Pathaky wrote: Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena (Pathaky)
Level 59
Deva, Fire
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- 19
Gold- 127,798,275
Bonus Weeks: 29 (+1 Botanist-Only, +2 Commander-Only, +1 Illusionist-Only)
Weeks:
Will learn:
Track A: viewtopic.php?p=153155#p153155
On: Monday, November 13, 2017 [A.D.]
Track B: viewtopic.php?p=155325#p155325
On: Saturday, January 13, 2018 [A.D.]
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:
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
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
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
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning 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
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
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:
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
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
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
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
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.
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
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
Weapon-
-Sparkletastic Wonderbownium Wonderbow of Sparkletasticness- (Weapon, Bow, Wonder & Hope & Light & Tacky, 100,000,000 Gold) +100,000 Ranged Attack, +100,000 to all stats, 100% Critical, 100% Dodge, 200% To Hit, 100% inflicts Awestruck, Zealblasted, Charm: Impressed, Imparied: Blind, or Confusion
-*Ardy's Lantern- (Weapon, Polearm, Fire, 79,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Inflicts Burning, Wielder may create a Zone of Fire at the start of each round, Wielder may spend an action to replicate an action performable by '*Ardy, Lantern-Spirit of Rosebay Fields' from the Shop as though a copy of said entity performed said action, Weilder may spend an action to remove this item from the thread and replace it with the pet *Ardy, Lantern-Spirit of Rosebay Fields" with all the Enhancements on possessor applied to it, Fire & Metal
-Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
w/Triumphant- This item's wielder becomes Immune to individuals below Level 20 if at least level 20, This item's wielder gains +20,000 to all stats, this item provides +20,000 additional Melee Attack, +20,000 additional Ranged Attack, and +20,000 additional Magical Attack, Enchantment
Armor-
Ziz Robe- (Armor, Robe, Air, 95,000,000 Gold) +95,000 Defense, +95,000 AGI, +95,000 CON, +950,000 HP, 148% Resilience, 40% Air Resistance, 15% Aerial Resistance, Wearer must be Level 40 or greater
Accessories-
-*Symbol of the Unbound Conflagration- (Accessory, Holy Symbol, Fire, 21,000,000 Gold) +20,000 SPI, 30% inflicts Burning, Whenever an instance of Burning with wielder as a source would be cured or recovered from by a source that is below Level 60, there is a 30% chance that it is not, Wielder's Fire element actions may not be countered by individuals below Level 60
-Eye of the Thunderous Heaven- (Accessory, Magic Item, Electrical & Air, 80,000,000 Gold) +80,000 SPI, 40% Air Resistance, +80,000 Defense against Air, Wielder's turn-order-determining stat becomes SPI, Wielder's turn-order-determining stat may become 2*SPI (to a max of 1,000,000 additional points) if any of wielder's allies is wielding an item called Eye of the Thunderous Heaven, Wielder deals 200,000 Flat Electrical or Air element Damage to each opponent at the start of each round (to a max of 200 opponents)
-Cloak of the Celestial Wilderness- (Accessory, Cloak, Light & Earth, 48,000,000 Gold) +45,000 CON, +45,000 MIN, Wearer's Animal summons may gain the subtype Celestial or Deva when summoned, and, if they do so, obtain a non-stacking buff that provides +4,000 to all stats, Wielder regenerates 80,000 HP at the start of any round that wielder is in both a Zone of Light and a Zone of Earth or in a Zone of Light & Earth, Wielder must be Level 20 or greater
-Dread-Cannon Pendant- (Accessory, Amulet, Magic, 5,000,000 Gold) Wearer’s per-item Ranged Attack bonus cap becomes 2x the relevant stat
Spells-
-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
- 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
-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
-Ocean-Parting Stomp- (Spell, Unarmed Technique, Water & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, If this action targets more than one individual, actions involving it gain a 100% chance of inflicting Drowning on other targets that are not the target this spell's Fatigued: Stun infliction chance targeted, Caster may destroy a Zone of Water, Caster must be Level 40 or greater
-Nova Shot- (Spell, Archery, War & Energy & Fury, 550,000 HP, 55,000,000 Gold) +55,000 Ranged Attack, +55,000 Magical Attack, 100% inflicts Impaired: Blind, 1 hit against each individual in one row (to a max of 40,000,000 individuals)
