people or foils a heist
Weapons-
Crossrealms Huntsman's Unmatched Bow- (Weaponx2, Bow, Light & Hope & Sonic & Whimsy, 130,000,000 Gold) +260,000 Ranged Attack, +260,000 AGI, +260,000 SPI, 160% inflicts Confusion: Overcome by Laughter, 260% To Hit, Wielder regenerates 2,600,000 HP and MP at the start of each round if wielder is a Fae or a Deva, Wielder may target opponents below Level 60 who are in different battlespaces, Wielder's per-item Ranged Attack caps are doubled for this item as a non-stacking effect, Wielder must be Level 40 or greater or must be a Deva and Level 39 or greater
Armor-
Planetary of Harvest's Robe- (Armor, Robe, Earth & Life, 150,000,000 Gold) +150,000 Defense, +1,500,000 HP as a non-stacking bonus, +150,000 SPI, +150,000 CON, Wielder's 'Magical Attack' actions may Heal HP, Divine Magic and Druid Magic spells cost wielder 300,000 less MP to cast, 160% Critical against Plants, Zones, Terrains, and Phantom Terrains created by wielder may not be destroyed or altered by sources below Level 80, Wielder must be Level 40 or greater
Accessories-
-Self-Sealing Prism-Box- (Accessory, Trinket, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Acid & Electrical, 50,000,000) Wielder may, if wielder is multiple elements, choose at the start of any of wielder's actions to gain a buff that makes wielder stop counting as any group of those elements, so long as said group does not contain every element that wielder currently is, Wielder may, if wielder is multiple subtypes, choose at the start of any of wielder's actions to gain a buff that makes wielder stop counting as any group of those subtypes, so long as said group does not contain every element that wielder currently is
-Benevolent Magatama- (Accessory, Crystal, Light & Earth, 110,000,000 Gold) +110,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder must be Level 40 or greater
-Suncrow Banner- (Accessory, Enchanted Item, Fire & Light & Air, 45,000,000 Gold) +45,000 SPI, Wielder's allies gain +4,500 to all stats as a non-stacking bonus, 30% Fire Resistance, 30% Light Resistance, 30% Air Resistance, 25% Atomic Resistance, Wielder must be Level 20 or greater
-Diamond-Man S& Glasses- (Accessory, Eyewear, Chaos & Tacky, 38,500,000 Gold) +38,000 Defense, +380,000 HP as a non-stacking bonus, 30% Chaos Resistance, 30% Law Resistance, Impaired: Blind Immunity, Wearer may always treat the Terrain as though it were Desert and/or Treasury
-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
Spells-
-Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
-Dimension-Breaking Riftpunch- (Spell, Unarmed Technique, Spatial, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 15% inflicts Vanished, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Spatial, Caster must be Level 40 or greater
-Heaven-Breaching Lightrain Skykick- (Spell, Unarmed Technique, Light & Air & Glory, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Awestruck, Suffocation, and Impaired: Blind on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Air, Caster must be Level 40 or greater
-Ultimate Breaker!- (Spell, Unarmed Technique, Physical & Energy, 1,600,000 MP, 180,000,000 Gold) +180,000 Melee Attack, -18,000 Defense, -18% Resilience, stacks 10 times
-Worldcore-Erupting Land-Sunder Strike- (Spell, Unarmed Technique, Fire & Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Burning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may turn a Zone of Earth with a source below Level 99 into a Zone of Fire, Caster must be Level 40 or greater
Consumables-
Genie Lamp- (Consumable, Enchanted Item, Magic, 3 Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, This item may not be copied by sources below Level 90, Summons created through this spell may not summon
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
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Re: Official Quest: The Rumbling Land
Lord Gadigan wrote: [10:34 PM] Armocida: If we get started before i get freed from raiding Pathaky has auto rights for Orkanith
Celas wrote: Surprise Elyion!
Elyion (Celas)
Level 59
Magic Being, Magic
HP: 13,450
MP: 13,450
STR: 59 (1)
AGI: 590 (10)
CON: 778 (12)
MIN: 778 (12)
SPI: 1,915 (25)
XP- 2,335,700
XP Required- 8,320,000, Holy Imperial Seal of Glory
Fame- 28
Gold- 1,000,000,000
Bonus Weeks: 154 (+32 Botanist-Only Weeks, +5 Wizard-Only Bonus Weeks, +4 Necromancer-Only Bonus Weeks, +2 Healer-Only Bonus Weeks, +3 Herpetologist Weeks, +3 Thief Weeks, +3 Crusher Weeks, +10 Unbound Guru Bonus Weeks)
Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Abjurer:
Abjuration Casting I- (Passive Ability, Abjurer) Abjuration spells cost possessor 20 less MP to cast
Abjuration Casting II- (Passive Ability, Abjurer) Abjuration spells cost possessor 200 less MP to cast
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Abjuration spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Apprentice Abjuration Attunement- (Passive Ability, Abjurer) All Abjuration spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Abjuration spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Abjuration spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Abjuration spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Arcane Vizier:
Apprentice Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Apprentice Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +100 to all stats
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Command of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element pets and summons gain +50 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Understanding of the Heart of Magic- (Passive Ability, Arcane Vizier) Possessor's Magic element allies gain +10 to all stats
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Arcanist:
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Aracanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Card Collector I- (Passive Ability, Arcanist) If possessor has at least 5 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +50 to all stats
Card Collector II- (Passive Ability, Arcanist) If possessor has at least 20 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +200 to all stats
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Blazing Sultan:
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 5,000 points
Greater Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 25,000 points
Caliph of Corrosion:
Basic Acid Resistance- (Passive Ability, Caliph of Corrosion) Possessor gains 1% Acid Resistance
Basic Acid Synchronization- (Passive Ability, Caliph of Corrosion) Possessor gains +25 to all stats if Acid element
Basic Command of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Acid- (Passive Ability, Caliph of Corrosion) Possessor's Acid element allies gain +10 to all stats
Basic Zonal Acclimation of Acid- (Passive Ability, Caliph of Corrosion) Possessor gains +50 to all stats while in a Zone of Acid
Card Mystic:
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Bubble Deal- (Technique Ability, Card Mystic) Possessor may use 'Bubble Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Water element.
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Deal Mastery- (Passive Ability, Card Mystic) Technique Abilities from the Card Mystic class whose name includes 'Deal' 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.
Deft Deal- (Technique Ability, Card Mystic) Possessor may use 'Deft Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +5% To Hit.
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Deal- (Technique Ability, Card Mystic) Possessor may use 'Enchanted Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Magic element.
Flame Deal- (Technique Ability, Card Mystic) Possessor may use 'Flame Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +100 Magical Attack and +100 Ranged Attack and becomes solely Fire element.
Hexing Deal- (Technique Ability, Card Mystic) Possessor may use 'Hexing Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Hexed.
Ignition Deal- (Technique Ability, Card Mystic) Possessor may use 'Ignition Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Clearance:
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Chaos Butterfly- (Passive Ability, Clearance) Possessor may fight the monster 'Chaos Butterfly' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Conjurer:
Apprentice Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Conjurer Knowledge- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Conjurer- (Passive Ability, Conjurer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Defensive Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +50 Defense
Defensive Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +250 Defense
Elemental Calling I- (Passive Ability, Conjurer) Possessor's Elemental summons gain +20 to all stats
Elemental Calling II- (Passive Ability, Conjurer) Possessor's Elemental summons gain +200 HP
Elemental Calling III- (Passive Ability, Conjurer) Possessor's Elemental summons gain +500 MP
Elemental Calling IV- (Passive Ability, Conjurer) Possessor's Elemental summons gain +2,000 HP and +4,000 MP
Elemental Communing I- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +20 to all stats
Elemental Communing II- (Passive Ability, Conjurer) Possessor's Elemental pets and summons gain +100 to all stats
Controller:
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bubble Impulse- (Technique Ability, Controller) Possessor may use 'Bubble Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Water element.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Enchanted Impulse- (Technique Ability, Controller) Possessor may use 'Enchanted Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Magic element.
Flame Impulse- (Technique Ability, Controller) Possessor may use 'Flame Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fire element.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Impact Impulse- (Technique Ability, Controller) Possessor may use 'Impact Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Physical element.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Stone Impulse- (Technique Ability, Controller) Possessor may use 'Stone Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Earth element.
Countess of Power:
Basic Command of Energy- (Passive Ability, Countess of Power) Possessor's Energy element pets and summons gain +50 to all stats
Basic Energy Resistance- (Passive Ability, Countess of Power) Possessor gains 1% Energy Resistance
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Understanding of the Heart of Energy- (Passive Ability, Countess of Power) Possessor's Energy element allies gain +10 to all stats
Basic Zonal Acclimation of Energy- (Passive Ability, Countess of Power) Possessor gains +50 to all stats while in a Zone of Energy
Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Classical Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes, this ability counts as 'Basic Divining Attunement' for prerequisite purposes
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Ebon Chancellor:
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Elementalist:
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Aura of Earth- (Passive Ability, Elementalist) 5% Earth Resistance, +50 Defense if an Earth element Elemental Magic spell is equipped
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Drowning Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to attach an effect to said Zone that has a 50% chance of inflicting Drowning on opposing Chtonians and a 5% chance of inflicting Drowning on others at the start of each round, with said effect not stacking on the same Zone or across Zones
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Empowered by the Deluge- (Active Ability, Elementalist) When possessor uses the 'Invoke Constant Deluge' ability, possessor may choose to obtain a non-stacking buff that provides +2,000 to all stats while the Zone created by said use of said ability is present in the same battlespace as possessor
Invoke Constant Deluge- (Active Ability, Elementalist) Possessor may spend an action to create a Zone of Water that must be removed three times before it is actually removed (with individuals of Level 40 or greater being able to ignore this restriction)
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
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Eternal Champion:
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Golomancer:
Apprentice Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +2,000 HP and +200 CON
Basic Agility-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 AGI
Basic Constitution-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 CON
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Basic Mind-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 MIN
Basic Spirit-Enhancing Golem Crafting- (Passive Ability, Golomancer) All of possessor's Golem summons gain +50 SPI
Golomancy Casting I- (Passive Ability, Golomancer) Golomancy spells cost possessor 20 less MP to cast
Golomancy Casting II- (Passive Ability, Golomancer) Golomancy spells cost possessor 200 less MP to cast
Heavenly Protector:
Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel
Apprentice Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Angel- (Passive Ability, Heavenly Protector) Possessor may, at the beginning of a thread, choose to become the subtype Angel
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Formshift: Angel- (Stance Ability, Heavenly Protector) Possessor's subtype becomes Angel
Healer:
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
Doctor- (Passive Ability, Healer) Possessor's actions that heal gain +200 Ranged, Melee or Magical Attack, Once per turn after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast
Heir to the Future:
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
Basic Zonal Acclimation of Technology- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats while in a Zone of Technology
Illusionist:
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Ioun Master:
Apprentice Stone Training- (Passive Ability, Ioun Master) Possessor gains +50 Magical Attack if possessor has a Stone equipped, Possessor gains +20 to all stats if possessor has a Stone equipped
Basic Stone Training- (Passive Ability, Ioun Master) This character gains +6 Magical Attack when a Stone is equipped.
Bolt Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bolt Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Electrical element.
Bright Detonation- (Technique Ability, Ioun Master) Possessor may use 'Bright Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Flame Detonation- (Technique Ability, Ioun Master) Possessor may use 'Flame Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Frost Detonation- (Technique Ability, Ioun Master) Possessor may use 'Frost Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Ice element.
Ioun Master- (Passive Ability, Ioun Master) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has a Stone equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Stone equipped
Pulse Detonation- (Technique Ability, Ioun Master) Possessor may use 'Pulse Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Energy element.
Detonation Mastery- (Passive Ability, Ioun Master) Technique Abilities from the Ioun Master class whose name includes 'Detonation' 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.
Shadow Detonation- (Technique Ability, Ioun Master) Possessor may use 'Shadow Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Stone Detonation- (Technique Ability, Ioun Master) Possessor may use 'Stone Detonation' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Stone equipped. Said attack gains +100 Magical Attack and becomes solely Earth element.
Kinetic Emperor:
Basic Command of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element pets and summons gain +50 to all stats
Basic Physical Resistance- (Passive Ability, Kinetic Emperor) Possessor gains 1% Physical Resistance
Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Basic Understanding of the Heart of Physical- (Passive Ability, Kinetic Emperor) Possessor's Physical element allies gain +10 to all stats
Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Lawbringer:
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance"
The Last Judge- (Passive Ability, Lawbringer) If possessor is wielding a Mace, is wearing Robes, and is Law element, possessor's opponents of equal and lower Level cannot counter possessor's counters, including preemptively
The Lawbringer, Bane of Primes- (Passive Ability, Lawbringer) Possessor's Critical chance is doubled (to a max of adding five times possessor's Level to it) against Primes if possessor is wielding a Mace
Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magically Charge Tome- (Technique Ability, Magewright) Possessor may use 'Magically Charge Tome' in conjunction with a 'Cast a Spell' action so long as a Tome is equipped and no other technique is used. Said action gives a non-stacking buff (including both not stacking on the same item or across items) to a Tome equipped by its performer that gives its possessing Tome the element Magic and '+15 Magical Attack', with said Magical Attack bonus being an additional bonus if said item already possesses such a bonus.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Supporting Passage- (Technique Ability, Magewright) Possessor may use 'Supporting Passage' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long a a Tome is equipped and no other technique is used as part of said action. Possessor may use 'Relevant Quotation' and 'Supporting Passage' as components of the same action. Said action gains +15 Magical Attack if its performer has a Book and a Tome equipped that share an element.
Tomecast Spell- (Technique Ability, Magewright) Possessor may use 'Tomecast Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Tome is equipped and no other technique is used as part of said action. Spells cast as part of said action that share an element with at least one Tome equipped by said action's performer cost 500 less MP to cast.
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Magus:
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Bolt Sphere- (Technique Ability, Magus) Possessor may use 'Bolt Sphere' in conjunction with a 'Magical Attack ' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Electricity element.
Bright Sphere- (Technique Ability, Magus) Possessor may use 'Bright Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Light element.
