Kit tries her luck

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Modrageball
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Kit tries her luck

Post by Modrageball »

This quest originally began on Sep 19, 2017.
kitsune106 wrote:Kit normal wrote:
Kit (kitsune106)-
Leve 59
Shapeshifter, Glitz
HP- 15,250
MP- 22,125
STR- 1592 (27)
AGI- 885 (15)
CON- 610 (10)
MIN- 885 (15)
SPI- 2861 (39)
Fame- 91

Worshipper of Sereyn-
Divine Healing- Spells cast by possessor that possess a Magical Attack bonus and Heal gain +(25 * Possessor Level) Magical Attack, Worshipper Benefit
Sereyn's Purification- Possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Channel Magical Light- If possessor is Level 10 or greater, possessor may change any of possessor's 'Magical Attack' actions to be solely Light element, Worshipper Benefit
Purge Toxin- If possessor is Level 5 or greater, possessor may spend an action to have a 30% chance of curing a target of Poison, Worshipper Benefit
Sereyn's Fury- If possessor is Level 25 or greater and any of possessor's opponents are Devout Worshippers of Nathreyn or Zereyn, possessor and possessor's allies who are Devout Worshippers of Sereyn or Vereyn gain +3,600 to all stats as a non-stacking bonus, Worshipper Benefit

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Change Stance
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive

flickers:

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Liberator of Ensnared Beings- (Passive Ability, Beastmaster) Possessor may claim Metaphysical Snares
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys

Abjurer:
Abjurant Mummy-Curse Deflecting Aura- (Stance Ability, Abjurer) Possessor and possessor's allies cannot obtain debuffs from non-unique individuals below Level 60 whose name includes 'Mummy'
Abjurer- (Passive Ability, Abjurer) +500 Defense, All Protection Magic spells cost 50 less MP per possessor level, provide an additional +100 HP per possessor level if they provide a HP buff, provide an additional +50 Defense per possessor level if they provide a Defense buff, and provide an additional +25 Defense against Stat Damage per possessor level if they provide a buff to Defense against Stat Damage
Adept Abjuration Attunement- (Passive Ability, Abjurer) Abjuration spells cost possessor 10,000 less MP to cast, Possessor's Abjuration spells that provide a Defense bonus provide an additional +500 Defense, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Abjuration Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells that increase Defense gain an +150 additional Defense increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, All Protection Magic spells that increase Stat Defense gain an +30 additional Stat Defense against the same stat increase that does not stack between multiple castings of the same spell and do not stack across more than 5 different spells, and all Protection Magic spells cost 200 less MP
Aura of the Protector- (Stance Ability, Abjurer) All of possessor's allies gain +20 Defense for each Protection Magic spell possessor has equipped
Basic Defensive Arts Training- (Passive Ability, Abjurer) +20 Defense
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Broadened Abjuration Magic- (Passive Ability, Abjurer) Possessor's 'Broaden Casting' ability may count Abjuration Magic spells as Wizard Magic spells for its purposes (though not the purposes of other aspects of actions it is involved in)
Erosion-Resistant Spell- (Technique Ability, Abjurer) Possessor may use 'Erosion-Resistant Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs placed by said action may not be removed by Water element sources below Level 40.
Gloriously Problem-Deflecting Spell- (Technique Ability, Abjurer) Possessor may use 'Gloriously Problem-Deflecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Buffs applied by said action may not be removed by opposing sources below Level 40.
Hyped-Up Spellshield- (Technique Ability, Abjurer) Possessor may use 'Hyped-Up Spellshield' in conjunction with a 'Cast a Spell' action so long as an Abjuration spell is cast and no other technique is used. Said action is delayed 5 rounds. If its caster is not Glory element, all Defense buffs that it provides are increased by 1 point as a non-stacking effect across all buffs on the same individual. If its caster is Glory element, all Defense buffs that it provides are increased by 5,000 points as a non-stacking effect across all buffs on the same individual.
Protector's Sacrifice- (Active Ability, Abjurer) Possessor may, as a counter in response to any enemy attack, before targets (other than self) take damage, spend any amount of Max HP or Max MP, one target takes that much less damage, Possessor may, as an action, reduce any of possessor's stats' maxes by a number, this amount of stat damage is healed (from the same stat) on target ally
Spell-Attaching Art: Golden Flame-Shield- (Technique Ability, Abjurer) Possessor may use 'Spell-Attaching Art: Golden Flame-Shield' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, gives its target a non-stacking buff that provides 15% Fire Resistance and +200 Defense against Fire.
Spell-Attaching Art: Hyper-Unlikely Electricity Cancellation- (Technique Ability, Abjurer) Possessor may use 'Hyper-Unlikely Electricity Cancellation' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Said action, if non-offensive, has a 1 in 15,000,000 chance of giving its target a non-stacking buff that gives it Immunity to Electrical against individuals below Level 60 for 1 round.
Spell that Blocks the Wind Guillotine- (Technique Ability, Abjurer) Possessor may use 'Spell that Blocks the Wind Guillotine' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. Any buff applied by said action gains the additional effect 'possessor obtains 10% Instant Death Resistance against Air element actions'
Squid-Reprotecting Spell- (Technique Ability, Abjurer) Possessor may use 'Squid-Reprotecting Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used and an Abjuration spell is cast. If said action applies an abjuration buff from a spell worth under 500,000 Gold, said action applies a copy of said buff to any one Aquatic that previously possessed any number of Abjuration buffs with caster as their source, provided that said buff could have been applied to said Aquatic
Zone Screen- (Passive Ability, Abjurer) Whenever possessor casts an Abjuration spell, possessor may, to a max of once per round, attach an non-stacking effect to a Zone, Terrain, or Phantom Terrain that gives all of possessor's allies, including possessor, in said Zone +(100 * Possessor Level) Defense and makes said allies unable to have their stats scanned by sources below (possessor Level - 10, to a max of 60)

Auramancer:
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Upgraded Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +60,000 Defense, Possessor gains +10,000 CON, Possessor gains +10,000 MIN, Possessor gains +200,000 HP, Possessor's Defense may not be pierced by sources below Level 40, Individuals below Level 40 may not inflict negative status effects on possessor
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor

Bard:
Merry Caroling- (Passive Ability, Bard) Possessor's non-offensive actions that include Bardic Music spells buff stats for an additional 80 points (to a max of 1,000 additional points across all buffs per individual) and provide an additional 5,000 points of HP Healing if they Heal HP
Recite Combat Poetry- (Passive Ability, Bard) +300 Magical Attack, Wielder's 'Magical Attack' actions may inflict Confusion, Stat Drain, or Charm: Impressed on targets below Level 30

Beastmaster:
Glowing Red Nose- (Passive Ability, Beastmaster) Possessor may choose for possessor and any of possessor's allies to ignore effects attached to zones by sources below Level 20
Sturdy Turtle Shell- (Passive Ability, Beastmaster) Possessor gains +500 Defense and 35% Resilience