Pets-
*Ardy, Lantern-Spirit of Rosebay Fields (Pet, Spirit, Fire & Metal, Lv.39, 79,000,000 Gold)
HP- 1,815,000
MP- 1,885,000
STR- 30,900
AGI- 30,600
CON- 32,850
MIN- 21,200
SPI- 33,100
XP- 5,825
Fame- 2
Defense- 2,550
XP Needed- 16,400,000 (Standard Multiplier x2, increased to x20 to bypass level 39)
Defense- 10,700
Defense against Stat Damage- 1,300
Critical Chance- 55%
Resilience- 44%
To Hit- 156%
Dodge- 51%
Resistances and Immunities- Absorbs Fire, 50% Air Resistance, 50% Physical Resistance, 50% Water Weakness, 50% Human Resistance, 50% Deva Weakness, 50% Burning Resistance, 50% Drowning Weakness, 50% Impaired: Blind Weakness, 78% Minor Status Effect Resistance (Except Impaired: Blind), 39% Moderate Status Effect Resistance, Diseased Immunity
Prime Attribute- Spirit
Constant Effects-
Single, Burning Eye- Instances of Drowning on possessor additionally inflict Impaired: Blind, if possessor is afflicted with Drowning or Impaired: Blind possessor loses the Constant Effects 'Bolstering Flame' and 'Burns With The First Fire' and the Abilities 'Ignite', 'Ignite Zone', 'Rallying Flame', 'Dance of Whirling Embers', 'Seeking Flare Barrage' and 'Backdraft' possessor suffers no negative effects from Burning, instead regenerating 5% Max HP a round (to a max of 50,000,000 HP) and gaining +95% To Hit, Possessor recovers from Impaired: Blind if afflicted with Burning, Constant Effect
Lantern-Spirit- Possessor may create a Zone of Fire or Light or remove a Zone of Darkness created by an equal or lower-level source at the beginning of each round, possessor's damage-dealing offensive actions deal an additional 60,000 damage if in a Zone of Fire (with this damage-increasing effect not stacking), Constant Effect
Bolstering Flame- Possessor's Fire-element allies and allies named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena" gain +16,000 to all stats, this effect becomes inactive if possessor is afflicted by Drowning or Impaired: Blind, Constant Effect
Eats Fire- Possessor's offensive actions may gain "deals HP Drain and Stat Drain" against Fire-element targets, Constant Effect
Iron Spirit-Body- Posessor gains +2,000,000 HP, +15,000 CON, +15,000 Defense and +50% Resilience, Constant Effect
Aura of Whirling Emberflies- +10,000 Defense, Wielder may deal 50,000 Flat Fire element Damage to all opponents at the start of each round, Wielder may deal 100,000 Flat Fire element Damage to each individual who targets wielder with an action at the end of each such action, Constant Effect
Object Kami- Possessor may benefit from, and have applied to itself, Enhancements that affect Weapons, possessor counts as its own wielder for Enhancement effects that benefit a wielder, possessor may enter the thread as if possessor has used the ability 'Return to Lantern', Constant Effect
Sworn Service to Vrishni- Possessor gains Charm Immunity and +27,000 to all stats if controlled by a PC named "Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena", Constant Effect
Indexed Effects-
Burns With The First Fire- If a source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, possessor ignores the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, possessor gains +60,000 Melee Attack, +60,000 Magical Attack and +60,000 Ranged Attack while under the effect 'Return to Lantern', Constant Effect
Abilities-
Ignite Zone- Adds an effect to target non-Water Zone that deals 65,000 Flat Fire damage to up to 19 targets each round, stacks 3 times per Zone and across Zones, Fire, 9,000 MP
Leaping Flame Step- +55% Dodge, targets caster, stacks 2 times, may be used as a pre-emptive counter, lasts 5 rounds, Fire & Air, 15,000 MP
Rallying Flame- Cures Confusion, Charm: Wanderlust and Impaired: Blind: Darkness, +16,000 to all stats, +24,000 Defense, does not stack, 1 hit against 3, Fire, 45,000 MP
Felix Dibello's Special Reserve- 180,000 Damage, Heals, Inflicts Poison: Drunk, +14,000 to all stats, target's offensive actions deal 45,000 additional damage, lasts 15 rounds, does not stack, Fire & Water, 40,000 MP
Dance of Whirling Embers- 31,000 Damage, 1 hit against (X+1) or (X/2) hits against 1 where X is the number of Zones of Fire possessor is in, to a maximum of 6, 30% repeats at the beginning of possessor's first action on the next round, Fire, 40,000 MP
Seeking Flare Barrage- 5,000 Damage, Possessor may add possessor's Ranged Attack bonus (to a max of 64,000 points) to the Damage value of this action, 3 Hits against 1 or 1 hit against 3, deals 1/2 damage, these actions may not be Dodged and may not Miss as though they were Flat Damage attacks provided they are targeting individuals below Level 59, Fire, 30,000 MP
Backdraft- 14,000 Damage, 1 hit against 5, if targets are in the front row this action may move them to the back row, this action may be used as a counter, Fire & Air, 20,000 MP