Bubble Sphere- (Technique Ability, Magus) Possessor may use 'Bubble Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Water element.
Caustic Sphere- (Technique Ability, Magus) Possessor may use 'Caustic Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Acid element.
Code Sphere- (Technique Ability, Magus) Possessor may use 'Code Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Technology element.
Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Sphere Mastery- (Passive Ability, Magus) Technique Abilities from the Magus class whose name includes 'Sphere' 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.
Enchanted Sphere- (Technique Ability, Magus) Possessor may use 'Enchanted Sphere' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Flame Sphere- (Technique Ability, Magus) Possessor may use 'Flame Sphere' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains +100 Magical Attack and becomes solely Fire element.
Merchant:
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month
Hilariously Good at Business Management- (Passive Ability, Merchant) Possessor obtains +5,000,000 Defense against Gold Damage, Possessor's Large Structure pets and summons gain +2,000,000 Defense against Gold Damage, Up to 200 times per thread, up to once per round, at the start of a round, possessor may, if possessor possesses at least 200,000,000 Gold, choose to obtain 5,000,000 Temporary Gold and have a 100% chance of inflicting Confusion: Overwhelmed by Laughter on up to 5 chosen oppoenents, Possessor may, up to once per month, while possessor possesses at least 200,000,000 Gold, claim 5,000,000 Gold in the Shop or Ability Shop
Independently Wealthy- (Passive Ability, Merchant) Possessor gains (100,000 x Possessor Level, to a max of Level 99) Gold per month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Property Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Properties
Spell Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Spells
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Mind Lord:
Basic Command of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element pets and summons gain +50 to all stats
Basic Psychic Resistance- (Passive Ability, Mind Lord) Possessor gains 1% Psychic Resistance
Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Basic Understanding of the Heart of Psychic- (Passive Ability, Mind Lord) Possessor's Psychic element allies gain +10 to all stats
Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Mountain King:
Basic Command of Earth- (Passive Ability, Mountain King) Possessor's Earth element pets and summons gain +50 to all stats
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Understanding of the Heart of Earth- (Passive Ability, Mountain King) Possessor's Earth element allies gain +10 to all stats
Basic Zonal Acclimation of Earth- (Passive Ability, Mountain King) Possessor gains +50 to all stats while in a Zone of Earth
Necromancer:
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Necromancy Casting I- (Passive Ability, Necromancer) Necromancy spells cost possessor 20 less MP to cast
Necromancy Casting II- (Passive Ability, Necromancer) Necromancy spells cost possessor 200 less MP to cast
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
Ocean Prince:
Basic Command of Water- (Passive Ability, Ocean Prince) Possessor's Water element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Water- (Passive Ability, Ocean Prince) Possessor's Water element allies gain +10 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Zonal Acclimation of Water- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats while in a Zone of Water
Other: Wonderworker:
Apprentice Wonder Synchronization- (Passive Ability, Wonderworker) Possessor gains +50 to all stats for each Wonder element item equipped, Possessor's Wonder element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Wonder- (Passive Ability, Other: Wonderworker) Whenever possessor obtains Wonder element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element pets and summons gain +50 to all stats
Basic Defenses Against Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 Defense against Wonder
Basic Understanding of the Heart of Wonder- (Passive Ability, Other: Wonderworker) Possessor's Wonder element allies gain +10 to all stats
Basic Weaponization of Wonder- (Passive Ability, Other: Wonderworker) Quantities of Wonder element Damage dealt by possessor are increased by 50 points
Basic Wonder Synchronization- (Passive Ability, Other: Wonderworker) Possessor gains +25 to all stats if Wonder element
Basic Zonal Acclimation of Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +50 to all stats while in a Zone of Wonder
Cloaked in Notions- (Stance Ability, Other: Wonderworker) If possessor is Wonder element, whenever possessor is attacked, possessor may choose to gain a 100% chance of inflicting a random minor or moderate negative status effect on said attacker, and, if said attacker is below possessor's Level and below Level 40, possessor gains a 20% chance of optionally cancelling said action, with everything that would happen before and after said action still occurring
Defenses that Utilize Wonder- (Passive Ability, Other: Wonderworker) Possessor gains +500 Defense if possessor has any Wonder-element items equipped that provide a Defense bonus
Empowered By Wonder- (Passive Ability, Wonderworker) If possessor is Wonder 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 Wonder
Wonderworker- (Passive Ability, Other: Wonderworker) Possessor ignores (1 * (Possessor Level/5), rounded down)% Wonder Resistance, Possessor ignores Wonder Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Other: Xaos Xomptroller:
Omnimutable Chaosbody- (Passive Ability, Other: Xaos Xomptroller) At the start of each thread, possessor chooses a Level range consisting of Levels lower than and equal to possessor's Level, 12 Enemies from the Enemy List that are within that Level range are selected randomly, with the same Enemy not being able to be selected multiple times, A random Constant Effect possessed by each is chosen, Possessor may then choose up to 4 of the selected Constant Effects and obtain them for the duration of the thread as a buff that cannot be removed by sources that are not 20 or more Levels greater than possessor, Random decisions made by this ability may not be rerolled or controlled by sources below Level 999
Sage:
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Staff of Infection- (Active Ability, Sage) Possessor may use Staff of Infection in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +30 Melee Attack has a 5% chance of inflicting Disease.
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Scholar:
Abstract-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Abstracts and gains +5% To Hit against Abstracts.
Abstract-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Abstract-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Book
Angel-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Angel-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
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 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 Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Celestial-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Celestial-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Charming Passage- (Technique Ability, Scholar) Possessor may use 'Charming Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Charm.
Daemon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Daemon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Daemons and gains +25% Critical against Daemons.
Darkspawn-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Darkspawn-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Darkspawn and gains +25% Critical against Darkspawn.
Demon-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Demon-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Deva-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Deva-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Deva-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Devil-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Devil-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Devils and gains +25% Critical against Devils.
Elemental-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Elemental-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Elementals and gains +25% Critical against Elementals.
Envenomed Passage- (Technique Ability, Scholar) Possessor may use 'Envenomed Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Poison.
Fae-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Fae-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Fae-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Horror-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Horror-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Horrors and gains +25% Critical against Horrors.
Hexing Passage- (Technique Ability, Scholar) Possessor may use 'Hexing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Hexed.
Ill Passage- (Technique Ability, Scholar) Possessor may use 'Ill Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Diseased.
Illuminated-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Illuminated and gains +5% To Hit against Illuminated.
Illuminated-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Illuminated-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Illuminated and gains +25% Critical against Illuminated.
Impairing Passage- (Technique Ability, Scholar) Possessor may use 'Impairing Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Impaired.
Monster-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Monster-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Monsters and gains +25% Critical against Monsters.
Passage Mastery- (Passive Ability, Scholar) Technique Abilities from the Scholar class whose name includes 'Passage' 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.
Paralytic Passage- (Technique Ability, Scholar) Possessor may use 'Paralytic Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Prime-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Prime-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Prime-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
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
Spirit-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Spirit-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Spirits and gains +25% Critical against Spirits.
Solar Being-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Solar Being-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Solar Beings and gains +25% Critical against Solar Beings.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Umbral-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Umbral-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Umbral-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Umbrals and gains +25% Critical against Umbrals.
Undead-Hunting Passage- (Technique Ability, Scholar) Possessor may use 'Undead-Hunting Passage' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +200 Magical Attack against Undead and gains +5% To Hit against Undead.
Undead-Bane Passage- (Technique Ability, Scholar) Possessor may use 'Undead-Bane Passage' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Book equipped. Said attack gains +750 Magical Attack against Undead and gains +25% Critical against Undead.
Seer:
Apprentice Robe Mastery- (Passive Ability, Seer) Possessor gains +50 Defense if possessor has a Robe equipped
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Good at Keeping Robes Clean- (Passive Ability, Seer) Possessor gains 25% Paralyzed: Sticky Resistance if possessor is wearing a Robe
Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +50 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Elemental Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one base element and gain +250 Defense against said element as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe
Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped
Seer's Vision- (Passive Ability, Seer) Individuals below Level 15 may not counter possessor's actions that scan stats if possessor is wearing a Robe
Snow Queen:
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
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 Understanding of the Heart of Ice- (Passive Ability, Snow Queen) Possessor's Ice element allies gain +10 to all stats
Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Thunder Czar:
Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Electrical- (Passive Ability, Thunder Czar) Whenever possessor obtains Electrical element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Basic Command of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element pets and summons gain +50 to all stats
Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Basic Understanding of the Heart of Electrical- (Passive Ability, Thunder Czar) Possessor's Electrical element allies gain +10 to all stats
Basic Weaponization of Electrical- (Passive Ability, Thunder Czar) Quantities of Electrical element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Defenses that Utilize Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 Defense if possessor has any Electrical-element items equipped that provide a Defense bonus
Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Partially Unfettered by the Bonds of Electrical- (Passive Ability, Thunder Czar) Possessor gains 5% Electrocuted Resistance
Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Veilwalker:
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Etheral Magic spells gain +10 Magical Attack, havea 10% greater chance of working, and cost 10 less MP
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Visualizer of Drifting Principles- (Passive Ability, Veilwalker) Possessor may claim Drifting Principles
Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Apprentice Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Air Manipulation- (Passive Ability, Wind Duke) Possessor may choose one of the following at the beginning of each round if Air element: Create a Zone of Air, Remove a Zone of Air created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Air by either possessor or a source below Level 20, Add Air to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Air element on a Air element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Air, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Air, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Air element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Air to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Air, 5% Air Resistance, or +50 Defense against Air and 1% Air Resistance until the end of the round as a non-stacking buff
Apprentice Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +100 to all stats
Apprentice Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 500 points
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +10 to all stats
Basic Zonal Acclimation of Air- (Passive Ability, Wind Duke) Possessor gains +50 to all stats while in a Zone of Air
Basic Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 50 points
Improved Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Understanding of the Heart of Air- (Passive Ability, Wind Duke) Possessor's Air element allies gain +250 to all stats
Improved Weaponization of Air- (Passive Ability, Wind Duke) Quantities of Air element Damage dealt by possessor are increased by 5,000 points
Wind Duke- (Passive Ability, Wind Duke) Possessor ignores (1 * (Possessor Level/5), rounded down)% Air Resistance, Possessor ignores Air Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Artisan of Wizardly Walls- (Passive Ability, Wizard) Non-entity objects created by possessor's Wizard Magic spells and Arcanist Magic spells whose name includes 'Wall' that possess an HP value have said value increased by 2,000,000 points and have values of Flat Damage they deal increased by 100,000 points
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Powerful Casting- (Technique Ability, Wizard) Possessor may use Powerful Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack gains +150 Magical Attack.
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Weirdworker:
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Mystic Regulatory Entity- (Passive Ability, Weirdworker) Possessor's opponents have the MP cost of spells they cast increased by (Possessor's Level * 10,000) MP, Possessor's allies (including possessor) have the MP cost of spells they cast reduced by (Possessor's Level * 10,000) MP
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Misc:
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
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
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
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
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 Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Litigamancy Attunement- (Passive Ability, Other: Litigamancer) All Litigamancy spells cast by possessor that deal Gold Damage deal an additional 100 points, All Litigamancy spells cast by possessor that buff Defense against Gold Damage do so by 50 additional points as an effect that stacks a max of 200 times across all effects, All Litigamancy spells cost possessor 1,000 less Gold to cast
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Etheral Magic spells gain +10 Magical Attack, havea 10% greater chance of working, and cost 10 less MP
Basic Siege Weapon Training- (Passive Ability, Other: Siegemaster) Possessor gains +6 Ranged Attack if possessor has a Siege Weapon equipped
Built the Giant Statue- (Passive Ability, Evermason) Possessor's Golem summons gain +20,000 HP
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Covered In Really Heavy Ornamentation- (Passive Ability, Evermason) Possessor's Charm infliction chances (including infliction chances of Charm: Impressed) are increased by 60%, Possessor obtains -2,000 AGI (to a minimum of 1) and -20% Dodge (to a minimum of 0%)
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Edible Lasagna Beard- (Passive Ability, Chef) Possessor may, once per thread at the start of an action, choose to deal itself 50,000 Flat Earth & Fire element HP Healing
Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Very Light Feet- (Passive Ability, Skykeeper) If possessor's entry in a battlespace would cause one or more effects present on Zones of Air to destroy the Zones that they are on, possessor may choose for said effects to not do so if possessor is Air element.