Blessing:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Blessed by Greatness-(Passive Ability, Blessing, can't be used in combos) +10 Max HP
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Holy Foresight-(Passive Ability, Blessing) +1% Dodge, Can't be used in combo
Holy Foresight II-(Passive Ability, Blessing) +5% Dodge, +20% additional dodge for characters over level 15, Can't be used in combos
Holy Strikes-(Passive Ability, Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 1- (Passive Ability, Blessing) +400 Max HP
Mana Spark Blessing 15- (Passive Ability, Blessing) +35 to all stats, 4% Minor Status Effect Resistance, 3% Dodge
Mana Spark Blessing 16- (Passive Ability, Blessing) 4% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mystic Power of the Patterned Lizard- (Passive / Active Ability, Blessing) Possessor gains 13% Dodge while in a Zone of Earth or Water, possessor gains +60 to all stats while in a Zone of Earth or Water, Possessor takes 2,500 less damage from traps that are solely Earth or solely Water or only Earth and Water element, Possessor's sell cap for Earth and / or Water element Antiquities increases by 1,000 Gold, Possessor may, up to three times per random quest or per excursion into an encounter area, reroll any encounter that consists solely of Earth and / or Water element Animals and / or Reptiles, Possessor may, once per thread, use an action to summon one Animal or Repile of lower level than possessor that is normally combattable on the enemy list that is neither Elite nor a Boss.
Seirudiel's Grace- (Passive Ability, Blessing) Possessor gains 15% Dodge, +300 AGI, and has a 30% chance of inflicting Charm on any individual whose action was Dodged by possessor
Strength in the Face of Certain Death- (Passive Ability, Blessing) Possessor gains +500 to all stats as an uncapped bonus when in battle against one or more opponents 10 or more Levels greater than possessor and all of possessor's allies if possessor has 5 or fewer non-pet, non-summon allies.
Tiny Strength Blessing- (Passive Ability, Blessing) +1 STR

Captain:
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0

Channeler:
Basic Chain Casting Attunement- (Active Ability, Channeler) Possessor and an ally with at least one spell equipped and this ability may both use their 1 turn to cast a spell using their combined stats, which costs them both double normal MP, any effects of the spell may be tied to either caster
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast

Chef:
Apply Excessive Capsaicin- (Technique Ability, Chef) Possessor may use 'Poison Foodstuffs' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action gains '30% inflicts Pain' and '10% inflicts Burning' during said action
Improved Mircrowave Gaze- (Passive Ability, Chef) If possessor possesses a Chef ability called 'Microwave Gaze', then any ability called 'Microwave Gaze' that it grants its possessor gains '30% inflicts Burning', '30% may inflict Poison: Irradiated', and 'Deals 2,000 CON Damage'
Microwave Gaze- (Passive Ability, Chef) Possessor gains the ability:
Microwave Gaze- 20,000 Damage, Ignores the Defense of targets below Level 40, This action gains +20% To Hit, Individuals who deal HP Drain to targets of this ability deal an additional 4,000 Points as a non-stacking buff that lasts 2 rounds, This action's Prime Attribute is Spirit, Atomic & Fire, 30,000 MP
Wine Snob- (Passive Ability, Chef) Possessor may choose to reduce the stat buffs provided by Drinks used by sources below Level 40 by up to 600 points, to a minimum of 0

Chronicler of Eternity:
Chronomancer- (Passive Ability, Chronicler of Eternity) Possessor may select any stat, out of STR, AGI, CON, MIN, and SPI, to use for determining possessor's turn order and number of extra actions, Possessor may delay the effects of Chronomancy spells that have a built-in or selectable delay as part of the spell for either one more round or one less round, and possessor's Chronomancy spells cost 50 less MP per level possessor possesses
First Thought of the Iron Dream- (Passive Ability, Chronicler of Eternity) Possessor cannot take more than 50% of possessor's Max MP in MP Damage from one action that comes from a source or group of sources that are all below Level 50 (but still may lose more MP via other ways, such as spending it)

Crusher:
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Heaven's Hammer- (Passive Ability, Crusher) Possessor gains +(50 * Possessor Level) Melee Attack and +(100 * Possessor Level) SPI if wielding a Hammer, Wielder's 'Melee Attack', 'Melee Overdrive' and 'Powerful Attack' actions may use Strength or Spirit as their Prime Attribute, and possessor may base 'Melee Attack' bonus capping on either Strength or Spirit for purposes of said actions
Like A Hammer From the Heavens- (Passive Ability, Crusher) Possessor's first attack of each thread, if performed during the first round of battle and performed targeting a single Demon, Devil, or Daemon that is not 5 or more Levels greater than possessor that has not yet acted, deals double Damage (to a max of (Possessor Level * 1,000,000,000 additional Damage) if possessor is wielding a Hammer and has a greater SPI or CON than said target's CON

Diplomat:
Gregarious- (Passive Ability, Diplomat) Possessor's chance of inflicting minor positive status effects on allies are increased by 30%
Prompt- (Passive Ability, Diplomat) Possessor gains +400 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle

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
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
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
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Driver:

Create Wordcraft- (Active Ability, Driver) Possessor may spend an action to create 1 temporary Custom Wordcraft, Max 1 Created, with said Custom Wordcraft being a Vehicle or Vessel Transformation worth (10,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Gold, being Level (Possessor Level, to a max of 60), being the element Technology, Magic, Water, Earth, or Air, possessing STR, AGI, CON, MIN, and SPI of (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) points each, possessing (100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, Possessing (10 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense against Stat Damage, Possessing (The number of Scholar Abilities possessor possesses, to a max of 200)% Resilience, Dodge, and Critical, Possessing (100 + (The number of Scholar Abilities possessor possesses, to a max of 200))% To Hit, possessing Poison, Fatigued, and Diseased Immunity, and possessing the abilities:
Word Weaponry- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Magic or Air, 0 MP
Word Wall- +(100 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Defense, affects caster only, does not stack, Magic or Air, 0 MP
Word Weave- (1,000 * (The number of Scholar Abilities possessor possesses, to a max of 200)) Damage, Heals, Magic or Air, 0 MP
Timecraft Driver- (Passive Ability, Driver) Possessor's Time element Vehicle transformations gain +500 AGI and 40% Dodge


Druid:
Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus


Enchanter:
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round

Engineer:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats

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
Hundredfold Mask of Hues- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one normally-player-selectable base element
Hundredfold Mask of Shapes- (Passive Ability, Flux Baron) If possessor is a Shapeshifter, possessor may, at the start of a thread, choose to become any one base subtype that is not Holy One, Fiend, Serpent Blessed, or Immortal
Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter

Friendship:
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has A Small Fan Club- (Passive Ability, Friendship) +1 Fame
Has Attracted Attention and Fans in the Battle Arena- (Passive Ability, Friendship) Possessor gains +1 Fame, Possessor gains +300 to all stats if possessor has at least 20 Fame
Used to be Famous- (Passive Ability, Friendship) Possessor has 10 extra unmodified stat points and has chosen to place them like this: (+10 con)