Blade Art: Secant Tenebris- 33,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 64,000 points) to the Damage value of this action, deals 1.5x damage to Umbrals and Darkness-element targets, may remove a Zone of Darkness or a buff applied by a Darkness-element source below level 59, Light, 77,000 MP
Adamant Beatdown- 15,000 Damage, 2,500 CON Damage, 2,500 AGI Damage, 65% Inflicts Wounded, 65% Inflicts Wounded: Bleeding, Physical or Metal or Physical & Metal, 30,000 MP
Spirit Brand- 16,000 Damage, Possessor may add possessor's Magical Attack bonus (to a max of 64,000 points) to the Damage value of this action, 3,000 SPI Damage, 65% Inflicts Burning: Superheated, damage dealt by this ability (but not damage caused by status effects it inflicts) may not be healed by sources below level 39 without permission of user, Fire or Metal or Fire & Metal, 60,000 MP
Return to Lantern- Possessor is removed from battle and replaced with the item "*Ardy's Lantern (Weapon, Polearm, Fire, <Caster's Gold Value> Gold)- +<Caster's STR> STR, +<Caster's AGI> AGI, +<Caster's CON> CON, +<Caster's MIN> MIN, +<Caster's SPI> SPI, +<The highest Damage value possessed by one of caster's abilities> Melee Attack, +<The highest Damage value possessed by one of caster's abilities> Magical Attack, Inflicts Burning, Wielder may create a Zone of Fire at the start of each round, Wielder may spend an action to replicate an action performable by '*Ardy, Lantern-Spirit of Rosebay Fields' from the Shop as though a copy of said entity performed said action, Weilder may spend an action to remove this item from the thread and replace it with the pet *Ardy, Lantern-Spirit of Rosebay Fields" with all the Enhancements on possessor applied to it, Fire & Metal, 0 MP
Indexed Abilities-
Knee to the Gut!- 3,800 Damage, Inflicts Fatigued: Stunned, Physical, 0 MP
Razor-Sharp Teeth- 7,400 Damage, 80% inflicts Wounded, Physical or Metal or Physical & Metal, 0 MP
Ignite- 19,500 Damage, Possessor may add possessor's Magical Attack bonus (to a max of 60,000 points) to the Damage value of this action, Inflicts Burning, Fire, 6,000 MP
Spray Burning Lamp Oil- 10,800 Damage, Inflicts Burning: Flammable, Fire or Fire & Water, 4,000 MP
Ember Edge- 11,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 60,000 points) to the Damage value of this action, 65% inflicts Burning, Fire, 0 MP
Catastrophic Flameslash- 180,000 Damage, Possessor may add possessor's Melee Attack bonus (to a max of 90,000 points) to the Damage value of this action, 100% inflicts Burning, 1% inflicts Smitten if caster is Level 40 or greater, This action may gain '1 hit against 50' and deal 1/3 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Fire, 900,000 HP
Awards-
Killed Don Florencino on Disc 610
Killed Lora McCreedy on Disc 610 During the Fat Goose Ambush-Kidnapping
Killed Leon 'The Terrible Barber' Morseman on Disc 610 During the Fat Goose Ambush-Kidnapping
Has Reached Round 41 In A Pet Endurance Match
Vrishni Harivamsa, 117th Avatar of the Sublime Indrasena (Pathaky)
Level 59
Deva, Fire
HP: 142,750 [[542,750 w/ Ardyboost]]
MP: 103,250 [[503,250 w/Ardyboost]]
STR: 2,950 (5) [[18,950 w/Ardyboost]]
AGI : 12,730 (17) [270 Bonus] [[28,730 w/Ardyboost]]
CON: 5,710 (9) [40 Bonus] [[21,710 w/Ardyboost]]
SPI : 15,680 (22) [270 Bonus] [[31,680 w/Ardyboost]]
MIN: 4130 (7) [[20,130 w/Ardyboost]]
ATTACK STUFF
+38,190 Ranged Attack [[+82,460 w/Ardyboost]]
+31,360 Magical Attack [[+56,360 w/ Ardyboost]]
Deals 5550 additional Acid element Damage
Deals 5550 additional Air element Damage
Deals 5550 additional Darkness element Damage
Deals 5550 additional Earth element Damage
Deals 5550 additional Electrical element Damage
Deals 5550 additional Energy element Damage
Deals 5550 additional Fire element Damage
Deals 5550 additional Hope element Damage
Deals 5550 additional Ice element Damage
Deals 5550 additional Magic element Damage
Deals 5550 additional Physical element Damage
Deals 5550 additional Psychic element Damage
Deals 5550 additional Technology element Damage
Deals 5550 additional Water element Damage
Utility Attack Stuff
--Whenever an instance of Burning with wielder as a source would be cured or recovered from by a source that is below Level 60, there is a 30% chance that it is not,
--Wielder's Fire element actions may not be countered by individuals below Level 60
--Wielder deals 200,000 Flat Electrical or Air element Damage to each opponent at the start of each round (to a max of 200 opponents)
DEFENSE STUFF
+200 Defense Against Acid
+200 Defense Against Fire
+200 Defense Against Darkness
+200 Defense Against Magic
+200 Defense Against Hope
+200 Defense Against Earth
+200 Defense Against Energy
+200 Defense Against Electrical
+200 Defense Against Technology
+200 Defense Against Physical
+200 Defense Against Psychic
+200 Defense Against Ice
RESISTANCES AND IMMUNITIES
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.