Statue-Crafter- (Passive Ability, Crafter) Possessor's Golem summons gain +200 to all stats and +5,000 HP
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
Weatherman- (Passive Ability, Geomancer) Possessor gains +5,000 Defense against damage sources attached to Zones
Weapons-
Elegant Mistwork Chaingun Parasol that Fires Deathtooth Gears- (Weapon, Bladecane, Wealth & Innovation, 45,500,000 Gold) +45,500 Ranged Attack, +36,000 to all stats, 135% To Hit, 45% Dodge, 20% Air Resistance, 20% Water Resistance, 60% inflicts Wounded, 5% inflicts Instant Death on targets below Level 40, Wielder's items may not be stolen, broken, or unequipped by sources below Level 60
*Word Blocks of Machbel'Dureth- (Weapon, Other: Toy, Psychic & Magic & Earth, 45,000,000 Gold) +45,000 Magical Attack, Wielder's 'Magical Attack' actions apply a debuff that provides -2,000 to one stat that stacks 5 times, Wielder's 'Magical Attack' actions may use MIN or SPI as their Prime Attribute, Has RP powers
Armor-
Adaptive Iron Armor of Progress- (Armor, Heavy Armor, Progress, 40,000,000 Gold) +40,000 Defense, 40% Resilience, wearer gains +5% Resistance to any base element that is the element of an offensive action that wearer is targetted with, to a max of 40%
Accessories-
Bracelet of Golden Orbs (War-Ready)- (Accessory, Wristwear, Earth & Wealth, 30,000,000 Gold) +30,000 Ranged Attack, +30,000 CON, +30,000 MIN, Wielder's 'Ranged Attack' actions may use Spirit as their Prime Attribute and gain '60% inflicts Fatigued: Stun'
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
Proof of Nobility- (Accessory, Broach, Light & Hope & Commerce, 61,000,000 Gold) +60,000 to all stats, +6,000 Defense Against Stat Damage, Wielder gains the element Nobility, Wielder cannot lose the element Nobility due to effects from sources below Level 60, Wielder's Charm infliction chances are increased by 30% as a non-stacking effect, Wielder's Domininon infliction chances are increased by 5% against entities below Level 80 as a non-stacking effect, Wielder must be Level 20 or greater
Ring of Grace- (Accessory, Ring, Wealth & Nobility, 50,000,000 Gold) +50,000 AGI, 60% Dodge, Wielder must be Level 20 or greater
Ring of Splendor- (Accessory, Ring, Wealth & Glory, 50,000,000 Gold) +50,000 to all stats, 60% inflicts Charm, Wielder must be Level 20 or greater
Consumables-
Mystic Figurine: Cloudjewel Whale- (Consumable, Summoning Stone, Earth, Unlimited Charges, 23,500,000 Gold) Up to 200 willing targets are moved from target battlespace to target other battlespace that is part of the same battle so long as no individual of Level 60 or greater in either battlespace objects, with this action's performer, should said performer change battlespaces as part of this action, being able to deal 1,200,000 Flat Air & Physical element Damage to up to 2,000 targets at the end of said battlespace switch, with this action being able to target individuals in other battlespaces, This action counts as being performed by a Level 46 Aerial & Aquatic, This item's user must be Level 40 or greater
Spells-
Card of the Ice Prison (Spell, Arcanist Magic, Ice, 4,000 MP, 495,000 Gold) 200 AGI Damage, 15% inflicts Frozen, 15% inflicts Entombed: Incarcerated, 30% inflicts Paralyzed, 5% inflicts Frozen: Cubed on targets below Level 20 if caster is Level 16 or greater
Eternal Wall- (Spell, Wizard Magic, Light & Darkness & Magic, 700,000 MP, 70,000,000 Gold) Caster creates an Eternal Wall that counts as occupying a spot in the front row, has 700,000 HP, Has 70,000 Defense, Has 30% Physical Resistance, Has 30% Light Resistance, has 30% Darkness Resistance, Is Light & Darkness & Magic element, that provides +7,000 Defense to all allies as a non-stacking effect, that provides +70,000 Defense to all allies in the back row as a non-stacking effect, that returns to battle at the start of each round if destroyed or removed from battle by a source below Level 70, Max 3 created at any one time per caster, Caster must be Level 20 or greater
Repair- (Spell, Wizard Magic, Technology & Magic, 10 MP, 5,000 Gold) Heals target Vehicle, Mech, War Machine, Robot, Clockworks, or Golem for 500 HP
Tape Them to the Death Realm! It'll Work!- (Spell, Combat Arts, Physical & Earth & Darkness & Spatial, 300,000 Gold, 30,000,000 Gold) The entity that target corpse is the corpse of obtains a non-stacking debuff that makes its possessor unable to be resurrected by sources below Level 60
Transfer MP- (Spell, Channeling, Magic, 1 MP, 20,000 Gold) Transfers from 1-5,000 MP from one allied target to another
Inherent spells:
Charm Cat- (Spell, Wizard Magic, Air, 40 MP, 15,000 Gold) 100% inflicts Charm on target individual who is below Level 5 whose name includes 'Cat'
Glowing Pebble- (Spell, Wizard Magic, Light & Earth, 5 MP, 2,000 Gold) Caster gains a buff that provids its possessor and all of its possessor's allies with 101% To Hit while in a Zone of Darkness
Fancy Globes- (Spell, Wizard Magic, Magic & Light, 300 MP, 7,000 Gold) 30% inflicts Charm: Impressed
Heat Tea To Just The Right Temperature- (Spell, Wizard Magic, Water & Fire, 3 MP, 1,700 Gold) Target Drink consumable gains '1% cures Fatigued, 1% cures Frozen, and 1% cures Burning'
Sense Magic- (Spell, Wizard Magic, Magic, 40 MP, 3,000 Gold) Caster is informed with a single 'yes' answer if any of caster's opponents are Magice element, possess any Magic element abilities, could drop and Magic element items, are carrying any Magic element items, have any Magic element items equipped, or have any Wizard Magic spells equipped
Douse- (Spell, Wizard Magic, Water, 60 MP, 2,000 Gold) 1% cures Burning
Lubricate- (Spell, Wizard Magic, Water, 30 MP, 1,100 Gold) Target gains 1% Paralyzed Resistance, 5% Cures Paralyzed from sources below Level 15
Freshen Up- (Spell, Wizard Magic, Air & Light & Magic, 100 MP, 2,000 Gold) Cures target debuff from a Level 1 source
Magic Spiderweb- (Spell, Wizard Magic, Darkness & Magic, 60 MP, 1,200 Gold) 1% inflicts Paralyzed
Prestidigitation- (Spell, Wizard Magic, Magic, 10 MP, 3,000 Gold) 5% inflicts Charm: Impressed
Mage Fist- (Spell, Wizard Magic, Physical, 600 MP, 30,000 Gold) +30 Magical Attack, 5% inflicts Fatigued: Stun
Glow- (Spell, Wizard Magic, Light, 300 MP, 6,000 Gold) Target may choose for individuals below Level 5 to treat it as being solely Light element
Reveal General Form- (Spell, Wizard Magic, Light & Air, 70,000 Gold) Target loses all Dodge-bonus-prodviding or Dodge-providing buffs from sources below Level 18
Unequipped: Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
MODRAAAAAAAAAAAAAGE
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Re: Official Quest: The Rumbling Land
Lord Gadigan wrote: 10:33 PM] The Nottest of Daves: 'Wielder may change equipped non-unique spells to be solely any one base spell subtype at the start of any round'
[10:33 PM] The Nottest of Daves: Would that allow me to then equip said spells in type-limited slots?
[10:34 PM] The Nottest of Daves: (since Dulcinea has 10 Geomancy-only slots)
[10:34 PM] Armocida: If we get started before i get freed from raiding Pathaky has auto rights for Orkanith
[10:35 PM] Gadigan: For mechanical threads yes, but not at thread start
For RP threads, yes
9:43 PM] Draconics: oh, if someone else wants to put a character in, by all means. while I was musing with SO, I'm predisposed atm and split attention is dangerous
[9:52 PM] Celas: aha
[9:53 PM] The Nottest of Daves: A wild Elyion appears?!?
[9:53 PM] The Nottest of Daves: (Don't forget that you can't equip what you're using in Seirei right now)
[10:27 PM] Gadigan: Hello
[10:27 PM] Gadigan: Ah, Elyion swap in for SO approved if people want that
[10:27 PM] Gadigan: Or if people just want to launch with three
[10:27 PM] Gadigan: Or others
Pathaky wrote: Celas and Not-Dave have auto-rights for Vrishni
Lord Gadigan wrote: 10:53 PM] Celas: Surprise contestant entered!
(*actual levels of surprise may vary)
[10:53 PM] Gadigan: Welcome, Elyion!
[10:54 PM] The Nottest of Daves: Alrighty-o!
[10:55 PM] Gadigan: So
[10:55 PM] Gadigan: That's the four PCs
[10:55 PM] Gadigan: Anyone have any last things before this launches?
[10:55 PM] The Nottest of Daves: Nope, I'm good
[10:56 PM] The One True Pathaky: LAST MINUTE ABILITY UPDATE
[10:56 PM] The One True Pathaky: (I happen to have Bee Style!)
[10:56 PM] Gadigan: Hah, k
[10:57 PM] Celas: ah, I was gonna toss in a bag of holding!
[10:57 PM] The One True Pathaky: Other than that I'm set though
[10:58 PM] The One True Pathaky: yep, set
[10:59 PM] The Nottest of Daves: Ah, adjusting Auto permissions, Celas has them for Dulcy too
[10:59 PM] Gadigan: Adding the bag is quite fine
[10:59 PM] The One True Pathaky: Vrishi will now vaccilate between Oracle's Iris style and Lightning Shower Archerfish
[10:59 PM] Gadigan: Noted on the expanded auto permission
[10:59 PM] The Nottest of Daves: (edited)
[10:59 PM] The One True Pathaky: Or Raging Fire Monkey
[10:59 PM] The One True Pathaky: (He has Elemental Beast Styles now!)
[11:00 PM] Gadigan: Hah, nice
[11:00 PM] The Nottest of Daves: I should pick that up eventually
[11:00 PM] The Nottest of Daves: so I can use Crane-Crushing Wave
[11:00 PM] The One True Pathaky: Yeah, I'm working on picking up Aquamancer
[11:00 PM] The One True Pathaky: Hydromancer, I guess
[11:01 PM] The One True Pathaky: I'm gonna keep punishing myself by getting into Elementalist to get all the 2nd-degree styles
[11:01 PM] The Nottest of Daves: I'm going to be punishing myself with Elementalist to get the entry requirements for Void
[11:02 PM] The Nottest of Daves: being able to use all the 2nd-degree styles will just be a bonus!
[11:04 PM] Armocida: I have been freed!
[11:04 PM] Gadigan: Welcome
[11:04 PM] Gadigan: So
[11:04 PM] Gadigan: That's everyone
[11:05 PM] Gadigan: Your quartet emerges from the Nexus portal arch in a recently-contructed building of blue stone. Before I continue the room description, what automatic diviner abilities do folks have?
[11:06 PM] Armocida: I my good man have none
[11:06 PM] The Nottest of Daves: automatic? None, iirc
[11:06 PM] The Nottest of Daves: whoopsie
[11:06 PM] The Nottest of Daves: Vampire Spotter- (Passive Ability, Diviner) At the start of each round, possessor is informed of how many entities in the same battlespace as possessor have a name that includes 'Vampire' or 'Vampiric', Possessor's stat scan attempts treat possessor's Level as being 5 greater for purposes of scanning the stats of entities whose name includes 'Vampire' or 'Vampiric' as an effect that does not bypass Level-based Immunities
[11:07 PM] Gadigan: Haha
[11:07 PM] Gadigan: How about Elyion and Vrishni?
[11:08 PM] Armocida: (gonna grab some food and climb in bed and run this)
[11:08 PM] The Nottest of Daves: Elyion appears to have Auto-Translate?
[11:08 PM] Celas: Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
[11:08 PM] Celas: haha
[11:09 PM] Celas: Auto-translate, too, yeah. Didn't think it particularly relevant
[11:09 PM] Celas: plus Name in the class
[11:09 PM] Celas: (go by the post, not her sheet. I shoved all her unupdated mass-buy stuff from the ability shop binges of late in)
[11:11 PM] The One True Pathaky: Danger Sense and Zonal Perception on Vrishi
[11:11 PM] The One True Pathaky: although both are boosted if he drops into Oracle's Iris style
[11:11 PM] Gadigan: Thank you all
[11:11 PM] Gadigan: Green energy runs through veins carved in the stone in mystic patterns
[11:12 PM] Gadigan: In the room alongside you all are several other figures
[11:12 PM] Gadigan: They include three priests in layered robes with tall turbans and necklaces of blue beads
[11:12 PM] The One True Pathaky: Aha, wait, Detective's Eye as well
[11:12 PM] The One True Pathaky: and Hidden-Passage Spotting Art
[11:12 PM] Gadigan: A miliary officer with an eyepatch, well-decorated uniform, and six subordinates at her side
[11:12 PM] The One True Pathaky: (I originally read Dulcy's by accident >__>)
[11:13 PM] Gadigan: A fat merchant with a large, brown beard and a giant white bird with a massive, trumpet-shaped beak protruding from its face
[11:13 PM] Gadigan: And three children wearing rabbit masks and silver robes
[11:14 PM] Gadigan: They all immediately pay attention as you all enter the room, and the lead priest greets you all
[11:14 PM] Gadigan: Danger sense is not going off
[11:14 PM] Gadigan: Vrishni and Elyion both
[11:14 PM] Gadigan: Through their zonal sense
[11:14 PM] Gadigan: Determine that this portal-building was recently created as disjointed from the world around it
[11:14 PM] Gadigan: With subspace architecture used to keep it functional as the world's portal complex
[11:15 PM] Gadigan: While shielding the area from geological events
[11:15 PM] Gadigan: The place is also spatially linked to various other cities, but only in vague manners
[11:16 PM] Gadigan: Ah, are you waiting for more info from the people here?
[11:16 PM] The One True Pathaky: Vrishni assumes that these are representatives of the group that is paying for our services
[11:16 PM] The Nottest of Daves: Dulcinea is sufficiently intrigued by the flowing green energy to focus her geomancy skills at its analysis as an actual action.
[11:16 PM] Gadigan: Vrishni is indeed correct
[11:17 PM] The One True Pathaky: and greets them, pushing his S& glasses up and thrusting a striated, multi-elemental hand forward to shake
[11:17 PM] The Nottest of Daves: she has Adept Geomancer (and Attuned to Terrain: Caverns, if that helps at all)
[11:17 PM] Gadigan: Dulcinea focuses on the flowing green energy. It is used to ward the building, keep its spawn tables managed, and keep it spatially seperate from the area around it without compromising the Nexus portal (which was built specifically as 'part of the land', meaning special measures had to be taken when isolating it)
[11:17 PM] Gadigan: She also determines that it's masking the room some from scrying that isn't coming from the cities it is linked to
11:17 PM] Gadigan: Possibly there's some other force that they're trying to keep out?
[11:18 PM] The Nottest of Daves: Intriguing!
[11:18 PM] Gadigan: The priests are mildly befuddled by the bedazzling glasses, but one shakes his hand, then a military officer, then the merchant, then a rabbit-child
[11:18 PM] The Nottest of Daves: She will also greet the attendants stiffly, attempting to avoid any who happen to be disturbed by her smelling like an unwashed fishmonger
[11:19 PM] Celas: "Greetings! I am Guildmistress Elyion of SAINT! It seems you're having some tectonic troubles?"