Gearwright:
Apprentice Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assembler of Complex Gears- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +600 to all stats as a non-stacking buff at the time of their summoning
Basic Gearwright Knowledge- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +20 to all stats
Clockwork Programming II- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +100 to all stats
Defensive Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons gain +50 Defense
Gearcrafter- (Passive Ability, Gearwright) Possessor's Clockwork summons obtain +150 to all stats as a constantly-applied effect while possessor is present
Intuitive Knowledge of How Gears Fit Together- (Passive Ability, Gearwright) Possessor counts as being 2 Levels higher, to a Max of Level 60, for stat-scanning purposes when targeting Clockworks, with this effect not bypassing Level-based Immunities
Speed-Focused Clockwork Programming I- (Passive Ability, Gearwright) Possessor's Clockwork pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes


General:
Predicted to Be a Great Hero- (Passive Ability, General) Possessor gains +2 Fame

Geomancer:
Dig Pothole- (Active Ability, Geomancer) Possessor may spend an action to add an effect to a Zone of Earth, a Zone of Physical, or a Terrain or Phantom Terrain that is 'Road' that causes all Vehicle transformations in said Zone or Terrain that are below Level 20 to have a 20% chance each round of not being able to act, with things that would occur before and after their actions still occurring, with said effect stacking 3 times per zone or terrain and 3 times across all zones and terrains
Drink Lake- (Active Ability, Geomancer) Possessor may spend an action to remove a Zone of Water or a Terrain or Phantom Terrain with an associated Square Mile of Terrain in the Shop that is Water element that has a source below Level 40 from battle


Gigas Knight:
Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has an Aura equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Deflective Armor- (Active Ability, Gigas Knight) Possessor gains a 5% chance of Reflecting Physical from sources below Level 20 if possessor is wearing Grand Armor
Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped

Guardian:
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bearing the Raiment of Justice- (Passive Ability, Guardian) Possessor gains +(50 * Possessor Level) Defense, +(100 * Possessor Level) CON, and +(100 * Possessor Level) SPI if wearing a Heavy Armor, Possessor may choose at the beginning of a thread (as a non-buff effect) to make its HP-Determining stat Constitution or Spirit and to make its per-item Defense capping based on either Constitution x 2 or Spirit x 2
Brief Witness to the Incorruptability of the Iron Dream- (Passive Ability, Guardian) Possessor gains 15% Minor Status Resistance
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
Further Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Air Resistance, 5% Earth Resistance, 5% Fire Resistance, 5% Water Resistance, 5% Light Resistance, 5% Darkness Resistance, 5% Physical Resistance, 5% Psychic Resistance, 5% Magic Resistance, 5% Technology Resistance, 5% Acid Resistance, 5% Ice Resistance, and 5% Electrical Resistance
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
Heavy Armor Wearer II- (Passive Ability, Guardian) Possessor gains +25 to all stats when possessor has a Heavy Armor equipped, Possessor gains +50 Defense when possessor has a Heavy Armor equipped
Iron Body- (Passive Ability, Guardian) +500 HP for each Heavy Armor equipped
Meditated Upon the Iron Iris- (Passive Ability, Guardian) Possessor cannot be Criticalled by individuals below Level 10
Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 1% Air Resistance, 1% Earth Resistance, 1% Fire Resistance, 1% Water Resistance, 1% Light Resistance, 1% Darkness Resistance, 1% Physical Resistance, 1% Psychic Resistance, 1% Magic Resistance, 1% Technology Resistance, 1% Acid Resistance, 1% Ice Resistance, and 1% Electrical Resistance
Second Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +2,000 HP
Third Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +4,000 CON, +5,000 HP, and 15% Resilience

Gunslinger:
Basic Gunslinging Attunment- (Passive Ability, Gunslinger) All Gunslinging spells gain +10 Ranged Attack and all Gunslinging spells cost 10 less MP
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor

Healer:
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Auto-Healing- (Passive Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Defense- (Technique Ability, Healer) Possessor may use Bolster Defense in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 Defense which stacks to a max of (20 x Possessor Level) Defense.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
Bolster Strength- (Technique Ability, Healer) Possessor may use Bolster Strength in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 STR which stacks to a max of (20 x Possessor Level) STR.
Doctor- (Passive Ability, Healer) Possessor's actions that heal may gain +200 Ranged, Melee or Magical Attack if they already possess such a bonus, Once per round after an enemy attacks one of possessor's allies, possessor may choose to have a 5% chance of countering said attack with a positive action targeting said ally and no other targets.
Electric Paddle Heartstopper- (Technique Ability, Healer) Possessor may use 'Electric Paddle Heartstopper' in conjunction with a 'Melee Attack' action so long as no other technique is used. Said action gains +250 Melee Attack, gains the element Electrical, and has a 5% chance of inflicting Instant Death on targets below Level 15
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
Greater Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 250 points of each type
Healer- (Passive Ability, Healer) Possessor's Healer Magic spells that provide a Magical Attack bonus gain +500 Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor 50 less MP to cast, Possessor's Healer Magic spells that provide a Magical Attack bonus gain and additional +(50 x Possessor Level) Magical Attack for purposes of non-offensive actions, Healer Magic spells cost possessor an additional (10 x Possessor Level) less MP to cast,
Healer's Stat Protection- (Passive Ability) Possessor's allies gain +200 Defense against Stat Damage
Improved Curing of Minor Status Effects- (Passive Ability, Healer) Whenever possessor would have a chance of curing a minor status-effect (not counting natural per-round auto-recovery chances), said chance is raised by 5%
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Knoweldge of Electroshock Therapy- (Passive Ability, Healer) Possessor's Electrical-element, Non-Offensive actions may gain '15% cures any one minor negative status effect'
Rearrange Organs- (Technique Ability, Healer) Possessor may use 'Rearrange Organs' in conjunction with a 'Melee Attack' or 'Magical Attack' action so long as no other technique is used. Said action may cause its target (if under Level 40 or willing) to gain either 30% Weakness or Resistance to any one minor status effect, +20% Resilience, or -20% Resilience as a buff that does not stack for the same effect and stacks 3 times across different effects
Restorative Power that Cures Illness- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may have a 30% chance of curing any of its targets of any one minor status effect whenever it would otherwise heal something
Restorative Power that Heals Agility- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of AGI Damage whenever it would otherwise heal something
Restorative Power that Heals Mind- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of MIN Damage whenever it would otherwise heal something
Restorative Power that Heals Stats- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 200 points of stat damage from each stat whenever it would otherwise heal something
Restorative Power that Heals Spirit- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of SPI Damage whenever it would otherwise heal something
Restorative Power that Heals Strength- (Passive Ability, Healer) Possessor's stance named 'Restorative Stance' also may heal any of its targets for 50 points of STR Damage whenever it would otherwise heal something
Restorative Stance- (Stance Ability, Healer) Possessor and each of possessor's allies may be healed for 5,000 points of Light-element HP Healing at the start of every round while possessor is in this stance, Possessor may not take offensive actions while in this stance
Shining Aura of Pacifism- (Stance Ability, Healer) Possessor may not conduct offensive actions, Possessor may not place debuffs or negative status effects on individuals or deal non-healing Damage, HP and MP Healing dealt by possessor's is doubled, Possessor's opponents of equal or lower Level deal half Damage to possessor if possessor possesses any unique allies
Stat Protect- (Passive Ability, Healer) Possessor gains Immunity to Stat Damage from sources below Level 40, Possessor gains Stat Drain Immunity against sources below Level 40
The Doctor Can't Get Sick!- (Passive Ability, Healer) Possessor may, up to 10 times per thread while in a Healer Stance, at the start of possessor's first action every round, choose to auto-recover from any one minor status effect inflicted by a source below Level 60; this may be used any number of times (up to its maximum) on different effects before said action