Pain Immunity,
Impaired Immunity
Diseased Immunity
Hexed Immunity
Paralyzed Immunity
Poison Immunity
20% Acid Resistance
40% Air Resistance
20% Darkness Resistance
20% Earth Resistance
20% Electrical Resistance
20% Energy Resistance
20% Fire Resistance
20% Ice Resistance
20% Magic Resistance
20% Physical Resistance
20% Psychic Resistance
25% Technology Resistance
20% Water Resistance
Defense Utility Stuff:
--Wielder regenerates 2,600,000 HP and MP at the start of each round if wielder is a Fae or a Deva
--Wearer may reflect actions from sources below Level 20,
--90% wearer may reflect actions from sources below Level 40,
--10% wearer may reflect actions from sources above Level 39 but below Level 50,
START OF BATTLE STUFF
May create a Zone of Acid at the beginning of battle
May create a Zone of Air at the beginning of battle
May create a Zone of Darkness at the beginning of battle
May create a Zone of Earth at the beginning of battle
May create a Zone of Electrical at the beginning of battle
May create a Zone of Energy at the beginning of battle
May create a Zone of Fire at the beginning of battle
May create a Zone of Hope at the beginning of battle
May create a Zone of Ice at the beginning of battle
May create a Zone of Light at the beginning of battle
May create a Zone of Magic at the beginning of battle
May create a Zone of Physical at the beginning of battle
May create a Zone of Psychic at the beginning of battle
May create a Zone of Technology at the beginning of battle
May create a Zone of Water at the beginning of battle
-------------------------
Bringing along:
Bag of Holding (2)- (Accessory, Container, Magic, 6,000,000 Gold) Wielder may bring 30 additional unequipped items into battle
containing:
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
*Twin Moons Bow- (Weapon, Bow, Magic, 60,000,000 Gold) +60,000 Ranged Attack, +30,000 AGI, +30,000 SPI, 150% To Hit, 20% Magic Resistance, Wielder ignores the Magic Resistance and Immunity of individuals below Level 60, 2 hits against 1, Wielder has a 20% chance per round of gaining an additional action
*Don Florencino's Gangster Suit- (Armor, Clothes, Darkness, 4,500,000 Gold) +4,500 Defense, 30% Thief Arts Resistance
*Don Florencino's Winter Coat- (Armor, Light Armor, Darkness & Ice, 2,000,000 Gold) +2,000 Defense, +2,000 Defense against Ice, Wielder may equip this item in an accessory slot if wielder has an item named 'Don Florencino's Gangster Suit' equipped
*Don Florencino's Scarf- (Accessory, Scarf, Ice, 1,200,000 Gold) +1,200 Defense, +1,200 Defense against Ice, 30% Frozen Resistance
*Don Florencino's Winter Hat- (Accessory, Hat, Ice, 1,200,000 Gold) +1,200 Defense, 30% Ice Resistance
---------------
Vrishni knows it's time to get out of Nexus for a while. So he heads for a delightful sounding world that he's seen a few notices for. Seems to have a lot of gizmos and gadgets and other fun things. And, luck of lucks, there's a Festival on! Vrishni loves Festivals! With his Lantern-Spirit buddy over one shoulder and a fistful of cash, Vrishni is ready to explore, enjoy, and be educated by all the world of Sanctum Victoria has to offer!