[11:19 PM] Gadigan: They introduce themselves as the representatives of Radiant Hyeril, the Isenbelt Confederation, the Eternal City of Venmote, and Cyrindill, the Kingdom of Rabbits
[11:19 PM] Gadigan: They confirm the tectonic troubles
[11:19 PM] Gadigan: And that divinations have traced them deep underground
[11:20 PM] Gadigan: But no one has been able to penetrate deep enough and survive to come back with info on the specific cause of the problems (or to solve it)
[11:21 PM] The Nottest of Daves: "How deep have the expeditions that have survived to return gotten to?"(edited)
[11:22 PM] Gadigan: Survived and returned? About 350 miles.
Sent a report back from before disappearing? About 1,450 miles.
[11:23 PM] The Nottest of Daves: "Thank you."
[11:23 PM] The One True Pathaky: "Hoo boy, that's pretty deep."
[11:23 PM] Gadigan: They're willing to answer any additional questions if you have them
[11:24 PM] Gadigan: "Indeed. Several underground zones that were previously unknown were discovered in the reports."
[11:25 PM] Gadigan: The merchant is, at this point, signalling the bird to start relaying information about your newly-arrived group to the various towns via distance-shattering trumpet-squawks carried along the lines of magic connected to the place
[11:25 PM] Gadigan: To keep the various towns invested in this informed
[11:26 PM] The Nottest of Daves: Dulcinea is One Heck of An Annoying Bird when she wants to be, so she will carefully observe the methodology of squawk-production, as well as the manner in which this communication travels along the leylines
[11:27 PM] The One True Pathaky: Well
[11:27 PM] The One True Pathaky: Vrishni is simple
[11:27 PM] The Nottest of Daves: (at least, if Geomancy allows her to observe this)
[11:27 PM] The One True Pathaky: and is, in his mind, immortal
[11:27 PM] The One True Pathaky: so no more questions- he thinks they're gonna head down, get to the bottom of this, and fight our way out
[11:27 PM] The One True Pathaky: (Of course if others have questions, please go ahead)
[11:28 PM] Gadigan: Dulcinea observes the bird communicating! She's pretty sure she fully understands it - the bird is only Level 33 - but she doesn't manage to synch up with it naturally enough to pick up a new ability
[11:28 PM] Armocida: Orkanith not knowing much about geology just lets the group do their questioning
[11:28 PM] The Nottest of Daves: "Are there any particular preparations we should make to avoid environmental hazards that have been reported?"(edited)
[11:29 PM] The Nottest of Daves: (alas, no new birdbilities)
[11:33 PM] Gadigan: The upper layers, while having varied hazards, are determined, by the analysis of the people here, to be non-dangerous-enough that you don't have to worry about special prep.
Down deeper below, there's a mix of underground jungles with status-inflicting plant and mushroom creatures, stone and crystal caverns full of petrification-capable beings, and deep lava caverns with all manner of lava-and-fire-using monsters. There's also occasional underground dragons, lost giants, sealed dungeons (which are thought not to be the cause and should generally be avoided), shadow monsters that can drain strength and powers, and cursed living weapons that can inflict banes upon people.
[11:34 PM] The One True Pathaky: oh my
[11:35 PM] Celas: Wowza
[11:35 PM] Armocida: Orkanith thinks to himself “what have I gotten myself into”
[11:35 PM] The One True Pathaky: "Well, let's avoid those crystal caverns, then."
[11:36 PM] The One True Pathaky: "Also, what a beautiful and vibrant under-eco system!"
[11:37 PM] Gadigan: One of the military woman's subordinates, in response to Vrishni's latest comment, launches into excited descriptions of planned ventures beneath the ground that were going to be executed before the whole troubles started before being shushed
[11:37 PM] Gadigan: The general consensus of the patrons, though, is that yes - the underground is a source of much wonder and adventure, but everyone generally wishes it'd be a lot less of a source of threats
[11:38 PM] Gadigan: Before it was a semi-ignorable one - one to delve into for treasure or knowledge or beasts to tame
[11:38 PM] Gadigan: But now it's one that's forcibly confronting everyone
[11:39 PM] The Nottest of Daves: "Well, hopefully we'll be able to open this region for more careful and substantial investigation in the future!"
[11:39 PM] The Nottest of Daves: "Though, would you happen to have any items offering Petrification resistance handy?"(edited)
[11:42 PM] Gadigan: The merchant has access to temporary ungents - traditionally sold at very high prices to only the most discerning customers in his home city - made from rare jungle plants (from surface jungles) mixed with harvested parts of deep-monsters and crafted using magical alchemy. They only provide limited protection for a limited period, however.
The other known items offering such are either unique and in the hands of specific individuals (who aren't in this room) or got sent on down with earlier teams (on whose corpses you might find them). There's a couple groups they could give you the hair of members of to magically try tracking if you wanted to try to recover the lost items that were sent down with them before.
[11:43 PM] Gadigan: Ah, Dulcinea is a detective, right?
[11:43 PM] The One True Pathaky: as is Vrish
[11:43 PM] The Nottest of Daves: Well, she doesn't have the full Detective tree
[11:43 PM] The One True Pathaky: he does1
[11:43 PM] The Nottest of Daves: but she has most of the pre-Detective abilities
[11:44 PM] The One True Pathaky: Ill deputize her
[11:44 PM] The One True Pathaky: WITH THE POWER OF LAW
[11:45 PM] Gadigan: They both fairly-easily (particularly in Vrishni's case) pick up that nobody in this room is over Level 39. General study of the people here indicates that they're below the point where Petrification-resistance/immunity would be commonly reachable.
This is also at the heart of the problem with the folks they were sending down. They were sending down teams of Level 39 people, sometimes accompanied by folks in the low 40s who were legendary heroes or officers or other-notables.
[11:45 PM] The Nottest of Daves: "The hairs would be very helpful, yes, thank you."
[11:47 PM] Gadigan: They give you:
Hairs from Belyaam the Nimble- (Item, Antiquity, Air & Light, 800,000 Gold)
Hairs from Tresia Elf-Blood- (Item, Antiquity, Air & Magic, 800,000 Gold)
Hairs from Iadro Darkstalker- (Item, Antiquity, Air & Darkness, 750,000 Gold)
[11:47 PM] Gadigan: One member each from three different teams that were sent down with known petrification-resisting gear
[11:47 PM] Gadigan: There were two other teams sent down with such gear
[11:47 PM] Gadigan: But they got below the part with the petrifying monsters into the lava part
[11:48 PM] Gadigan: So homing in on them might be counterproductive there
[11:48 PM] Gadigan: Ah, on that note
[11:48 PM] Gadigan: The patrons offer to collect hairs from you all
[11:48 PM] Celas: (hah)
[11:48 PM] Gadigan: In case they need to send some team down after your bodies later, possibly recovering them to resurrect or recover gear from
[11:49 PM] Gadigan: Or, uh, in the case of members without hair, like Elyion, an essence sample
[11:50 PM] The Nottest of Daves: Dulcinea provides an essence sample (since I'm pretty sure Outsider hair is more of a conceptual thing than a physically-meaningful object)
[11:50 PM] The Nottest of Daves: And also informs them of the powers of the Breath of Djoru against all manner of fire and lava
[11:50 PM] The Nottest of Daves: should they happen to have hairs from the lava-teams handy
[11:52 PM] Armocida: Orkanith gives over a strand of his long hair
[11:52 PM] Gadigan: Hairs from Niarzar, Hand of Eth'Mehnot- (Item, Antiquity, Light, 950,000 Gold)
Hairs from Lyseddia the Vermilion- (Item, Antiquity, Fire & War, 950,000 Gold)
[11:52 PM] The One True Pathaky: Vrishni is bald
[11:52 PM] The Nottest of Daves: (Breath of Djoru is also in whip-form for this venture)
[11:53 PM] The One True Pathaky: so he plops a bit of elemental essence for 'em
[11:53 PM] Gadigan: 'Gave a {Hair/Essence} Sample to City Representitives on the New Continent on Eldor VI'
[11:53 PM] Gadigan: Is an award obtained by those who go through with this
[11:53 PM] The One True Pathaky: (THIS WILL NOT BACKFIRE)
[11:53 PM] Gadigan: (Haha)
[11:54 PM] The One True Pathaky: Vrishni likewise explains that he's pretty darn resilient to conventional elements
[11:55 PM] The Nottest of Daves: Dulcinea will stow the hairs in her Bag of Holding
[11:55 PM] Celas: Donation confirmed
[11:55 PM] The One True Pathaky: and, he pats a sachel on his belt meaningfully
[11:55 PM] The One True Pathaky: "I got an ace in the hole.... heh. heh. heh."
[11:56 PM] Gadigan: The rabbits (and that one military guy, before he gets glared back into line with the one good eye) are curious as to what's in it
[11:57 PM] The One True Pathaky: The S& glasses slide back into place
[11:57 PM] The One True Pathaky: "No spoilers, kids, no spoilers"
[11:58 PM] The Nottest of Daves: Dulcinea raises her eyebrow at Vrishni's comment about children (assuming that no one in the room is actually a child, despite their appearances)
[11:58 PM] Gadigan: He gets a collective 'Awww', but not further prying
[11:58 PM] Gadigan: There's actual children in the room. The ones from the rabbit kingdom
[11:58 PM] The One True Pathaky: After several smug seconds he breaks and shows them the Genie Lamp he brought
[11:58 PM] The One True Pathaky: "Ah, I couldn't resist"
[11:58 PM] The Nottest of Daves: (They are children?)
[11:58 PM] Gadigan: There's excitement in response
[11:58 PM] The Nottest of Daves: (I thought that the Rabbit Kingdom-folk just looked like children, haha)
[11:59 PM] The One True Pathaky: Vrishni basks in it
[11:59 PM] Gadigan: It's possible that they aren't. A scan could provide more info
[11:59 PM] Gadigan: The excitement even extends to the initially less interested parties
[11:59 PM] Gadigan: Apparently genies are things of legend here
[11:59 PM] The Nottest of Daves: Wielder may spend an action to scan the stats of all opponents in wielder's battlespace
[11:59 PM] Gadigan: And it's quite the thing that you actually have one
[11:59 PM] The Nottest of Daves: from the Highly-Practical Magestone Earrings of Enhanced Magic, Flight, Teleportation, Speed, Shielding, Anti-Aging, Sustenance, Regeneration, Diplomacy, and Scrying
September 16, 2018
[12:00 AM] The Nottest of Daves: (she counts as... at least level 60 for this purpose)
[12:00 AM] The One True Pathaky: Vrishni is spinning it around his finger by the handle, doing shitty juggling tricks with it
[12:00 AM] Gadigan: Looks like they are. At least kinda. They spawned like this, and they are for a fair number of purposes kids, but they're agents who have been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite
[12:00 AM] The Nottest of Daves: (SPAWN MECHANICS AAAAAAA)
[12:01 AM] Gadigan: So! Anything else before setting out? I'm about ready to wrap things up for the night
[12:01 AM] The Nottest of Daves: (they are SO WEIRD to me!)
[12:01 AM] The One True Pathaky: Orkanith, meanwhile, is just sending off MENACING waves
12:01 AM] Gadigan: (Haha)
[12:02 AM] The Nottest of Daves: "Are you sending us directly from here into the depths for the investigation, or are we going to be sent through one of the cities first?"
[12:02 AM] The One True Pathaky: Nothing from Vrishni or Orky
[12:02 AM] Celas: Elyion's raring to go! Woo, dungeons ho!
[12:03 AM] Gadigan: It's entirely up to you where you want your point of descent to be. They'd generally suggest overland travel towards the area where the epicenter of the divination pings is, followed by going directly down, but if you wanted to head to a city or try to go down through a collapse-rift or go straight down from here, they'd be fine with any of those
[12:03 AM] The One True Pathaky: "I've always considered them fungeons myself...."
[12:04 AM] Gadigan: Hah, and on that note, I'm going to wrap this here and post it. We'll pick up later - probably tomorrow, but it may drift to next weekend if I end up particularly festival-busy at the orchard tomorrow
NEW MESSAGES
[12:04 AM] The Nottest of Daves: Dulcinea proposes heading through the collapse-rift that formed below Gathmernia, to see what we can recover from the city as we head into the depths.
Lord Gadigan wrote: 12:04 AM] The Nottest of Daves: Dulcinea proposes heading through the collapse-rift that formed below Gathmernia, to see what we can recover from the city as we head into the depths.
[12:05 AM] Gadigan: Posted
[12:05 AM] Gadigan: That proposal will lead the next session
[12:06 AM] The Nottest of Daves:
[12:06 AM] Gadigan: Have a good night, guys!
NEW MESSAGES
[12:06 AM] Celas: Good night!
[12:06 AM] The One True Pathaky: o7
[4:25 PM] Celas: on the off chance this gets rolling earlier than expected and I'm not back from grocery shopping, auto rights to NotDave and Path
[4:25 PM] Celas: (PS: I think Divination is in order)
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Re: Official Quest: The Rumbling Land
The Nottest of Daves wrote:Postby The Nottest of Daves » Sun Sep 16, 2018 10:33 pm
17:27] Gadigan: Hello
[17:27] Gadigan: I'm here now
[17:27] Gadigan: How are folks doing?
[17:27] underdog898: let the pining begin
[17:27] Gadigan: I got to go through a corn maze (and a hay bale maze)
[17:28] The Nottest of Daves: @Armocida
[17:28] Gadigan: And had area-made black raspberry ice cream
[17:28] The Nottest of Daves: wooo
[17:28] Armocida: ooooooooooo
[17:28] Gadigan: Haha, thank you
[17:28] Armocida: that sounds really good
[17:28] Gadigan: It was!
[17:28] Gadigan: Creamy and flavorful
[17:28] Gadigan: So
[17:28] The Nottest of Daves: I can only imagine it
[17:28] Gadigan: I think when we left off
[17:28] The Nottest of Daves: (because I don't want to go to the hospital from an allergic reaction)
[17:29] Gadigan: (Ak, sorry)
[17:29] Gadigan: (Raspberries, or milk?)
[17:29] The Nottest of Daves: (raspberries)
[17:29] The Nottest of Daves: (strawberries)
[17:29] Gadigan: (Nod)
[17:29] Gadigan: Dulcinea made a proposal about heading down through the city that sunk down into the ground.