Hero:
Hero's Resolve- (Passive Ability, Other: Hero) Possessor's actions may not be controlled by opposing sources that are not 20 or more Levels greater than possessor, Possessor gains Dominion Immunity
Soul-Puncher- (Passive Ability, Other: Hero) Possessor gains +15,000 Magical Attack and Melee Attack, Possessor may ignore the Constant Effects "Fully Disembodied" and "Incorporeal", Possessor may attack individuals of equal or lower Level who are in different battlespaces (to a max of Level 98), The Level range of entities possessor can target in other battlespaces is increased on Noix as an RP effect

Lawbringer:
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Awesome Blows- (Passive Ability, Lawbringer) Whenever possessor kills an opponent while wielding a Mace or Hammer, said opponent's allies have (should possessor desire such) a 100% chance of being afflicted with Awestruck
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Dizzying Bash- (Technique Ability, Lawbringer) Possessor may use 'Dizzying Bash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Mace equipped. Said attack gains a 20% chance of inflicting Confusion.
Heaven's-Justice Strike- (Technique Ability, Lawbringer) Possessor may use 'Heaven's-Justice Strike' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Attack With Finesse', or 'Combined Attack' action so long as a Mace or Hammer is equipped. Said action gains a Melee Attack bonus equal to the Magical Attack bonus of one Celestial Magic or Holy Magic spell equipped by its performer (with said spell not counting as being cast as part of said action to provide said bonus)
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Judge of the Heavens- (Passive Ability, Lawbringer) If possessor is a Celestial, possessor gains +(Possessor Level * 100) Melee Attack while wielding a Mace, Possessor may choose to inflict Awestruck instead of Entombed: Incarcerated or Entombed: Incarcerated instead of Awestruck if wielding a Mace, Possessor may treat Hammers as Maces for purposes of Lawbringer abilities if possessor is a Celestial
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Mace Wielding I- (Passive Ability, Lawbringer) +5 to all stats when a Mace is equipped
Mace Wielding II- (Passive Ability, Lawbringer) +25 to all stats when a Mace is equipped, +50 Melee Attack when a Mace is equipped
Wielding the Heavenly Judge's Gavel- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack while possessor is a Celestial and is wielding a Mace or Hammer, Possessor's 'Melee Attack', 'Melee Overdrive', and 'Powerful Attack' actions may use Spirit as their Prime Attribute if possessor is a Celestial and is wielding a Mace or Hammer, Possessor may use Spirit to determine possessor's per-item Melee Attack bonus caps if possessor is a Celestial and is wielding a Mace or a Hammer

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
Armored by Heavenly Magic- (Passive Ability, Luminary) Possessor obtains +(500 * the number of Holy Magic or Celestial Magic buffs present on possessor) Defense, to a max of 100,000 Defense
Basic Celestial Magic Attunement- (Passive Ability, Luminary) All Celestial Magic spells gain +20 Magical Attack and cost 10 less MP for each non-summon ally caster possesses
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.
Celestial Magic Casting I- (Passive Ability, Luminary) Celestial Magic spells cost possessor 20 less MP to cast
Celestial Magic Casting II- (Passive Ability, Luminary) Celestial Magic spells cost possessor 200 less MP to cast
Ensnare Within Holy Light- (Passive Ability, Luminary) If possessor is a Celestial, whenever possessor afflicts an individual with Awestruck, possessor may also afflict said individual with Entombed: Incarcerated
Has Beheld Glorious Things- (Passive Ability, Luminary) 10% Awestruck Resistance
Insurmountable Holiness- (Passive Ability, Luminary) Possessor gains +(100 * Possessor Level) SPI if possessor is not afflicted with Voidstruck and has at least 5 Celestial Magic spells equipped, Possessor gains Voidstruck Immunity if possessor possesses no SPI-reducing debuffs or curses, is a Celestial, and has at least 5 Celestial Magic spells equipped
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
Radiant Wings of Holy Magic- (Passive Ability, Luminary) Possessor gains 20% Earth Resistance and +120 AGI for the remainder of each round possessor casts a Celestial Magic spell and the duration of the next round
Shining Spirit- (Passive Ability, Luminary) +50 SPI, if possessor is a Celestial, Deva, or Angel, provides +150 additional SPI

Mad Scientist:
Can Grow Tumors on a Farm- (Passive Ability, Mad Scientist) Possessor gains +200 MIN, Possessor's Bio-Horror pets and summons have their chances to inflict Diseased increased by 5%
Organ-Farm Mastery- (Passive Ability, Mad Scientist) Possessor gains +300 MIN, Possessor's Bio-Horror pets and summons gain 50% Stat Drain Resistance

Magewright:
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped
Wielder of the Old Powers of Hunting- (Passive Ability, Magewright) Possessor, if wielding the item '*Anchor of Ordered Knowledge' and choosing to use a Damage Formula provided by it, deals 1,000,000 additional Damage per action to unique opponents

Magus:
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Mystic Toss- (Technique Ability, Magus) Possessor may use Mystic Toss in conjunction with a Magical Attack, so long as no other technique is used and an Orb is equipped. Said Magical Attack may use the Ranged Attack bonus of any one equipped Accessory that shares an element with at least one equipped Orb as though it were a Magical Attack bonus

Mentalist:
Basic Psychic Arts Attunement- (Passive Ability, Mentalist) All Psychic Arts spells gain +10 Magical Attack and cost 10 less MP
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
Mental Focus- (Passive Ability, Mentalist) All Psychic Arts spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance

Merchant:
Antiquity Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Antiquities
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Armor Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Armor
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Deathtrap Realtor- (Passive Ability, Merchant) Possessor's Large Structure allies deal 5,000 additional Damage per Damage-dealing counter that is an action that they perform, Possessor's half-price sell cap is increased by 2,000 Gold for Property items
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.

Metamorph:
Basic Shapeshifed Form User- (Passive Ability, Metamorph)- All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Form of Fox- (Stance Ability, Metamorph) +30 AGI

Paladin:
Basic Holy Magic Attunement- (Passive Ability, Paladin) All holy Magic spells gain +10 Magical Attack and boost stats by 5 more
Basic Paladin Combat Training- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Melee Attack bonus gain +10 additional Melee Attack, Possessor gains +50 Defense and +50 SPI
Calming Touch- (Passive Ability, Paladin) 15% Confusion Resistance, Possessor's Lay on Hands ability cures Confusion
Clarifying Touch- (Passive Ability, Paladin) 15% Charm Resistance, Possessor's Lay on Hands ability cures Charm
Connected to the Orb of Light- (Passive Ability, Paladin) Possessor may, a single time, at any point where triggers are checked, choose to lose this ability to immediately auto-resurrect and gain 30 bonus weeks out of any combination of the classes Luminary, Radiant Hierophant, Priest, Healer, Paladin, Justicar, and Magus, This ability cannot be prevented from being lost or be replicated by sources below Level 500
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Pure Self- (Passive Ability, Paladin) Possessor has a 5% chance at the start of every round per minor status effect possessor is afflicted with to have said minor status effect cured immediately
Purifying Art- (Passive Ability, Paladin) Possessor's Lay on Hands ability has a 5% chance of curing any one minor status effect on use, Possessor's Holy Magic spells that have a chance of curing minor status effects have a 10% greater chance of doing so