Vrishni seeks out the Clockwork Exposition
- Modrageball
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Vrishni seeks out the Clockwork Exposition
This quest began on May 30, 2017.
MODRAAAAAAAAAAAAAGE
- Modrageball
- Site Admin
- Posts: 1292
- Joined: Sun May 31, 2020 7:04 pm
- Location: RAGE
Re: Vrishni seeks out the Clockwork Exposition
The Nottest of Daves wrote: Wandering through the Nexus Portal Nexus, you've stumbled upon what you almost mistook as a machinery space. Steam-powered turbines drive complex gearworks which, as you cross the threshold, are revealed to be operating a mechanistically driven replica of an unknown starry sky. On the opposite wall stands a pair of grandiose doors, formed of luxurious wood inlaid with a coat of arms in gold and silver. The shield of the arms is divided in three, with crossed rifles in the lower left, crossed hammer and tongs in the lower right, and three gears along the top. To either side, the shield is supported by bears rearing up. The shield is surmounted by a crown bearing the symbol of a six-winged gear.
You're shaken from your distraction by a tall, thin man stepping out from behind a set of silk curtains. "Welcome, travellers!" he greets, his muttonchops lifting as he smiles widely. "You have reached the gate to the world of Sanctum Victoria. Through these doors stands a land of invention and discovery, a nation of order and growth, a world adventure and glory!" The figure bows, sweeps around smoothly, and opens the doors, revealing the shimmering field of the portal.
"The Wigglesworth Office of the Ministry of Visitor Affairs stands beyond this gate. After completing your registration with the Ministry, you will be open to travel throughout the lands of the Bessemer Empire, or negotiate with the other nations of the world for travel rights. Make certain to obey all relevant laws and government directives whist you go about your activities, or your entry may be barred in the future. May the grace of Wynda be upon you."
Pathaky wrote: Vrishni smiles broadly in return!
"What a warm welcome! I've come to sample the wonders of your promising world. Word is there's a bit of an Exposition going on? I do love a good party."
He points toward the silk curtains. "How long do you usually wait in there for people to come by? Is there at least a chair, so you can sit down?"
The Nottest of Daves wrote: "Hahaha!" the greeter laughs boisterously, "Of course there is! It's a fine little office, and things have been slowly getting busier ever since the gate here opened! And indeed, the Imperial Clockwork Exposition is about to open up to the public. Many are the amazing and bizarre sights to be seen there, you're in for a treat my good man! I hope to take some leave time from my employment to have the chance to attend myself; perhaps you'll see me again there!
"Ah- but enough idle chitchat, I should let you through the door, that you may enjoy the wonders beyond!"
Pathaky wrote: Vrishni nods enthusiastically and proceeds through the portal!
"I'm ready to get my Wiggle on!"
The Nottest of Daves wrote: As Vrishni crosses the portal into Sanctum Victoria, he sees a vast chamber set before him, tiled in black and white marble, alternating like a giant chessboard. At regular intervals, fluted columns rise up to support the vaulted ceiling. Strung between them are fine cloths of red and gold. A low wall separates the arrival area from the rest of the room, and posted at each corner stands a clockwork automaton of prodigious size, armed with billhooks strung with the same red and gold cloth as the columns. At the far end of the chamber stands a massive desk, illuminated by a large number of stained-glass windows depicting clockwork angels flying about a central figure with six wings and a clockwork crown.
Looking a bit lower, he sees that the desk is being manned by a massive profusion of clerks, all being watched over by an older gentleman wearing an elaborate monocle and one of the tallest top hats that Vrishni's ever seen. In front of the desk stands a massive line of people, though as he watches they seem to be moving at a fairly speedy pace. Vrishni joins the line behind a flock of newsboys speaking an unfamiliar tongue. His Arena-granted translation abilities allow him to quickly pick up the gist of their conversation, but it is obvious that they do not speak the same language as the man that greeted him at the gate.
"Didja hear, didja hear?! They's gonna have an ANGEL at the opener!"
"Yer pullin' me leg, aintcha?"
"Wynda's honest truth, I swear on me mum!"
"Yer mum's just a maid, she ain't worth swearin' on..."
"WHY YOU LITTLE-"
A scuffle breaks out between the boys, which is quickly brought to a halt by men in fine uniforms, with brass buttons gleaming so brightly that Vrishni could almost see his reflection in them.
Pathaky wrote: Vrishni stifles a chuckle. Once the newsboys have settled down in the face of Mr. Justice-Law, he'll tap one on the shoulder.