[17:29] Gadigan: The sponsors think that's an entirely valid idea
[17:29] Gadigan: It might prove to be a unique route down there
[17:29] Gadigan: They will note that
[17:30] Gadigan: Rescue parties getting survivors out of there
[17:30] Gadigan: Reported weird ruin-golem things spawning in the wrecked city
[17:30] Gadigan: So there's different monsters over there, probably more dangerous at earlier points than in other spots
[17:30] Gadigan: But it might give a route that evades some of the other dangers further down
[17:31] The Nottest of Daves: [Elyion ponders]
[17:32] The Nottest of Daves: Is she able to conduct divination on the wider world from this location, or would she need to be out of this subspace area?
[17:32] Gadigan: What are her best Diviner abilities?
[17:34] The Nottest of Daves: Looks like Diviner + Diviner's Skill are the best bets to work with
[17:35] The Nottest of Daves: She has Wonderworker to boost it with, if that helps
[17:36] Gadigan: Classname is actually enough here, albeit only because of her Level outclassing this place
[17:36] Gadigan: She's able to ignore the wards around it and scry beyond its borders without issue
[17:37] The Nottest of Daves: She'll start by divining around the ruins of Gathmernia to gauge the level of danger, then try to figure out more about the path extending downward
[17:38] Gadigan: What spell is she using?
[17:38] Gadigan: Or is she just using her general powers?
[17:38] The Nottest of Daves: Lemme double-check
[17:38] Gadigan: k
[17:39] The Nottest of Daves: She does not appear to have any Divination spells equipped(edited)
[17:39] Armocida: (who did pathaky give auto rights to?)
[17:39] The Nottest of Daves: (you)
[17:39] Gadigan: She using any items?
[17:39] Gadigan: Or just Diviner + Diviner's Skill?
[17:39] Armocida: (Oh, i should be seeing if Virishni can at least help right now, Orkanith is kinda useless right now)
[17:40] The Nottest of Daves: Nothing she has equipped seems to do anything divination-related
[17:40] Gadigan: Okay
[17:40] Gadigan: Processing
[17:41] Armocida: Virishni tries to help Dulcinea out with what shes working on
[17:41] Gadigan: She vaguely detects that there's Golems somewhere around Level 40. The place is distant, though, and the visions she's getting are scattered
[17:41] The Nottest of Daves: Ah!
[17:41] Gadigan: What is Vrishni bringing to the table spell/ability wise?
[17:41] The Nottest of Daves: I can lend her an item for this
[17:41] The Nottest of Daves: from Dulcinea
[17:41] Gadigan: Or item wise
[17:41] Gadigan: Yes?
[17:41] The Nottest of Daves: Highly-Practical Magestone Earrings of Enhanced Magic, Flight, Teleportation, Speed, Shielding, Anti-Aging, Sustenance, Regeneration, Diplomacy, and Scrying- (Accessory, Earwear, Magic, 20,000,000 Gold) +20,000 Magical Attack, +20,000 MIN, +20,000 AGI, +2,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus, +200,000 MP as a non-stacking bonus, 60% Dodge, 60% Resilience, 30% Earth Resistance, 30% Physical Resistance, 60% Entombed Resistance, 120% Fatigued: Elderly Resistance, 120% Fatigued: Starvation Resistance, 120% Fatigued: Dehydration Resistance, 100% inflicts Charm, Wielder regenerates 20,000 HP and MP at the start of each round, Wielder may enter any row of any row-order formation in the same battlespace at the start of each round, Wielder may spend an action to enter another existing battlespace that is part of the same battle so long as no entity of Level 60 or greater in either the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder may spend an action to scan the stats of all opponents in wielder's battlespace
[17:42] The Nottest of Daves: basing this mostly on the 'scrying' part of the name
[17:42] Gadigan: Ah, those indeed should help
[17:42] Gadigan: We'll reprocess with that factored in after I learn what Vrish is using
[17:43] Armocida: (im not all to familiar with what all Virishni has it looks like Virishni only has name rank Diviner)
[17:43] The Nottest of Daves: The Intelligent Karaoke Machine that Fell in Love with Mecha-Vashna provides a soothing backing track to aid in Elyion's divinations
[17:43] Armocida: Detective + Detective's Eye
[17:44] The Nottest of Daves: Also, Dulcinea brought a Hat Full of Books that Could Have Been Written- (Accessory, Hat, Knowledge & Spatial, 30,000,000 Gold) +30,000 MIN, Wielder may spend an action to create a Temporary Book or Tome item worth under 30,000,000 Gold that is in stock in the shop but that no one in the current thread is carrying or has equipped, Has RP effects
[17:44] The Nottest of Daves: along, if that could be used to create a divination-enhancing text
[17:45] The Nottest of Daves: (If I need to search the actual Shop, though, we can skip that)
[17:45] Gadigan: You don't need to search it in this case
[17:45] Gadigan: Processing the combined action
[17:45] Gadigan: Does Vrishni have Channeler?
[17:45] Gadigan: Does he have Ritualist?
[17:45] Gadigan: Alternatively, does Elyion have them?
[17:46] Armocida: no and no
[17:46] Gadigan: Okay
[17:47] Gadigan: Processing
[17:47] The Nottest of Daves: Negatory for both on Elyion
[17:49] Gadigan: Elyion uses the earrings as a scrying focus and begins seeing clearer visions. The group is descending into the city ruins, fighting golems made from the ruins of holy buildings. The golems, while clearly less powerful than your group, can disrupt magic and holy power, and they can resurrect one another when broken apart. Overall, the trip seems fortuitous, carrying hints of speed and tresure, but there is an ominous black cloud floating around Dulcinea throughout the entire vision. No clearer details of its nature can be discerned, however.
Vrishni's own divinations don't yield much more than Elyion's initial ones, and he is unable to channel-link himself to her as a secondary caster to directly assist with hers.
[17:50] The Nottest of Daves: [The Ominous Fog made the night-time seem even more hoary and mysterious than usual, here in suburban Britannia]
[17:51] The Nottest of Daves: Elyion certainly finds the ominous cloud surrounding Dulcinea to be concerning
[17:51] The Nottest of Daves: Can she attempt a divination on Dulcinea directly to determine the cause?
[17:51] Armocida: Orkanith by way of the Idol is going to see what he can do in the area:
* Allows its master to channel the power of dead planetary deities to cut worshipers of living gods away from the source of their divine magic
* Lets its master draw power from dead gods
[17:52] Armocida: is he able to draw any kind of power?
[17:52] The Nottest of Daves: (You may want to wait until we leave the fancy subspace to try that)
[17:52] The Nottest of Daves: (though I suppose it's still possible for dead gods to exist in the room somehow)
[17:53] Gadigan: Orkanith detects vague tatters of some sort of divine power out there somewhere, but he feels boxed in and unable to directly reach them right now
[17:53] Armocida: Nifty
[17:54] Gadigan: Elyion attempts to divine on Dulcinea. She picks up on Dulcinea's existing curses if she wasn't already aware of them, but does not detect any specific source for the ominous cloud.
[17:56] The Nottest of Daves: She'll do one last divination to see if the ominous cloud is there if they attempt a different route than the one Dulcinea proposed
[17:57] Gadigan: She divines that the ominous cloud specifically seems linked to the route going through the city ruins. There is a sense that it exists out there somewhere in other visions, but is only directly overlaying Dulcinea in that route
[17:57] Gadigan: brb
[17:58] The Nottest of Daves: Dulcinea is optimistic about this black cloud, to the extent that she would rather it come to her and challenge her directly, instead of having to wait for it to come around
[17:59] The Nottest of Daves: Elyion is less enthusiastic, but is willing to go forward with it if Vrishni and Orkanith agree
[18:02] Armocida: Orkanith knowing that there is a power he may be able to draw on feels pretty optimistic as well
[18:02] Armocida: Orkanith votes in favor on Dulcinea's route
[18:03] The Nottest of Daves: And with Vrishni's previous comments on 'Fungeons', I think we have a mostly-unanimous decision.
[18:04] The Nottest of Daves: "Please drop us in the lands near the ruins of Gathmernia."
[18:04] Celas: Bwoop
[18:04] Celas: I am back now
[18:04] Celas: mostly
[18:04] The Nottest of Daves: You may change Elyion's vote, if you like
[18:04] Celas: No, no, I'm in favor of this plan
[18:04] Gadigan: Back
[18:05] Gadigan: "Drop you?" asks the officer. "Are you requesting a teleportation effect, an airship, or something else?"
[18:06] Gadigan: (Giles is, assuming he's present, probably better able to get you all over there than these people are.)
[18:06] The Nottest of Daves: (Giles, alas, is stuck in Seirei)
[18:07] The Nottest of Daves: (the dangers of DUAL QUESTING)
[18:08] Gadigan: (Indeed)
[18:08] The Nottest of Daves: "Er... What is the traditional means of exiting this subspace?"
[18:09] Caelzeph: (Behold. A door.)
[18:09] Caelzeph: (Or somesuch)
[18:09] Armocida: (huzzah?)
[18:09] Gadigan: Ah, there is a door
[18:09] Gadigan: And it leads to specific point on the world
[18:09] Caelzeph: (I misread 'subspace' as 'place')
[18:10] Gadigan: It is both a door and a portal
[18:11] Celas: If it won't hold things up, I would like to make a roll to decipher the construction of this place a bit. Adept Scholar, Knowledge of Dimensions, whole mess of Wizard, Magewright, etc. (all of the mystic prereqs, really, haha)
[18:11] Gadigan: Okay
[18:11] Gadigan: How are you in Subspace Architect?
[18:11] Gadigan: Also, Abjurer
[18:11] Gadigan: Also Wanderer
[18:12] Celas: Have classname Abjurer
[18:12] Celas: Not so great on Subspace Architect, but I might have a couple things
[18:12] Celas: Yeah, none for the Architecting
[18:13] Celas: (I may have been relying overly much on Giles for that)
[18:13] Gadigan: Processing
[18:14] Gadigan: How about Channeler?
[18:14] Celas: Gah, nope
[18:14] Armocida: (brb grabbing a drink
[18:14] Celas: top of my list once I've got some free time, haha
[18:14] Celas: wel
[18:14] Gadigan: Elyion is pretty sure she has the general construction and warding of the place down, but lacks the fundamental knowledge of subspace architecture and linking spaces together to actually pull of the trickiest parts of its creation
[18:14] Celas: I do have Basic!
[18:15] Celas: Fair enough, was worth a try
[18:17] Gadigan: Indeed it was
[18:18] Celas: right, then. Out the door we go?
[18:19] Gadigan: The group exits the subspatial chamber. As you do so, the officer repeats her question, attempting to determine if you need them to get you a portal or airship.
[18:20] Gadigan: The room opens out into a vast field of green grasses, dotted with flowers with tall-but-thin blooms, mainly in pinks, purples, and blues. Mountains can be seen to the north. There are a few tears in the ground and uneven, recent-looking cliffs. One of the distant mountains is split in half.
[18:21] The Nottest of Daves: "A portal would be most convenient"
[18:21] The Nottest of Daves: (as Dulcinea is dragged through the door)
[18:21] Gadigan: It'll take them a few minutes, but they can get you all sent through a gate opened by some of their ritual casters
[18:21] Gadigan: You all waiting for that?
[18:21] Gadigan: It won't take long
[18:22] Celas: Or we could travel by CLOUDWHALE
[18:22] Armocida: Orkanith looks at Elyion "Cloudwhale?"
[18:22] The Nottest of Daves: Oho
[18:22] Celas: Elyion, having foreseen potential travel issues, packed her: Mystic Figurine: Cloudjewel Whale
[18:22] The Nottest of Daves: I forgot about Cloudwhale
[18:24] The Nottest of Daves: Cloudwhale it is!
[18:25] Armocida: Orkanith looks nervous
[18:25] Gadigan: So are you telling her to cancel the portal thing and taking the cloudwhale?
[18:25] The Nottest of Daves: Yes
[18:25] Armocida: Orkanith bows "we will not need the portal after all"
[18:25] Gadigan: Okay
[18:25] Gadigan: They cancel that request
[18:25] Gadigan: Wish you good fortune on your journey
[18:26] Gadigan: Elyion tosses up the figurine, which becomes a massive cloud whale
[18:26] Gadigan: The group mounts that
[18:26] Gadigan: And the whale swims off through the sky
[18:26] Gadigan: Can I get stats on that Figurine, please
[18:26] Gadigan: So I can tell how fast this thing is
[18:26] Armocida: Orkanith trys to connect with that power he sensed earlier
[18:26] Celas: Mystic Figurine: Cloudjewel Whale- (Consumable, Summoning Stone, Earth, Unlimited Charges, 23,500,000 Gold) Up to 200 willing targets are moved from target battlespace to target other battlespace that is part of the same battle so long as no individual of Level 60 or greater in either battlespace objects, with this action's performer, should said performer change battlespaces as part of this action, being able to deal 1,200,000 Flat Air & Physical element Damage to up to 2,000 targets at the end of said battlespace switch, with this action being able to target individuals in other battlespaces, This action counts as being performed by a Level 46 Aerial & Aquatic, This item's user must be Level 40 or greater
[18:26] Gadigan: Thank you
[18:28] Gadigan: The cloudwhale travels the skies of the continent swiftly, and within a couple minutes, you reach your destination. Below you, a massive rift in the earth can clearly be seen, rubble and broken structures littering its edges. The interior of the hole is a mass of collapsed towers, broken buildings piled atop on another in masses of now-dust-covered stone that formerly gleamed white. Between the buildings, cracks going further down can be seen.