Priest:
Apprentice Divine Magic Attunement- (Passive Ability, Priest) Possessor gains +250 Damage to all damage-dealing (including Healing) Divine Magic spells, Divine Magic spells cost possessor 50 less MP, Possessor counts as 1 Level higher, to a max of Level 20, for purposes of worshipper benefits
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Bless Holy Water- (Passive Ability, Priest) Possessor's Water-element 'Magical Attack' actions gain +50 Magical Attack
Has Studied the Holy Scriptures of Sereyn- (Ability, Priest of Sereyn) All Divine Magic spells cost 40 less MP, All Divine Magic spells that heal restore 300 more HP, Character (for RP purposes) has knowledge of Sereyn's scriptures and can recite parts if necessary.
Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Minorly Blessed by a Deity- (Passive Ability, Priest) 5% Hexed Resistance, Possessor has a 20% chance of inflicting Hexed: Ill Fortune on any individual who kills possessor immediately upon death, Possessor must be a devout follower of some deity for this ability to take effect
Nun- (Passive Ability, Priest) Possessor gains +1,000 to all stats if all of possessor's allies who are not possessor's pets or summons share possessor's Patron Deity or possess either the ability 'Nun' or the ability 'Cloistered Monk'
Pious- (Passive Ability, Priest) Possessor's Level counts as being 1 higher, to a max of 99, for purposes of Worshiper Benefits, with said effect being unable to bypass 'Immune to Under Level X' effects
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
Priestess of Sereyn- (Passive Ability, Priest) +500 Damage to all healing Divine Magic spells, All Divine Magic spells cost 30 less MP, Prayers Unto Sereyn takes 2 less turns
Resist Temptation- (Passive Ability, Priest) 5% Confusion Resistance, 20% Charm Resistance

Protector:
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Health-Restoring Protection Stance- (Stance Ability, Protector) Each individual who obtains a Defense bonus from possessor's 'Guard Back Rank' actions may be healed for 5,000 points of Flat Light element HP Healing

Other: Radiant Hierophant:
Basic Light Synchronization- (Passive Ability, Other: Radiant Hierophant) Possessor gains +25 to all stats if Light element

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60

Scientist:
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Radioactive Wisdom- (Passive Ability, Scientist) Possessor gains +400 MIN, Possessor's actions that involve Hypertech spells may gain '30% inflicts Poison: Irradiated', Possessor gains Poison: Irradiated Immunity, Possessor gains 5% Atomic Resistance

Skykeeper:
Radiant Dove Wings- (Passive Ability, Skykeeper) Possessor gains +500 AGI, 15% Light Resistance, and 35% Dodge, Possessor may choose to obtain a buff that makes its possessor the element Light at the start of any round
Zippity Mode- (Stance Ability, Skykeeper) Possessor's turn-order-determining stat sum is increased by 3,000 for turn-order-determining purposes

Smith:
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

Swordsman:
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Guardian Blade- (Passive Ability, Swordsman) Allies of this character gain +30 Defense when a Sword is equipped and this character is in the front row.

Warrior:
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission

Wizard:
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Temporal Wizard Magic- (Passive Ability, Wizard) Wizard Magic spells that possessor casts that buff AGI buff it by an additional 20 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that buff an individual's turn-order-determining stat sum for turn-order-determining purposes buff it by an additional 40 points as an effect that stacks 10 times per individual, Wizard Magic spells that possessor casts that have a chance of inflicting Augmented: Haste have said chance raised by 1%
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Broaden Casting- (Technique Ability, Wizard) Possessor may use Broaden Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. If this attack already inflicts at least 1 hit against 5 or more targets, its total number of targets increases by 2.
Fast Casting- (Technique Ability, Wizard) Possessor may, at the start of a round, declare that possessor's first action of said round will involve this ability; possessor's first action, should possessor declare such, must include said ability, with possessor being forced to skip actions that do not include this ability if possible until such an action is taken. Should possessor declare such, possessor's first action occurs on a turn-order count 500 points higher than it otherwise would, with possessor's other actions that would be based on a turn-order count occurring at the point at which they would otherwise occur. Possessor may use Fast Casting as part of a 'Magical Attack' action that involves a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic spell equipped.
Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Lengthen Casting- (Technique Ability, Wizard) Possessor may use Lengthen Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. If said attack already inflicts a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Script Casting- (Active Ability, Wizard) Possessor may have Wizard Magic spells take 1 extra action to cast gain +50 Magical Attack and cost 10 less MP
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