"Heya, kiddos. It sounds like you're all excited for the Clockwork Expo! Me too! I'll bet you guys know way more about it than me." A piece of gold for each of the kids wink over the knuckles of both of Vrishni's hands. "And you can bet that I want to hear all about it!"
This seems like a great way to while away the time in line. He'll wink at the finely-uniformed men. "They don't mean to cause any trouble, gentlemen. They're young and full of energy. Can't you remember when you were that age?"
The Nottest of Daves wrote: "Ho ho ho, of course, of course!" One of the larger men, a jolly-looking bearded fellow, laughs out. "We just want to make sure that our guests and visitors have a safe and pleasant introduction to the Bessemer Empire and the wider world of Sanctum Victoria. A scuffle could jostle the crowd uncomfortably, or cause someone to trip and injure themselves! They're in no trouble, so long as they remember to restrain their rambunctiousness while in the tight confines of the Visitor's Queue."
The unformed men walk back to their posts along the line, and the boys grin and thank Vrishni for his help.
"Thanks, mister! That coulda been trouble, yeah!"
"Mhm, mhm."
"Troublesome trouble, yeah."
"Coulda been a DISASTAH!"
"Yup yup yup!"
When Vrishni starts flashing his coins around, they become even more eager, swarming around him to be the first to get some of that shiny, shiny loot.
"The Angel Ruby's gonna be at the opening!"
"My Grampa's putting his invention into the competition! I think he's gonna win big!"
"There's gonna be a Joust!"
"And a zoo!"
"My sisters have been going on and on about how some Princess is gonna be at a ball or something, I guess..."
-----
Vrishni loses:
-500 Gold
Vrishni gains:
⚙Friends with the Giornale di Riti Newsboys (Passive Ability, Friendship)- Possessor may take an action to scan a target while one or more of possessor's allies has the abilities or Constant Effects ('Newsboy' AND 'Member of the Giornale di Riti Staff'), Has RP Effects
Pathaky wrote: Vrishni laughs as he hands out the coins, nodding sagely at each nugget of newsboy wisdom.
"An angel, you say? And a zoo! Man, my magic lamp and I are so there! And if your grandpa doesn't win the whole contest, I'll eat my hat. Say," he says, "You all look like you work for some kind of paper. Could you tell me a little about the Giornale di Riti?"
The Nottest of Daves wrote: "Oh yeah, oh yeah!"
"WE work for the Giornale di Riti!"
"Uhuh! It's the biggest paper in the whoooooole Mercantile League!"
"Yup! We're gonna sell ALL the Special Editions! So many Special Editions, the boys from Gazzetta di Serezzo will have to buy us candy for a month!"
Their eyes all go unfocused and a couple start drooling at the idea of that much candy.
Pathaky wrote: Vrishni nods seriously.
"I see! Well, if I end up at the center of any juicy stories, I'll be sure to give the Giornale di Riti an exclusive interview!"
How's the line looking?
The Nottest of Daves wrote: He appears to have made it about halfway through the queue at present. Filling in the line behind him now are several groups wearing ushankas and fur cloaks, and an extremely haughty-looking man wearing a silk cloak who has an eagle resting on his shoulder.
Pathaky wrote: Vrishni covertly studies their bearings, straightening up and carrying himself in a similarly haughty and distant manner.
This accomplished, he'll glance languidly at Mr. Eagle and clear his throat curtly.
"Lovely bird, I must say. Is it yours?"
The Nottest of Daves wrote: Mr. Eagle sniffs haughtily and replies, "Indeed it is. As a formal representative of His Majesty Arnulf XII Conrad von Reichstauffen, King of Weyreich, it is my sublime duty to bear the symbol of our nation with me at all times. That you-"
At this moment, he is cut off by a sneeze that is quickly followed by a loud boom. Vrishni's skill as a Thunder Czar allows him to detect that a burst of Electrical mana was emitted by the sneeze, and whirling around he sees the newsboys staring in shock at one of their number, who in turn stares in shock at a smoking crater in one of the marble tiles! "By Techylmann's Wig!" one exclaims, before looking extremely confused and whispering to another, "But who's Techylmann, and why should I care about his wig?"
Pathaky wrote: Vrishni blinks. He knows who Techlymann is. Sort of, anyways. He's heard people mention him, okay? It seems like the signature band of Nexus Weird is starting to leak into Sanctum Victoria already.
He turns back to Reichstauffen's representative, taking a few quick steps to either side to look at the haugty man's back.