[18:28] Gadigan: Processing Orkanith
[18:30] Gadigan: Orkanith succeeds in his efforts and connects to a slain planetary called Mathkerios, the Devouring Sky. He finds himself invested with powers connected to the sky, hunger, and liberation through destruction. His powers become greater the farther he rises into the sky. The whole thing is connected to his levels of Priest and Channeler and limited by how invested he is in those classes
[18:31] The Nottest of Daves: Oh my
[18:31] Armocida: Not invested what so ever -.-
[18:32] Gadigan: 'Established a Connection to the Vestiges of the Dead Planetary Mathkerios, the Devouring Sky on Eldor VI in the 6th Dimension of the Ceriodor Dimension-Cluster'
[18:32] Gadigan: Give him that award too
[18:32] Gadigan: But if he's not invested in those (and heading underground) this probably will only offer mild utility boosts
[18:33] Armocida: well some is better than none
[18:33] The One True Pathaky: Semihere
[18:34] The One True Pathaky: Was out carousing
[18:34] The One True Pathaky: Wi be home soon
[18:37] The Nottest of Daves: Can Elyion get clearer divinatory information if she scries from the back of the cloudwhale as we fly overhead?
[18:42] Gadigan: Elyion attempts further scrying
[18:42] The Nottest of Daves: (and while Elyion attempts to clear her visions, Dulcinea will attempt to analyze the surroundings via Adept Geomancer and Attuned to Terrain: Caverns)
[18:42] Gadigan: But does not gather additional info
[18:42] Gadigan: Save that the threat
[18:42] Gadigan: Seems to come
[18:42] Gadigan: When Dulcinea is inside the city
[18:42] Gadigan: Dulcinea senses that there are indeed caverns below here
[18:43] Gadigan: And that they dive downwards quickly and ferociously
[18:43] Gadigan: The upper cavern layers are merged with the city
[18:43] Gadigan: Thanks to the disaster mixing their area mana patterns together
[18:43] Gadigan: But below that, they enter a warren of tunnels filled with worm monsters
[18:43] Gadigan: Pass near an underground dungeon
[18:43] Celas: Huh. Thaaaat's interesting...
[18:43] Gadigan: And then open into a gallery of crystal and flame
[18:44] Gadigan: Indeed! Not a common occurrence, but one that can indeed happen. I think it's the first time mana pattern damage and subsequent mixing has been shown on-site
[18:45] Celas: Hasn't been shown before, to my recollection!
[18:46] The Nottest of Daves: is she able to discern what other enemies aside from the Ruin Golems would be spawning in the city area?
[18:47] Gadigan: It's not easy to do. Just destroying a place will just destroy it. It takes geomantic effects and powers that mess with areas to pull off generally, though there's some other, weirder, rarer means of doing it like half-resurrecting an area using spotty applications of geonecromancy or through blurring the lines of areas while damaging them using precise feng-shui based attacks
[18:47] Gadigan: Based on area traits, it's possible that you'll get cthonians and hostile celestials, but the golems are by far the most common thing
[18:48] The Nottest of Daves: Well, Tolva did ask her to slay some holythings for him...
[18:48] The Nottest of Daves: "Shall we land and approach, then?"
[18:50] Celas: "Certainly. A most peculiar area, this."
[18:51] Gadigan: Landing outside the ruins or down in the hole?
[18:51] The Nottest of Daves: outside is probably a better idea
[18:51] Celas: "Caution it is, then."
[18:53] Gadigan: The group lands outside. The land has slope to it, but isn't overtly dangerous or looking like it will collapse further. Plants still cling on to the edges of the lip that opens up before you.
[18:54] Armocida: "Shall we get this underway then?"
[18:55] The One True Pathaky: "Lets get deep!"
[18:55] The Nottest of Daves: Dulcinea pulls out the Breath of Djoru in whip-form, then alights upon her Wings of Light and Thought
[18:55] The Nottest of Daves: "Onward!"
[18:55] Gadigan: The group descends
[18:55] Gadigan: Does anyone in the group have anything presence-masking on?
[18:55] Gadigan: Does anyone in the group have anything suppressing spawn rates?
[18:56] Celas: if the Fork got brought...
[18:56] Celas: hahah
[18:56] The Nottest of Daves: Orkanith is carrying Mrs. Waldridge's Fork
[18:56] Celas: otherwise nope on Elyion's end
[18:56] Celas: Actually!
[18:56] The One True Pathaky: I could possibly override stuff with ALL-ELEMENT
[18:56] The One True Pathaky: But nothing apwcific
[18:56] The One True Pathaky: Specific, even
[18:56] Celas: I could maybe do a bit of sneaky pseudo-wishing with the Word Blocks!
[18:57] Gadigan: Are you doing that before heading in, or going in as-is (but with Orkanith carrying the fork)?
[18:58] The Nottest of Daves: Can Geomancy be used to mask presence?
[18:59] Gadigan: Not generally on its own. If you're in the right sort of terrain, you can pull self-obscuring terrain effects. You might be able to pull some Geomancy/Illusion/Channeling linkup to hide your presence from things about to spawn, but that'd be complex and not a standard use of those
[19:03] Armocida: (sorry was eating)
[19:03] The Nottest of Daves: (using a fork, I bet!)
[19:03] Armocida: (yes i do indeed has the fork)
[19:03] The One True Pathaky: How dare you
[19:03] Gadigan: (Haha)
[19:05] Celas: Applicable angles: Wizard, Abjurer, Illusionist, perhaps Veilwalker
Elyion projects a force field over the group with her defensive magical expertise in Wizard (her focus in trained abilities in the class, plus Artisan of Wizardly Walls!) amplified by her knowledge of abjuration magics, with a dash of Illusionist on top to conceal their presence! As she conjurs this working, the Word Blocks of Machbel'Dureth float into the air around her, spelling "STEALTHY"
[19:05] Celas: (I, uh, guess I could include the spell "Eternal Wall" to get an actual buff in there if needed, but I feel like that's more... fixed. Though I could maybe stick it onto Dulcinea's geomancies if needed!)
[19:06] Gadigan: Processing
[19:06] Gadigan: Elyion establishes a field around the group that conveys STEALTHY properties and protects those inside it
[19:07] Armocida: (So how can the fork help us here since it was mentioned)
[19:07] Armocida: (since i do not know all of its powers yet)
[19:07] Gadigan: (Eating ambient mana before it spawns stuff. It's underlevelled compared to this place, but it still might reduce rates a bit)
[19:07] Gadigan: Ah, I should make an artifact entry on it sometime(edited)
[19:08] Armocida: Is Orkanith able to consume some of the ambient mana in the area then?
[19:08] Gadigan: He can slowly do that, yes
[19:08] Gadigan: Is he trying to just consume it into the fork, which is inefficient at processing it but good at getting it
[19:08] Armocida: He does so!
[19:09] Gadigan: Or consume it himself, which would consume less, but give it to him
[19:09] Armocida: channels it into himself
[19:09] Gadigan: Okay
[19:09] Armocida: *eats all the mana
[19:09] Gadigan: What are his best Channeling powers?
[19:09] Armocida: lols none
[19:09] Gadigan: Hah, k
[19:09] Gadigan: He's got a bad rate here, but we can work with it
[19:09] Gadigan: Anything else before people head in?
[19:09] The One True Pathaky: Checking really quick now that I am home
[19:10] Armocida: (i feel we keep throwing it in orky's face that he is useless here haha)
[19:10] The One True Pathaky: He's got
[19:10] The One True Pathaky: Zonal Links to all the Base Elements
[19:10] The Nottest of Daves: (well, he's trying to do things he's not got the skill for, alas)
[19:10] The One True Pathaky: So a potential angle is just overpowering stuff via zonal overload
[19:11] Gadigan: (Sorry, Orky. You're not specced in the stuff you're doing, and you're below the Level of a lot of the upcoming challenges here. You're the strength of the people who went down in the earlier teams, but are below the PCs in your group)
[19:11] The One True Pathaky: But other than that nothing yet
[19:11] The One True Pathaky: Let's head in!
[19:11] Armocida: (im aware haha
[19:11] Gadigan: The group descends into the ruins
[19:12] Gadigan: Are you heading pretty straight down on in, or are you lingering and trying to search the ruins for treasure?
[19:13] The Nottest of Daves: Dulcinea is interested in a bit of looking around, but first she'd like to try to set up a geomancy-tripwire to detect spawns around the group. Is that possible?
[19:14] The One True Pathaky: Perhaps whatever is wrecking stuff left a signature we can trace too
[19:14] Gadigan: She can monitor area ambient mana levels to generally detect when they dip to spawn something using just Geomancy
[19:14] Gadigan: Otherwise that'd be Geomancy + Divination
[19:14] Gadigan: Which I think she has?
[19:14] Gadigan: Interesting idea, Path!
[19:14] The One True Pathaky: Vrishni has both too
[19:14] Gadigan: What is Vrish using to track it?
[19:14] The Nottest of Daves: she mostly has Detective on that side
[19:15] The Nottest of Daves: she only has Basic Divining Magic Attunement
[19:15] The One True Pathaky: Geomancy + Adept Elementalist + Detective!
[19:15] The One True Pathaky: Lemme check if I have channeling too
[19:15] Armocida: you dont
[19:15] The One True Pathaky: haha
[19:15] The Nottest of Daves: Apparently Dulcinea has the most Channeler here, with Apprentice
[19:15] The Nottest of Daves: XD
[19:16] Gadigan: Is Dulcinea erecting this detection effect around herself in a bubble, or spreading it around the area?
[19:16] The One True Pathaky: Vrishni drops into Oracle's Iris style, a third eye opening on his forehead, boosting his magical cognition
[19:16] The Nottest of Daves: bubble while moving, extending it into the area if we stop and search
[19:16] The One True Pathaky: He's a Mind Lord as well
[19:16] Gadigan: Processing
[19:17] Gadigan: Dulcinea gets a geomantic detection bubble up around herself, and Vrishni senses for the force that caused this. He detects that it was mostly Earth-element, and that it is off down deep below in the direction that the reports indicated the source of the rumbling was found in
[19:18] The One True Pathaky: info related
[19:18] The One True Pathaky: Vrishni chuckles!
[19:18] The Nottest of Daves: So, some initial searching of the ruins begins!
[19:19] Gadigan: The group begins searching the ruins
[19:19] Gadigan: Does Dulcinea have any sort of danger sense or auto-dodge?
[19:20] The Nottest of Daves: 1 moment
[19:20] The One True Pathaky: She's my deputy!
[19:20] The One True Pathaky: Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
[19:21] The Nottest of Daves: She doesn't have specific evasive abilities herself
[19:22] The Nottest of Daves: but she does have 100% Dodge
[19:22] Gadigan: Okay. What's that coming from?
[19:22] Gadigan: The big portions, that is
[19:22] The Nottest of Daves: 80% from Valkyrie's Helm
[19:22] The Nottest of Daves: 10% from Secret Agent
[19:22] The Nottest of Daves: 8% from Wings of Light and Thought
[19:23] The Nottest of Daves: and some small bits totalling to at least 100%
[19:23] The Nottest of Daves: (maybe 101%?)
[19:24] Gadigan: Thank you
[19:24] Gadigan: Processing
[19:29] The Nottest of Daves: Well, also there's this:
[19:29] The Nottest of Daves: Learned How to Fight From Roy Belwoo- (Passive Ability, Monk) Possessor can't be hit by sources below Level 60 if possessor is Sonic element, but possessor can't Dodge Fate element actions from sources above Level 80 unless possessor has an equipped Transformation named 'Lightspeed Motorcycle'
[19:29] Gadigan: The group fans out and begins searching the ruins.
Elyion half-registers something from inside Dulcinea reach out and breach the STEALTHY bubble.
She doesn't, however, have time to react to warn Dulcinea.
The wall of the pit surges forward, forming a massive fist festooned with shattered buildings, the spires of several towers sticking out like spined claws.
The fist slams into Dulcinea, and a voice booms in her mind, echoing more softly to those of her compatriots.
<INTERLOPER! I was defiled and now you pick at my remains like a vulture.
You invade my corpse. My body. My bones. My structure.
I claim the bounty in the form of restoration to my lost glory.>
Dulcinea has taken mid-high damage and managed to avoid stun, recovering on her wings of light and thought.
The world churns around the party. The entire ruined city has become unexpectedly animate. Angelic figures peel from the sides of ruins, existing in a partially 2-D, partially shadowy state, falling into ruin before climbing out of the holes in space where their bodies imploded.
You face:
*The Resurgent Glory of Lost Gathmernia (Large Structure & Undead & Celestial & Devil, Level 55)
10 Herald of the Collapse (Celestial & Undead, Level 53)
Declare your actions!
[19:30] Gadigan: Whoop
[19:30] Gadigan: Processed without that
[19:30] Gadigan: We'll bring that into play on future rounds
[19:30] Gadigan: As a note, this combat is likely being interrupted by my dinner prep and laundry and stuff
[19:31] The Nottest of Daves: "Well, vultures pick at me like vultures too, and you don't see me trying to kill all the birds around here, do you?!"
[19:32] The Nottest of Daves: Dulcinea will use her Magestone earrings to scan the battlespace
[19:32] The Nottest of Daves: while flying further up to improve her ability to avoid attacks from the ground
[19:34] The One True Pathaky: "Heralds of the Collapse, eh?"
[19:35] Gadigan: I just got the call to head off
[19:36] Gadigan: If one of you all could post this once everyone gets their actions out
[19:36] The Nottest of Daves: She counts as level 62 for the scan attempt (64 if psychometry applies)
[19:36] Gadigan: That'd be appreciated
[19:36] Gadigan: Otherwise, I'll post things when I get back
[19:36] Caelzeph: (I wonder if the devil part is due to it being a 'fallen' holy city, or if there's something more nefarious afoot)
[19:36] Gadigan: Later! (Possibly tonight, possibly next week/weekend)
[19:51] The Nottest of Daves: @The One True Pathaky @Celas @Armocida don't forget to declare your actions here
[19:54] The One True Pathaky: workin' on it
[20:06] The One True Pathaky: Vrishni drops into Lightning Shower Archerfish, sliding in a chromatic vector through the air, as he pulls back his Crossrealm Hunter's bow and looses a bolt of electric light, that streaks and forks and branches and bends, reaching all the aggressors and frying and breaking them alike! The electric flash leaves distracting, blinding afterimages as it flashes, hindering these specters!