Other: Living Legend:
A Companion Remembered Forever- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each thread, possessor may choose a non-unique pet that possessor is carrying, said pet as a buff becomes unique and has its name changed to '<Possessor Name>'s Companion the <Pet Name>'
Actualized Legend-Titan Body- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to count as up to (possessor's number of allies) individuals in possessor's row for row-order purposes if all of possessor's opponents are non-unique
Armored By One's Own Legend- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +100 Defense for each ally possessor possesses
A Legend Unequaled- (Passive Ability, Other: Living Legend) If possessor is Glory element, buffs from sources below Level 60 who are not 20 or more Levels greater than possessor may not raise the stats of individuals below Level 60 who are non-unique and lower Level than possessor to be equal to or greater than possessor's corresponding stats
A Name Etched In History- (Passive Ability, Other: Living Legend) If possessor is Glory element, name may not be changed without possessor's consent by individuals below Level 40, with possessor's name remaining unchanged while possessor is transformed if possessor is forcibly transformed and possessor does not consent to the name change that said transformation would bring, Possessor may choose to retain possessor's name when possessor voluntarily enters a transformation that is initiated by either possessor or an ally of possessor
A Name To Be Feared- (Passive Ability, Ohter: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Confusion: Fear on each opponent at the start of each round
A Name To Be Praised- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose to have a (Possessor Level)% chance of inflicting Elevated on each ally at the start of each round
A Persona Defined By Stories And Deeds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may not be transformed by individuals below Level 40 without possessor's permission
Apprentice Glory Synchronization- (Passive Ability, Living Legend) Possessor gains +50 to all stats for each Glory element item equipped, Possessor's Glory element pets and summons gain +250 to all stats
Apprentice Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 500 points
Armed With Legends- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +500 to all stats for each unique item possessor has equipped
A Titan Among Men- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor gains +2,000 STR if all of possessor's opponents are non-unique, and possessor gains 20% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor
Awesome Blow- (Technique Ability, Other: Living Legend) Possessor may use 'Awesome Blow' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Powerful Attack' action if possessor is Glory element. Said action gains '60% inflicts Charm: Impressed' and '30% inflicts Fatigued: Stun'
Basic Command of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element pets and summons gain +50 to all stats
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Basic Understanding of the Heart of Glory- (Passive Ability, Other: Living Legend) Possessor's Glory element allies gain +10 to all stats
Cannot Die A Mundane Death- (Passive Ability, Other: Living Legend) If possessor is Glory element, gains 50% Resistance to non-unique individuals below Level 60 who are not 20 or more Levels greater than possessor and may not be reduced below 1 HP by minor or moderate status effects from such sources, Has RP effects
Champion of the Tales- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may choose at the beginning of each round to gain a 10% chance of inflicting Charm: Impressed or Confusion: Fear on each opponent
Basic Weaponization of Glory- (Passive Ability, Other: Living Legend) Quantities of Glory element Damage dealt by possessor are increased by 50 points
Companions Forever Remembered- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique allies are afflicted with Elevated at the start of every round
Empowered By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Glory
Empowered By The Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, at the start of each round, each of possessor's allies chooses a stat out of Strength, Agility, Constitution, Mind, and Spirit, This ability provides +100 to each such stat each time it is chosen for the duration of the round (this is not a buff and is capped), to a max of +5,000 to each stat
Footnotes Without Consequence- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than possessor
Glory Manipulation- (Passive Ability, Other: Living Legend) Possessor may choose one of the following at the beginning of each round if Glory element: Create a Zone of Glory, Remove a Zone of Glory created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Glory by either possessor or a source below Level 20, Add Glory 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 Glory element on a Glory element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Glory, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Glory, 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 Glory element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Glory to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Glory, 5% Glory Resistance, or +50 Defense against Glory and 1% Glory Resistance until the end of the round as a non-stacking buff
Known Across the Worlds- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of battle, choose for any individual who is either below Level 80 or willing to count as having scanned possessor's stats, Possessor gains +1 Fame, This ability has RP Effects
Legends Do Not Falter- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor is Immune to negative status effects and debuffs from sources below Level 40
Legends Never Die- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, up to (Possessor Level / 20, rounded up) times per thread, when dead, self-resurrect at the start of a round 5 or more rounds after possessor's most recent death if possessor possesses any allies at said time, provided that possessor was not killed by either a unique source of equal Level to or greater than possessor, by a source 20 or more Levels greater than possessor, or by a source of Level 80 or greater
Legions Like Gnats Before You- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor deals double Damage (to a max of 10,000,000 additional Damage) to non-unique units below Level 60
Living Legend- (Passive Ability, Other: Living Legend) Possessor ignores (1 * (Possessor Level/5), rounded down)% Glory Resistance, Possessor ignores Glory Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Living Legend Affirmation- (Passive Ability, Other: Living Legend) If possessor is Glory element, possesses any allies, and is not afflicted with any negative status effects or debuffs, possessor is afflicted with Elevated at the start of every round
Meditative Assumption of Glory- (Passive Ability, Other: Living Legend) Possessor may choose, at the beginning of a thread, to become solely Glory element
Names Lost To History- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may treat unique opponents below Level 50 who are below half possessor's Level as being non-unique
Nourished By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Glory
The Arrow Always Hits- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 10 or more allies, possessor cannot Miss targets below Level 40, and said individuals cannot Dodge possessor's actions or attacks
The Stories Remember What Is Gone- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor may, at the start of any round, re-obtain any item that possessor was carrying that was destroyed by a non-unique source below Level 60 or a unique source below Level 40 (not counting the last charge of a consumable being used) during the present thread
Unmatched Master's Competence- (Passive Ability, Other: Living Legend) If possessor is Glory element and possesses 25 or more Fame, possessor counts as possessing 10 additional abilities in each base class that possessor possesses the class-name ability for, provided that no other individual in the
same battle as possessor possesses an equal or greater number of abilities from said class
Uplifted By Glory- (Passive Ability, Living Legend) If possessor is Glory element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Glory
Weapons Gilded By Stories- (Passive Ability, Other: Living Legend) If possessor is Glory element, possessor's unique weapons that possess a Melee Attack, Magical Attack, or Ranged Attack bonus, should said bonus be under (Possessor Level * 100) or be under (said item's value / 1,000), have said bonus raised to the greater of the two preceding values

Other: Time Mage:
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Spell- (Passive Ability, Other: Time Mage) Possessor may use 'Aging Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action deals 200 CON Damage and has a 30% chance of inflicting Fatigued: Elderly
Apprentice Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomancy Attunement- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Basic Chronomantic Rehaste- (Passive Ability, Other: Time Mage) If possessor has been previously afflicted with Augmented: Haste during this battle, possessor has a 10% chance of being afflicted with Augmented: Haste at the start of each round if possessor is either Time element or has 5 Time Magic spells equipped
Basic Defensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) Possessor gains +500 Defense against Time if possessor has a Chronomancy spell equipped, Possessor gains 30% Fatigued: Elderly Resistance if possessor has a Chronomancy spell equipped
Basic Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 200 points
Basic Temporal Magic Amplification- (Passive Ability, Other: Time Mage) Possessor actions that include spells that possess a Magical Attack bonus that are delayed have each such spell gain +25 additional Magical Attack bonus for each round they are delayed, stacking a max of 5 times
Chronomancy Casting I- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 20 less MP to cast
Chronomancy Casting II- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast
Chronomantic Auto-Haste- (Passive Ability, Other: Time Mage) Possessor is afflicted with Augmented: Haste at the start of the first round of battle if possessor is either Time element or has 5 Time Magic spells equipped
Chronospell Boost- (Technique Ability, Other: Time Mage) Possessor may use 'Chronospell Boost' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Chronomancy spell as part of said action. Said action has a 30% chance of inflicting Augmented: Haste on its performer
Delayed Spell- (Technique Ability, Other: Time Mage) Possessor may use 'Delayed Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Chronomancy or Wizard Magic spell is cast as part of said action and no other technique is used. Said action is delayed by 1 to 5 rounds (with its performer choosing the number).
Focused Chronomancy Casting- (Passive Ability, Other: Time Mage) Chronomancy spells cost possessor 200 less MP to cast if the only subtype of
spell possessor has equipped is Chronomancy
Improved Chronospell Boost- (Passive Ability, Other: Time Mage) Possessor's 'Chronospell Boost' technique has its chance of inflicting Haste on its performer increased to 60%
Improved Fast Casting- (Passive Ability, Other: Time Mage) Possessor's 'Fast Casting' technique may cause its possessor's first action to occur on a turn-order count 2,500 points higher than it otherwise would instead of 500 points higher than it otherwise would
Improved Offensive Shaping of Chronomantic Technique- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +2,000 additional Magical Attack, All actions that possessor performs that involve Chronomancy spells that possessor casts that deal AGI Damage deal an additional 500 points
Slightly Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 50 for turn-order-determining purposes
Time Mage- (Passive Ability, Other: Time Mage) All Chronomancy spells that possessor casts that possess a Magical Attack bonus gain +(250 + 10* Possessor Level) additional Magical Attack, Possessor gains +(250 + 10* Possessor Level) to possessor's turn-order-determining stat sum for turn-order-determining purposes
Trigger Spell- (Active Ability, Other: Time Mage) Possessor may spend an action to have a 'Magical Attack' or 'Cast a Spell' action that possessor both performed and delayed immediately occur.