"Eagles! Lemme tell you, nearly everywhere I've been, people latch onto them as symbols. Why, where I'm from, there's a whole mess of people who venerate Garuda. He's an eagle too!"
He continues his examination of the man's back. "To be perfectly honest, I'm amazed that your bird hasn't made a mess of your fine clothes. Regal as an eagle may be, they have ehm, certain needs, same as any other birds. If you catch my meaning."
The Nottest of Daves wrote: He does indeed catch your meaning, as the eagle chooses that particular moment to relieve itself. "As you say.... Now, behold the engineering prowess of the Kingdom of Weyreich!" A small brass spider skitters out from under the cloak and climbs nimbly up to the stain. It then extrudes a small, vacuum-like hose which emits the occasional tiny burst of steam and begins to quickly return the cloak to its former pristine state. A few seconds later, it skitters back down and under the cloak.
He folds his arms smugly, and looks back at Vrishni, a glint in his eye daring him to respond.
Pathaky wrote: Vrishni golf-claps in response to the doo-doo doo-dad's performance
"VERY impressive, very impressive indeed. What else does it do? Or is your eagle's excrement it's entire responsibility? " he says. "So, does Arnie let his formal representatives have a name, or are you just an ambulatory extension of His Majesty? OH MAN, Are YOU a robot?" he exclaims, only half-sarcastically. Lantern-Ardy shifts on his shoulder impatiently.
The Nottest of Daves wrote: "If you insist on such disreputable and disrespectful behavior, especially toward a reigning monarch of a nation with such a long and glorious history, I shall see to it personally that you are never permitted within the borders of the Kingdom! The very nerve!"
He turns his face away from Vrishni, lifting his nose in the air as if he is smelling something particularly foul. Vrishni also notes that he is gritting his teeth fiercely, and his face has begun to turn a particularly garish shade of purple.
Vrishni also also notes that he has finally arrived at the desk that this line has been winding toward, and he notes there are three open positions that he might step toward. The first is an older woman of grey hair and stern mien; the second is a young man with a carefully waxed handlebar mustache, and the third is a young woman with a scowl on her face.
Which does he choose?
Pathaky wrote: Vrishni shrugs at one of the newsboys in response to the cold shoulder, then surveys his options.
Onward to Mr. Moustache, Vrishni says!
The Nottest of Daves wrote: "Good morning, sir, and welcome to Bessemer! If you are not already aware, the Imperial Clockwork Exposition is opening today in Mount Royal! Ohh, I wish I had the day off to go see it, I surely do! It will be a spectacle for the ages! Ah! But first! We must observe the formalities..."
He lifts a clipboard with a heavy stack of paperwork, and prepares an elaborate fountain pen.
"Please state your name, race, location of origin, and purposes for entering the Empire of Bessemer."
MODRAAAAAAAAAAAAAGE
- Modrageball
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Re: Vrishni seeks out the Clockwork Exposition
Pathaky wrote: Vrishni smiles. "You seem like you know a few things about it! I'm headed to the Expo myself. Got any tips on what to look out for? Any must-see sites? Eh?" Then he blinks and smacks his forehead.
"Oh! I'm Vrishni Havrisama, 118th Avatar of the Sublime Indrasena, currently in exile for reasons both personal and political. I'm a Deva, if you're familiar, although I've been moonlighting as *all* sorts of flavor of Elemental. I'm from Nexus, although I'm originally of Indrasenan extraction. I'm excited to be here! For the Exposition, don'tchaknow?"
The Nottest of Daves wrote: "Oho! A new race of being AND a new location of origin! Looks like I've won the office stakes for the day, oh ho ho ho..." He glances up to see Vrishni gazing back at him, and blushes at his slight impropriety. "... ahem. As a first-time visitor, it is required that you be notified that should you plan to take on any activities related to mortal combat, the gathering of rare treasures, or the hiring of yourself as a mercenary for any purpose, you must first purchase a License for the Practicing of Adventuring and Other Mercenary Activities. To aid in the activities of any branch of law enforcement, you must also be deputized by the body responsible for such enforcement in the appropriate chartered municipality, corporation, freehold, barony, burgraviate, margraviate, landgraviate, or duchy. Such a licensure costs one million Nexus Gold, should you be interested. Performing any of the aforementioned activities without such a license is a violation of the law and will be punished most severely."
While delivering this speech, he hands over the following papers:
⚙*The Papers of Vrishni Havrisama, 118th Avatar of the Sublime Indrasena, Signifying His Registry with the Ministry of Visitor Affairs- (Accessory, Quest Item, Grandeur, 5,000 Gold) +1 to any one stat
Pathaky wrote: Vrishni sucks his teeth briefly at the costly licensure, but spins the requisite fee out of his inventory and across the table. "Better safe than sorry, Ardy. Don't want to go around making any bad impressions, yeah?" he whispers to his lanternous friend.