-Heaven-Breaching Lightrain Skykick- (Spell, Unarmed Technique, Light & Air & Glory, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Awestruck, Suffocation, and Impaired: Blind on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Air, Caster must be Level 40 or greater
-Lightning Strikes Across the Battlefield- (Technique Ability, Monk) Possessor may use 'Lightning Strikes Across the Battlefield' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Lightning Shower Style' stance. Said action gains +5,000 Melee Attack, the element Electrical, and either '1 hit against 100' or '1 hit against all entities below Level 40 on target side of battle).
[20:06] The One True Pathaky: -Lightning Shower Style Weapon Addition- (Passive Ability, Monk) Possessor gains +6,000 Ranged Attack if wielding a Bow while in 'Lightning Shower Style' stance. Possessor may use Techniques that require possessor be in 'Lightning Shower Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Bow. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Bow and in 'Lightning Shower Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Bow and is in 'Lightning Shower Style' stance. Possessor counts as possessing 8 additional Archer abilities for prerequisite purposes if possessor possesses this ability and 'Master of Li
[20:07] The One True Pathaky: Flashy Lightning-Rain Distraction- (Passive Ability, Monk) If possessor is in 'Lightning Shower Style' stance and targets at least 30 individuals with an Electrical or Air element action, possessor's opponents obtain a non-stacking debuff that provides -30% To Hit that lasts until the end of the round.
[21:06] Armocida: Orkanith swaps the
Drauger's Axe- (Weapon, Axe, Darkness & Ice & Physical & Water, 45,000,000 Gold) +45,000 Melee Attack, +45,000 STR, +45,000 CON, +45,000 SPI, +450,000 HP as a non-stacking bonus, 60% inflicts Wounded, 60% inflicts Voidstruck, 50% may inflict Frozen or Drowning
for
*Iustitia Fall's Otoroshi-Hair Cord- (Weapon, Other: Wire, Light, 45,000,000 Gold) +45,000 Melee Attack, 180% To Hit, 80% Critical, +45,000 STR, +45,000 AGI, 300% Inflicts Confusion: Fear, 300% Inflicts Paralysis, 200% Inflicts Suffocation, attacks involving this weapon's attack bonus may not miss targets who have previously been successfully hit by actions that incorporate this weapon's attack bonus, offensive 'Melee Attack' and 'Melee Overdrive' actions made that incorporate this weapon's attack bonus automatically repeat against a single target of the action at the start of each round, provided none of their performer's other actions have already repeated on said round, wielder may treat non-allied individuals in the same battlespace as possessing 5 additional Black Spiritual Marks, whenever one of wielder's opponents deals Damage to wielder or one of wielder's allies or inflicts a debuff or negative status effect on wielder or one of wielder's allies, wielder may choose for this item, as a non-buff effect that may not be carried between battles, to track that instance, and, for each such tracked on a per-entity basis, to a max of 200 per entity, treat said tracked entity as possessing an additional Black Spiritual Mark, with wielder counting said entity as gaining an additional Black Spiritual Mark at the time said tracking instance is performed; Wielder gains +1% To Hit, +1% Resilience, +1,000 Defense, and +1,000 Melee Attack per Black Spiritual Mark possessed by wielder's targets (to a max of 200) against said targets and deals 5,000 additional Damage to said targets for each said Black Spiritual Mark they possess (to a max of 200)(edited)
[21:08] Armocida: If he can he will also use
Greater Blade of the Radiance: Proof of the Shining Soul- (Spell, Other: Radiant Magic, Light, 5,000 MP OR 5,000 HP, 5,000,000 Gold) All weapons wielded by caster gain +5,000 Melee Attack, gain the element Light, lose the element Darkness, and gain a 30% chance of inflicting Awestruck as a buff that does not stack on the same item and stacks 10 times across all items per wielder
[22:29] The Nottest of Daves: I suspect at this point that Gad is not coming back to this tonight
[22:30] The Nottest of Daves: I'm gonna post up what's here, and Celas can post Elyion's action in-thread.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
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Re: Official Quest: The Rumbling Land
Celas wrote: WhrrrrrRRRRRRR
Elyion's parasol spins up!
Gleaming and ornamented with Nobility and Splendor, she calls to the ruined city. "Please, great spirit, temper your wrath. If you strike down all who come to visit, who will know your glory for what it once was? Who will help to restore you to what you could yet become?"
She's trying to mollify the enraged boss with judicious application of Charm! while also being prepared to respond to any aggression towards her person with a torrent of lethally jagged Deathtooth Gears, courtesy of her Chaingun Parasol! (and also bracelet!)
Covered In Really Heavy Ornamentation- (Passive Ability, Evermason) Possessor's Charm infliction chances (including infliction chances of Charm: Impressed) are increased by 60%, Possessor obtains -2,000 AGI (to a minimum of 1) and -20% Dodge (to a minimum of 0%)
Proof of Nobility- (Accessory, Broach, Light & Hope & Commerce, 61,000,000 Gold) +60,000 to all stats, +6,000 Defense Against Stat Damage, Wielder gains the element Nobility, Wielder cannot lose the element Nobility due to effects from sources below Level 60, Wielder's Charm infliction chances are increased by 30% as a non-stacking effect, Wielder's Domininon infliction chances are increased by 5% against entities below Level 80 as a non-stacking effect, Wielder must be Level 20 or greater
Ring of Splendor- (Accessory, Ring, Wealth & Glory, 50,000,000 Gold) +50,000 to all stats, 60% inflicts Charm, Wielder must be Level 20 or greater
(That's, what, 150% Charm?)
Lord Gadigan wrote: It looks like a chunk of the post I was writing up (though not all of it) got lost in the computer switch. I don't want to write the whole thing up again right now, and I don't want to keep delaying this even more, so this is getting low-detail mode for a round.
Dulcinea flies and scans. They've got catastrophe magic and echo effects. The boss runs on a resource called 'Malice' that builds when it gets attacked/hurt and gets expended to summon and power effects. Building it too much gets very dangerous, but it builds slowly over time anyway. Vrishni AOE attacks, kills the summons, deals extra damage with the 'Heaven-Breaching', and builds a moderate amount of Malice. Orkanith swaps his weaponry and casts a spell to make it glow. Elyion briefly charms the thing, Malice burns off to cancel the charm and resummon the summons. It tries punching Elyion with a city-fist, but she dodges. The summons chant ominously and shoot everyone for minor damage with destructive energy.
Lord Gadigan wrote: [1:09 PM] Celas: Maybe we can heal the Malice away and it's got a defeat condition that way?
[1:10 PM] The Nottest of Daves: Not sure. @Gadigan , would the scan have verified that as a potential defeat condition?
You don't have concrete info, but that seems like it might make it able to be pacified, which could potentially count as a victory here depending on what you want. It's not like you're locked into a megaquest arena combat.
MODRAAAAAAAAAAAAAGE
- Modrageball
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Re: Official Quest: The Rumbling Land
But then the Universe collapsed.
Moved to Gad Review to determine what happens to it next.
Moved to Gad Review to determine what happens to it next.
MODRAAAAAAAAAAAAAGE
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Re: Official Quest: The Rumbling Land
This one kind of stalled - I think everyone else was waiting for me to formally continue it in chat, whereas I was waiting for some kind of combat actions since I'd responded in-thread but never really explicitly said so. I'm going to be ending it and starting official quests fresh.
Folks in it gain:
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
10 Bonus Weeks
Folks in it gain:
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
10 Bonus Weeks
-
- Site Admin
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Re: Official Quest: The Rumbling Land
Thread moved for updating.
- Aeromage
- Arena Lieutenant
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- Location: Right here.
Re: Official Quest: The Rumbling Land
Summary
Dulcinea gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Hairs from Belyaam the Nimble- (Item, Antiquity, Air & Light, 800,000 Gold)
Hairs from Iadro Darkstalker- (Item, Antiquity, Air & Darkness, 750,000 Gold)
Hairs from Lyseddia the Vermilion- (Item, Antiquity, Fire & War, 950,000 Gold)
Hairs from Niarzar, Hand of Eth'Mehnot- (Item, Antiquity, Light, 950,000 Gold)
Hairs from Tresia Elf-Blood- (Item, Antiquity, Air & Magic, 800,000 Gold)
Gave an Essence Sample to City Representitives on the New Continent on Eldor VI
Orkanith gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Established a Connection to the Vestiges of the Dead Planetary Mathkerios, the Devouring Sky on Eldor VI in the 6th Dimension of the Ceriodor Dimension-Cluster
Vrishni gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Gave a Hair Sample to City Representitives on the New Continent on Eldor VI
Elyion gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Gave an Essence Sample to City Representitives on the New Continent on Eldor VI
-Updated-
To Be Reviewed
People
Belyaam the Nimble (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of three teams known to have ventured out with anti-petrification gear as far as the layer with petrifying enemies. Never returned, and was thus assumed dead.
Cyrindill Delegate #1 (Human, Level 1-39) Reference Link
"Three children wearing rabbit masks and silver robes"
One of three delegates in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Cyrindill, the Kingdom of Rabbits. Spawned as a child, and is for a fair number of purposes a kid, but is also an agent who has been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Cyrindill Delegate #2 (Human, Level 1-39) Reference Link
"Three children wearing rabbit masks and silver robes"
One of three delegates in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Cyrindill, the Kingdom of Rabbits. Spawned as a child, and is for a fair number of purposes a kid, but is also an agent who has been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Cyrindill Delegate #3 (Human, Level 1-39) Reference Link
"Three children wearing rabbit masks and silver robes"
One of three delegates in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Cyrindill, the Kingdom of Rabbits. Spawned as a child, and is for a fair number of purposes a kid, but is also an agent who has been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Head Priest from Radiant Hyeril (Human, Level 1-39) Reference Link
"Priests in layered robes with tall turbans and necklaces of blue beads"
The lead priest in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Radiant Hyeril. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Iadro Darkstalker (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of three teams known to have ventured out with anti-petrification gear as far as the layer with petrifying enemies. Never returned, and was thus assumed dead.
Lyseddia the Vermilion (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of two teams known to have ventured out with anti-petrification gear and made it to the layer full of lava hazards. Never returned, and was thus assumed dead.
Mathkerios, the Devouring Sky (Planetary, Unknown) Reference Link
(Deceased)
A slain Planetary of the world of Eldor VI, with deific domains related to the sky, hunger, and liberation through destruction.
Merchant from The Eternal City of Venmote (Human, Level 1-39) Reference Link
"A fat merchant with a large, brown beard and a giant white bird with a massive, trumpet-shaped beak protruding from its face."
A merchant in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf ofThe Eternal City of Venmote. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Niarzar, Hand of Eth'Mehnot (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of two teams known to have ventured out with anti-petrification gear and made it to the layer full of lava hazards. Never returned, and was thus assumed dead.
Officer of The Isenbelt Confederation (Human, Level 1-39) Reference Link
"A military officer with an eyepatch, well-decorated uniform, and six subordinates at her side"
A military officer in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of The Isenbelt Confederation. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Radiant Hyeril Sub-Priest #1 (Human, Level 1-39) Reference Link
"Priests in layered robes with tall turbans and necklaces of blue beads"
One of the subordinate priests in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Radiant Hyeril. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Radiant Hyeril Sub-Priest #2 (Human, Level 1-39) Reference Link
"Priests in layered robes with tall turbans and necklaces of blue beads"
One of the subordinate priests in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Radiant Hyeril. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
The Resurgent Glory of Lost Gathmernia (Large Structure & Undead & Celestial & Devil, Level 55) Reference Link
The Holy City of Lost Gathmernia, collapsed into a bizarre fallen-celestial-undead-structure-entity through geomantic damage, spawning peculiarities, and a particular curse that attracts the ire of sentient buildings. Lashed out at a group of BA Members who were trekking through its ruins to try and determine the cause of its collapse and the earthquakes of the New Continent of Eldor VI. Capable of calling forth Heralds of the Collapse to aid it. Runs on a resource called 'Malice' that builds when it gets attacked/hurt and gets expended to summon and power effects, recover from status effects and resummon lost summons. Building it too much gets very dangerous, but it builds slowly over time anyway. May potentially be pacified by having its Malice healed away or otherwise dealt with. Due to [Universal Existence Error], its fate is presently unknown.
Tresia Elf-Blood (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of three teams known to have ventured out with anti-petrification gear as far as the layer with petrifying enemies. Never returned, and was thus assumed dead.
Places
->->->Ceriodor Dimension-Cluster Reference Link
->->->->6th Dimension of the Ceriodor Dimension-Cluster Reference Link
->->->->->Eldor VI Reference Link
->->->->->->New Continent Reference Link
Have been experiencing a series of tremors that have been growing steadily worse, due to something located at least 1,450 miles beneath the continent itself. Through exploration, it has been determined that vast arrays of previously-unknown subterranean areas lie beneath, including underground jungles with status-inflicting plant and mushroom creatures, stone and crystal caverns full of petrification-capable beings, and deep lava caverns with all manner of lava-and-fire-using monsters. There's also occasional underground dragons, lost giants, sealed dungeons, shadow monsters that can drain strength and powers, and cursed living weapons that can inflict banes upon people. Due to [Universal Existence Error], its fate and the fate of its contained countries is presently unknown.
->->->->->->->Cyrindill, the Kingdom of Rabbits Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->->Eldor VI Portal Structure Reference Link
"A recently-contructed building of blue stone. Green energy runs through veins carved in the stone in mystic patterns."
A portal-building created as disjointed from the world around it, with subspace architecture used to keep it functional as the world's portal complex while shielding the area from geological events. It is also spatially linked to various other cities, but only in vague manners. As it was constructed as 'part of the land', special measures had to be taken in isolating it. It also specifically masks the room from scrying attempts that don't originate from the linked cities.
->->->->->->->Gallery of Crystal and Flames Reference Link
An underground gallery of crystals and flames, located under the collapsed ruins of the Holy City of Gathmernia and below a tunnel-network full of worm-monsters.
->->->->->->->Grassy Plain Reference Link
A vast field of green grasses, dotted with flowers with tall-but-thin blooms, mainly in pinks, purples, and blues. Mountains can be seen to the north. There are a few tears in the ground and uneven, recent-looking cliffs. One of the distant mountains is split in half.