Other: Temporal Primarch:
Absorb Time- (Passive Ability, Other: Temporal Primarch) Possessor Absorbs Time against sources below Level 20 if Level 20 or greater
Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100
Aging Blow- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Aging Blow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is Time element. Said action gains +500 Melee Attack and +20% inflicts Fatigued: Elderly as a non-stacking effect.
Aging Touch- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor's offensive actions gain 80% inflicts Fatigued: Elderly
Apprentice Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time 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 Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense against Time
Apprentice Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 5% Time Resistance
Apprentice Time Synchronization- (Passive Ability, Temporal Primarch) Possessor gains +50 to all stats for each Time element item equipped, Possessor's Time element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +100 to all stats
Apprentice Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time
Asynchronus Timestream- (Passive Ability, Other: Temporal Primarch) Possessor may, so long as no individual 20 or more Levels greater who is in the same battle objects, choose to count the current round's number as the number of any round that possessor has experienced in the current battle
Basic Acceleration Within Time's Dominion- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Time
Basic Affinity to Healing Via Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor obtains Time element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +50 to all stats
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Basic Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 1% Time Resistance
Basic Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor gains +25 to all stats if possessor is Time element
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 to all stats while in a Zone of Time
Call Forth the Living Time- (Active Ability, Temporal Primarch) Possessor may spend an action to summon 5 Elementals that are Time element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Clock Watcher- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever an individual who is not 20 or more Levels greater than possessor performs a Time element action
Control of Time- (Passive Ability, Other: Temporal Primarch) Possessor has a 20% chance of being able to cancel the actions of Time element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +500 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Doublespeed Recovery (Minor)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for minor negative status effects are checked twice per round
Doublespeed Recovery (Moderate)- (Passive Ability, Other: Temporal Primarch) Possessor's per-round auto recovery chances for moderate negative status effects are checked twice per round
Effect-Resistant, Fixed Personal Timestream- (Passive Ability, Other: Temporal Primarch) Possessor is Immune to entities below Level 20, Possessor is Immune to Time element debuffs from sources below Level 60
Emanate Time- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element Damage to up to 10 targets
Empowered By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Time
Establish Defensive Timewall- (Active Ability, Other: Temporal Primarch) Possessor may, if possessor is Time element, spend an action to give a target a non-stacking buff that provides its possessor with +50,000 Defense and that makes entities below Level 60 unable to target its possessor with offensive Time-element actions
Fast Personal Time Progression- (Passive Ability, Other: Temporal Primarch) Whenever the round number increments, possessor may increment the number of the round that possessor counts the current round as by 2
Father Time Mode- (Stance Ability, Other: Temporal Primarch) Possessor counts as being afflicted with Fatigued: Elderly, gains the element Time, and suffers no negative effects from the status effect Fatigued: Elderly
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
Hammer of Langerous Years- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Hammer of Langerous Years' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +2,000 Melee Attack, and target acquires a non-stacking debuff that causes it to have a 50% chance of choosing to skip its next action if not Immune to Charm.
Hard to Undo- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, individuals below Level 40 may not undo possessor's actions without possessor's permission
Hasting Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Hasting Invocation' in conjunction with a 'Guard Back Rank', 'Cast a Spell', or 'Use an Item' action. Said action's targets gain a 50% chance of being afflicted with Augmented: Haste
Improved Command of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +5,000 Defense against Time
Improved Defenses that Utilize Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +2,000 Defense if possessor has any Time-element items equipped that provide a Defense bonus
Improved Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Slowing- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Impaired: Slow are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +250 to all stats
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nourished By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Time
Personal Time-Preservation- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor may choose one debuff that possessor is afflicted with that comes from a source of equal Level to or lower Level than possessor (to a max of Level 60) and ignore said debuffs effects on its possessor's turn-order-determining stat sum for turn-order-determining purposes for the duration of said round
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
Nullify Time- (Passive Ability, Other: Temporal Primarch) Possessor may remove the element Time from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Time-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Time-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Time from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Quickened by Stolen Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals AGI Drain or SPI Drain, possessor obtains a buff that stacks 20 times and provides +200 AGI or +200 SPI.
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Self Age-Control- (Passive Ability, Other: Temporal Primarch) Possessor may choose at the start or end of any action or round to become afflicted with Fatigued: Elderly or be cured of Fatigued: Elderly, Possessor may, as an RP effect, alter possessor's age
Shielded by Personal History- (Passive Ability, Temporal Primarch) If possessor is Time element, the end of each round, possessor obtains a buff that provides +250 Defense and stacks 20 times
Slowing Invocation- (Technique Ability, Temporal Primarch) Possessor may use 'Slowing Invocation' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Time element. Said action gains '30% inflicts Impaired: Slow' and may gain the element Time.
Soothing Time Emanation- (Passive Ability, Temporal Primarch) Whenever possessor absorbs Damage that is Time element Damage, Possessor may choose to deal 10,000 Flat Time element HP Healing to up to 10 targets that are Time element
Supernaturally Good Timing- (Passive Ability, Temporal Primarch) Once per round, if possessor is Time element, possessor may delay an action through the action of a lower-Level opponent
Temporally-Disjointed Attack- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporally-Disjointed Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as possessor is Time element and no other technique is used. Said action counts as having been delayed for a number of rounds between 1 and 5 (inclusive) without actually being delayed.
Temporally Enhanced Speed- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor gains +500 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Temporal Father-Time Defenses- (Passive Ability, Temporal Primarch) While possessor is in the stance 'Father Time Mode' possessor obtains 30% Time Resistance and +30,000 Defense against Time
Temporal Primarch- (Passive Ability, Other: Temporal Primarch) Possessor ignores (1 * (Possessor Level/5), rounded down)% Time Resistance, Possessor ignores Time Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Temporal Stasis-Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Temporal Stasis-Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is Time element. Said action gains +5,000 Melee Attack, and targets below Level 60 have a 30% chance of being afflicted with Petrified: Time Stop.
Temporal Wisdom- (Passive Ability, Other: Temporal Primarch) Possessor may count Temporal Primarch abilities as Time Mage abilities (including for prerequisite purposes) and may count Time Mage abilities as Temporal Primarch abilities (including for prerequisite purposes)
Time Battle-Aura- (Stance Ability, Temporal Primarch) Possessor deals 10,000 Flat Time element Damage to each opponent at the start of each round
Time-Consuming Strike- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Consuming Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor is Time element. Said action either deals 2,000 points of Flat Time element AGI Drain or moves one buff that came from a Time element source or action that came from a source below Level 40 that is not greater Level than said action's performer from said action's target to said action's performer.
Time Immunity- (Passive Ability, Other: Temporal Primarch) Possessor gains Time Immunity against sources below Level 20 if Level 20 or greater
Time Manipulation- (Passive Ability, Other: Temporal Primarch) Possessor may choose one of the following at the beginning of each round if Time element: Create a Zone of Time, Remove a Zone of Time created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Time by either possessor or a source below Level 20, Add Time 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 Time element on a Time element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Time, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Time, 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 Time element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Time to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Time, 5% Time Resistance, or +50 Defense against Time and 1% Time Resistance until the end of the round as a non-stacking buff
Time-Sinkhole-Generating Spell- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Time-Sinkhole-Generating Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used and possessor is Time element. Said action applies a debuff that stacks twice and deals 2,000 Flat Time element AGI Drain to its possessor at the start of each round.
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity
Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')
Undo Minor Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply minor positive or negative status effects instead of buffs or debuffs
Undo Moderate Status Effects- (Passive Ability, Temporal Primarch) Possessor's 'Undo' actions may reapply moderate positive or negative status effects instead of buffs or debuffs
Visualise Nearby Timelines- (Passive Ability, Temporal Primarch) At the start of each round, if possessor is Time element, possessor is informed of the number of battlespaces present in the current battle that contain at least one Zone of Time
Visualiser of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, when possessor scans an individual's stats, possessor may determine how many times during the thread said individual skipped performing an action
Wearing the Cloth of Ages- (Passive Ability, Temporal Primarch) Possessor, if Time element, obtains +500 Defense if wearing a Time element armor, Once per thread, while possessessor is Time element, possessor may, on a round of battle whose number is 2,000 or greater, give an equipped Armor the element Time as a buff