To the clerk, he smiles broadly, taking the papers and secreting them away.
"Thanks for the disclaimers, chum! Now, am I sufficiently bureaucratized and stamped? Any other legal pitfalls that await me?"
The Nottest of Daves wrote: "No sir! All notable laws that have proven necessary to provide to our guests are included in a précis in your identification papers, so just make sure to read through those, and obey any member of the constabulary when you are given orders. Have a wonderful visit!"
----------
Vrishni collects his various papers, and heads out along the exit line to the busy street outside of the Office of Visitor Affairs. Outside, he sees a crowd packing the street solid as they all follow a sign pointing east stating
IMPERIAL CLOCKWORK EXPOSITION
THIS WAY ==>
The women in the crowd wear dresses of fine fabrics and patterns, though there is an obvious divide between the poorer and richer in terms of complexity of design. The men's clothes are more uniform, and generally distinguishable by means of the level of dirt and grime. Common for both men and women were top hats with various whimsical cogwork designs on them; one man was even advertising his chip shop by means of an apparatus depicting hungry customers entering and pleased customers leaving a replica of his shop contained within his hat! Some boys wander about wearing big floppy hats, offering a selection of newspapers, popped corn, and beef jerky to the crowd, while Vrishni can just see the gleam of a water tank in the distance being operated by some clockwork humanoid to provide refreshments to the crowd.
----------
Vrishni Loses:
1,000,000 Gold
Vrishni gains:
⚙*The License for Vrishni Havrisama, 118th Avatar of the Sublime Indrasena, to Practice Adventuring and Other Mercenary Activities- (Accessory, Quest Item, Grandeur, 1,000,000 Gold) +1,000 to all stats, +500 Defense, +100 Stat Defense, Has RP effects
MODRAAAAAAAAAAAAAGE
- Modrageball
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- Location: RAGE
-
- Arena Sergeant
- Posts: 263
- Joined: Fri Mar 26, 2021 6:26 pm
- Location: Parts Unknown
Re: Vrishni seeks out the Clockwork Exposition
Vrishni takes in the spectacle of the crowded city street. Such fashionable people! He's struck by (and impressed by) how integrated technology seems to be in the people's everyday headwear. The packed streets remind him of being paraded around Sphurana as the child avatar back on Indrasena. He's never liked feeling so packed in. Kind of gives him the willies.
If the kids from the Giornale haven't scampered into the crowd yet, he'll whistle to get their attention. "I don't fancy drudging around in that crush, do you?" Clicking his heels together, the Devic Air Elemental begins to hover a few inches off the ground. "Want to beat the wait?"
If the kids from the Giornale haven't scampered into the crowd yet, he'll whistle to get their attention. "I don't fancy drudging around in that crush, do you?" Clicking his heels together, the Devic Air Elemental begins to hover a few inches off the ground. "Want to beat the wait?"
Nole, Holy Wondersurgeon | Roy Selim, Agony Architect | Vrishni Havrisama, 117th Avatar of Indrasena
Ave Selim, Bling Bastion | Eva Selim, Legendary(?) Slayer | Einarr Anundr, a truly bizarre old man
Crazy Roy Montero, Whose Deals You Won't Believe
Who might also be: ≮̣̈́̈́̈̍Ę̴̱̙̱̋͜R̶̡̝̼̭̒͐̃́͘R̷̢̖̦̖͈̄̌̈́͑Ơ̶̠͚͆͌Ŕ̴̯̫̂͜͝>̴̪̪̗͘͝ Flynn, glitchhorror Swashbuckler,A Concept of Music, and El's Waifu
Silver-Footed Phaedra, Knight of Fate and Memory
Ave Selim, Bling Bastion | Eva Selim, Legendary(?) Slayer | Einarr Anundr, a truly bizarre old man
Crazy Roy Montero, Whose Deals You Won't Believe
Who might also be: ≮̣̈́̈́̈̍Ę̴̱̙̱̋͜R̶̡̝̼̭̒͐̃́͘R̷̢̖̦̖͈̄̌̈́͑Ơ̶̠͚͆͌Ŕ̴̯̫̂͜͝>̴̪̪̗͘͝ Flynn, glitchhorror Swashbuckler,A Concept of Music, and El's Waifu
Silver-Footed Phaedra, Knight of Fate and Memory