->->->->->->->Radiant Hyeril Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->->->Holy City of Gathmernia Reference Link
Collapsed into an enormous rift opened up by a particularly violent series of tremors. As a result of the disaster, its mana pattern was also damaged, causing it to merge with the upper layer of caverns beneath it.
->->->->->->->->->Tunnels of the Worm-Monsters Reference Link
A series of caverns accessible via the collapsed Holy City of Gathmernia. Contain worm-monsters.
->->->->->->->The Eternal City of Venmote Reference Link
One of the areas of the New Continent in danger from the increasing tremors.
->->->->->->->The Isenbelt Confederation Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
Things
Entities
Great White Trumpeter (Aerial, Level 33) Reference Link
"A giant white bird with a massive, trumpet-shaped beak protruding from its face" Reference Link
Seen at the side of the merchant-representative of The Eternal City of Venmote. Capable of relaying information to far-flung areas via distance-shattering trumpet-squawks that can additionally hook up to geomantic ley-lines to be carried further.
Herald of the Collapse (Celestial & Undead, Level 53) Reference Link
"Angelic figures peel from the sides of ruins, existing in a partially 2-D, partially shadowy state, falling into ruin before climbing out of the holes in space where their bodies imploded."
An undead Celestial entity created from the destroyed-and-reanimated ruins of the Holy City of Gathmernia. Likely not a standard representation of its subtype-mixture. Possesses catastrophe magic and echo effects.
Holy Ruin-Golem (Golem, Level 40) Reference Link
Weird golems seen around the collapsed rift that was once the location of the Holy City of Gathmernia. Can disrupt magic and holy power, and they can resurrect one another when broken apart.
Items
Anti-Petrification Unguent Reference Link
A temporary petrification-warding consumable, sold in The Eternal City of Venmote made from rare jungle plants (from surface jungles) mixed with harvested parts of deep-monsters and crafted using magical alchemy.
Dulcinea gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Hairs from Belyaam the Nimble- (Item, Antiquity, Air & Light, 800,000 Gold)
Hairs from Iadro Darkstalker- (Item, Antiquity, Air & Darkness, 750,000 Gold)
Hairs from Lyseddia the Vermilion- (Item, Antiquity, Fire & War, 950,000 Gold)
Hairs from Niarzar, Hand of Eth'Mehnot- (Item, Antiquity, Light, 950,000 Gold)
Hairs from Tresia Elf-Blood- (Item, Antiquity, Air & Magic, 800,000 Gold)
Gave an Essence Sample to City Representitives on the New Continent on Eldor VI
Orkanith gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Established a Connection to the Vestiges of the Dead Planetary Mathkerios, the Devouring Sky on Eldor VI in the 6th Dimension of the Ceriodor Dimension-Cluster
Vrishni gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Gave a Hair Sample to City Representitives on the New Continent on Eldor VI
Elyion gets:
10 Bonus Weeks
Earthquake-Resistant Footing Techniques- (Passive Ability, Monk) Possessor gains 5% Earth Resistance and Earth element actions and attacks cannot inflict Fatigued: Prone on possessor (with this counting as an Immunity)
Gave an Essence Sample to City Representitives on the New Continent on Eldor VI
-Updated-
To Be Reviewed
People
Belyaam the Nimble (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of three teams known to have ventured out with anti-petrification gear as far as the layer with petrifying enemies. Never returned, and was thus assumed dead.
Cyrindill Delegate #1 (Human, Level 1-39) Reference Link
"Three children wearing rabbit masks and silver robes"
One of three delegates in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Cyrindill, the Kingdom of Rabbits. Spawned as a child, and is for a fair number of purposes a kid, but is also an agent who has been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Cyrindill Delegate #2 (Human, Level 1-39) Reference Link
"Three children wearing rabbit masks and silver robes"
One of three delegates in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Cyrindill, the Kingdom of Rabbits. Spawned as a child, and is for a fair number of purposes a kid, but is also an agent who has been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Cyrindill Delegate #3 (Human, Level 1-39) Reference Link
"Three children wearing rabbit masks and silver robes"
One of three delegates in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Cyrindill, the Kingdom of Rabbits. Spawned as a child, and is for a fair number of purposes a kid, but is also an agent who has been working for their kingdom for a good 30-ish years on average, so at the same time, they aren't quite. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Head Priest from Radiant Hyeril (Human, Level 1-39) Reference Link
"Priests in layered robes with tall turbans and necklaces of blue beads"
The lead priest in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Radiant Hyeril. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Iadro Darkstalker (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of three teams known to have ventured out with anti-petrification gear as far as the layer with petrifying enemies. Never returned, and was thus assumed dead.
Lyseddia the Vermilion (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of two teams known to have ventured out with anti-petrification gear and made it to the layer full of lava hazards. Never returned, and was thus assumed dead.
Mathkerios, the Devouring Sky (Planetary, Unknown) Reference Link
(Deceased)
A slain Planetary of the world of Eldor VI, with deific domains related to the sky, hunger, and liberation through destruction.
Merchant from The Eternal City of Venmote (Human, Level 1-39) Reference Link
"A fat merchant with a large, brown beard and a giant white bird with a massive, trumpet-shaped beak protruding from its face."
A merchant in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf ofThe Eternal City of Venmote. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Niarzar, Hand of Eth'Mehnot (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of two teams known to have ventured out with anti-petrification gear and made it to the layer full of lava hazards. Never returned, and was thus assumed dead.
Officer of The Isenbelt Confederation (Human, Level 1-39) Reference Link
"A military officer with an eyepatch, well-decorated uniform, and six subordinates at her side"
A military officer in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of The Isenbelt Confederation. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Radiant Hyeril Sub-Priest #1 (Human, Level 1-39) Reference Link
"Priests in layered robes with tall turbans and necklaces of blue beads"
One of the subordinate priests in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Radiant Hyeril. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
Radiant Hyeril Sub-Priest #2 (Human, Level 1-39) Reference Link
"Priests in layered robes with tall turbans and necklaces of blue beads"
One of the subordinate priests in charge of asking Nexan adventurers to assist in dealing with the New Continent's growing earthquake problem on behalf of Radiant Hyeril. Due to [Universal Existence Error], their fate and the fate of their country is presently unknown.
The Resurgent Glory of Lost Gathmernia (Large Structure & Undead & Celestial & Devil, Level 55) Reference Link
The Holy City of Lost Gathmernia, collapsed into a bizarre fallen-celestial-undead-structure-entity through geomantic damage, spawning peculiarities, and a particular curse that attracts the ire of sentient buildings. Lashed out at a group of BA Members who were trekking through its ruins to try and determine the cause of its collapse and the earthquakes of the New Continent of Eldor VI. Capable of calling forth Heralds of the Collapse to aid it. Runs on a resource called 'Malice' that builds when it gets attacked/hurt and gets expended to summon and power effects, recover from status effects and resummon lost summons. Building it too much gets very dangerous, but it builds slowly over time anyway. May potentially be pacified by having its Malice healed away or otherwise dealt with. Due to [Universal Existence Error], its fate is presently unknown.
Tresia Elf-Blood (Undefined, Level 39-45) Reference Link
(Presumed Deceased)
A legendary hero or other similarly notable and potent adventurer (by the standards of the generally-capped-at-Level-39 world of Eldor VI) who ventured out to determine the cause of the worsening earthquakes on the New Continent, and one of three teams known to have ventured out with anti-petrification gear as far as the layer with petrifying enemies. Never returned, and was thus assumed dead.
Places
->->->Ceriodor Dimension-Cluster Reference Link
->->->->6th Dimension of the Ceriodor Dimension-Cluster Reference Link
->->->->->Eldor VI Reference Link
->->->->->->New Continent Reference Link
Have been experiencing a series of tremors that have been growing steadily worse, due to something located at least 1,450 miles beneath the continent itself. Through exploration, it has been determined that vast arrays of previously-unknown subterranean areas lie beneath, including underground jungles with status-inflicting plant and mushroom creatures, stone and crystal caverns full of petrification-capable beings, and deep lava caverns with all manner of lava-and-fire-using monsters. There's also occasional underground dragons, lost giants, sealed dungeons, shadow monsters that can drain strength and powers, and cursed living weapons that can inflict banes upon people. Due to [Universal Existence Error], its fate and the fate of its contained countries is presently unknown.
->->->->->->->Cyrindill, the Kingdom of Rabbits Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->->Eldor VI Portal Structure Reference Link
"A recently-contructed building of blue stone. Green energy runs through veins carved in the stone in mystic patterns."
A portal-building created as disjointed from the world around it, with subspace architecture used to keep it functional as the world's portal complex while shielding the area from geological events. It is also spatially linked to various other cities, but only in vague manners. As it was constructed as 'part of the land', special measures had to be taken in isolating it. It also specifically masks the room from scrying attempts that don't originate from the linked cities.
->->->->->->->Gallery of Crystal and Flames Reference Link
An underground gallery of crystals and flames, located under the collapsed ruins of the Holy City of Gathmernia and below a tunnel-network full of worm-monsters.
->->->->->->->Grassy Plain Reference Link
A vast field of green grasses, dotted with flowers with tall-but-thin blooms, mainly in pinks, purples, and blues. Mountains can be seen to the north. There are a few tears in the ground and uneven, recent-looking cliffs. One of the distant mountains is split in half.
->->->->->->->Radiant Hyeril Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->->->Holy City of Gathmernia Reference Link
Collapsed into an enormous rift opened up by a particularly violent series of tremors. As a result of the disaster, its mana pattern was also damaged, causing it to merge with the upper layer of caverns beneath it.
->->->->->->->->->Tunnels of the Worm-Monsters Reference Link
A series of caverns accessible via the collapsed Holy City of Gathmernia. Contain worm-monsters.
->->->->->->->The Eternal City of Venmote Reference Link
One of the areas of the New Continent in danger from the increasing tremors.
->->->->->->->The Isenbelt Confederation Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
Things
Entities
Great White Trumpeter (Aerial, Level 33) Reference Link
"A giant white bird with a massive, trumpet-shaped beak protruding from its face" Reference Link
Seen at the side of the merchant-representative of The Eternal City of Venmote. Capable of relaying information to far-flung areas via distance-shattering trumpet-squawks that can additionally hook up to geomantic ley-lines to be carried further.
Herald of the Collapse (Celestial & Undead, Level 53) Reference Link
"Angelic figures peel from the sides of ruins, existing in a partially 2-D, partially shadowy state, falling into ruin before climbing out of the holes in space where their bodies imploded."
An undead Celestial entity created from the destroyed-and-reanimated ruins of the Holy City of Gathmernia. Likely not a standard representation of its subtype-mixture. Possesses catastrophe magic and echo effects.
Holy Ruin-Golem (Golem, Level 40) Reference Link
Weird golems seen around the collapsed rift that was once the location of the Holy City of Gathmernia. Can disrupt magic and holy power, and they can resurrect one another when broken apart.
Items
Anti-Petrification Unguent Reference Link
A temporary petrification-warding consumable, sold in The Eternal City of Venmote made from rare jungle plants (from surface jungles) mixed with harvested parts of deep-monsters and crafted using magical alchemy.
-
- Site Admin
- Posts: 2180
- Joined: Thu May 21, 2020 9:26 pm
Re: Official Quest: The Rumbling Land
Please nest the portal structure and Kingdom of Rabbits under the New Continent. Please nest the Tunnels of the Worm-Monsters under the Holy City.->->->Ceriodor Dimension-Cluster Reference Link
->->->->6th Dimension of the Ceriodor Dimension-Cluster Reference Link
->->->->->Eldor VI Reference Link
->->->->->->Eldor VI Portal Structure Reference Link
"A recently-contructed building of blue stone. Green energy runs through veins carved in the stone in mystic patterns."
A portal-building created as disjointed from the world around it, with subspace architecture used to keep it functional as the world's portal complex while shielding the area from geological events. It is also spatially linked to various other cities, but only in vague manners. As it was constructed as 'part of the land', special measures had to be taken in isolating it. It also specifically masks the room from scrying attempts that don't originate from the linked cities.
->->->->->->->Cyrindill, the Kingdom of Rabbits Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->New Continent Reference Link
Have been experiencing a series of tremors that have been growing steadily worse, due to something located at least 1,450 miles beneath the continent itself. Through exploration, it has been determined that vast arrays of previously-unknown subterranean areas lie beneath, including underground jungles with status-inflicting plant and mushroom creatures, stone and crystal caverns full of petrification-capable beings, and deep lava caverns with all manner of lava-and-fire-using monsters. There's also occasional underground dragons, lost giants, sealed dungeons, shadow monsters that can drain strength and powers, and cursed living weapons that can inflict banes upon people. Due to [Universal Existence Error], its fate and the fate of its contained countries is presently unknown.
->->->->->->->Gallery of Crystal and Flames Reference Link
An underground gallery of crystals and flames, located under the collapsed ruins of the Holy City of Gathmernia and below a tunnel-network full of worm-monsters.
->->->->->->->Grassy Plain Reference Link
A vast field of green grasses, dotted with flowers with tall-but-thin blooms, mainly in pinks, purples, and blues. Mountains can be seen to the north. There are a few tears in the ground and uneven, recent-looking cliffs. One of the distant mountains is split in half.
->->->->->->->Radiant Hyeril Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->->->Holy City of Gathmernia Reference Link
Collapsed into an enormous rift opened up by a particularly violent series of tremors. As a result of the disaster, its mana pattern was also damaged, causing it to merge with the upper layer of caverns beneath it.
->->->->->->->The Eternal City of Venmote Reference Link
One of the areas of the New Continent in danger from the increasing tremors.
->->->->->->->The Isenbelt Confederation Reference Link
One of the countries of the New Continent in danger from the increasing tremors.
->->->->->->->Tunnels of the Worm-Monsters Reference Link
A series of caverns accessible via the collapsed Holy City of Gathmernia. Contain worm-monsters.
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Official Quest: The Rumbling Land
-Places Updated-
The rest is being moved to a merged PPT thread to prevent Gad-Review clutter.
The rest is being moved to a merged PPT thread to prevent Gad-Review clutter.
MODRAAAAAAAAAAAAAGE