Wanderer:
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20

Misc:
Aggressive Frisking- (Technique Ability, Combatant) Possessor may use 'Aggressive Frisking' in conjunction with a 'Melee Attack' action. Said action gains +250 Melee Attack and has a 20% chance of disabling any one item worth under 50,000,000 Gold that is equipped by its target, provided said target is below possessor's Level and below Level 40, for the duration of the thread
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped

Basic Spirit Form User- (Passive Ability, Medium)- All Spirit Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
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
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Cactus Sharpener- (Passive Ability, Botanist) Possessor's Plant pets' and summons' abilities' Damage values are increased by 3,000 points, Possessor's Plant pets and summons deal 20,000 additional points of Damage whenever they deal damage as part of a counter or as Flat Damage
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
Destructolaser- (Passive Ability, Roboticist) If possessor is a Robot, possessor gains the ability:
Destructolaser- 20,000 Damage, 15% inflicts Antimatter, 15% applies a debuff that provides -300 to all stats that stacks 5 times, This action's Prime Attribute is Agility, Technology & Destruction, 23,000 MP

Doomfern Whispering- (Passive Ability, Botanist) Possessor's Darkness element Plant pets gain +200 to all stats and have the Damage values of their abilites increase by 6,000 points

Evergreen Needles- (Passive Ability, Botanist) If possessor is a Plant, possessor gains 5% Ice Resistance, +500 Defense against Ice, and may deal 5,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action against possessor at the end of said action
Fast Typing- (Passive Ability, Other: Reality Coder) +15 AGI, Possessor gains +60 to possessor's turn-order-determining-stat-sum if MIN is one of possessor's turn-order-determining stats
Gelatinize Spirit- (Technique Ability, Shrine Maiden) Possessor may use 'Gelatinize Spirit' in conjunction with a 'Magical Attack' action. Said action deals 500 SPI Damage. Said action deals an additional 500 SPI Damage to Spirits.
Genesis Architect- (Passive Ability, Other: Genesis Architect) Possessor ignores (1 * (Possessor Level/5), rounded down)% Life Resistance, Possessor ignores Life Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Gift Wrapper- (Passive Ability, Merchant) Possessor chooses on month of the year upon acquring this ability; possessor's per-item half-price sell cap is increased by 5,000 Gold during that month

Herd Torpedos- (Passive Ability, Seakeeper) If possessor is in a Zone of Water, possessor has a 50% chance of being able to change the targets of actions made by Machines, Robots, Vessels, and Aquatics that are below Level 40 and below possessor's Level to any valid targets that possessor desires
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Install Asbestos- (Technique Ability, Other: Subspace Architect) Possessor may use 'Install Asbestos' in conjunction with a 'Repair Large Structure' action. Said action gives all Large Structures that it targets a buff that causes them to deal 400 CON Damage to each non-'Large Structure' in battle at the start of each round (including allies) and has a 30% chance of inflicting Diseased on each such target, with said buff stacking 3 times, with the stat damage it deals stacking together as part of a single application instance

Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Mine Brain- (Technique Ability, Architect) Possessor may use 'Mine Brain' in conjunction with a 'Melee Attack' action so long as no other Technique is involved an either an Axe or a Tool is equipped. Said action deals 500 MIN Damage and may scan its target's stats.
Ninja Cleaning- (Passive Ability, Ninja) At the start of each round, if possessor is in a Ninja stance, possessor may remove one stacked instanced of a debuff from a source below Level 30 from any one individual
Paleolithic Architect- (Passive Ability, Architect) Possessor's Large Structure summons gain +500 Defense as a non-stacking buff if they are summoned in a Zone of Earth
Polar Elven Toymaking Skill- (Passive Ability, Crafter) Possessor's Golem, Clockwork, Robot, and Machine pets and summons gain +200 to all stats as a bonus that cannot increase their stats to above 1000% of their natural values, Temporary items created by possessor are considered to be worth 5,000 additional Gold
Refray Wires- (Technique Ability, Roboticist) Possessor may use 'Refray Wires' in conjunction with a 'Melee Attack' action. Said action gives Robots and Machines that it targets -100 CON and, if they are below Level 40, 100% Burning Weakness, as a debuff that stacks 500 times.
Repair Destructobot- (Technique Ability, Roboticist) Possessor may use 'Repair Destructobot' in conjunction with a 'Melee Attack' action. Said action Heals Robots and increases the Damage values of the abilities of Robots it targets by 2,500 Points as a buff that stacks 4 times. Said action does not effect non-Robots.
Repair Large Structure- (Active Ability, Other: Subspace Architect) Possessor may spend an action to conduct an attack that only affects Large Structures, Heals, Includes Melee Attack, Magical Attack, and Ranged Attack bonuses that come from Tools or Subspace Architect abilities (but not other such bonuses, with such bonuses each being capped seperately at their normal caps) and that uses Mind as its Prime Attribute
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Soldeidrethanoic Recalcantantabuliaic Seymulhesylresmy- (Passive Ability, Soldreidrethanoi) Possessor gains +2,700 Ranged Attack if possessor is wielding a Bailartrix, If possessor is in at least two different Zones created by possessor or possessor's allie and possessor has a Bailartrix, then possessor may cause delay possessor's 'Ranged Attack' actions for 2 rounds, Possessor may, if possessor has a Bailartrix equipped, choose at the beginning of any round during which possessor has a 'Ranged Attack' action being delayed to reduce the number of rounds by which said action is delayed by 1 (provided that said delaying of said action was performed either by a willing individual or an individual below Level 60) and (regardless of whether said reduction of rounds is successful) to change the element of any Zone that either possessor or a willing ally of possessor created (provided that it possesses an element) to any one Base element or to Spatial, dealing 650,000 Flat Damage of said chosen element to up to 60 chosen targets in said Zone if said element switch is successful (with this effect being able to switch a Zone to an element that it already is); If possessor deals damage in this manner to at least 200 different individuals during the course of a thread, possessor gains +10% To Hit as a non-stacking buff that is applied as soon as said conditional is met unless possessor desires for it not to be
Sun Duke- (Passive Ability, Other: Sun Duke) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Solar Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Solar Being pets and summons per Level of possessor
Surreal Reality Sculpting- (Passive Ability, Walker from Beyond) Whenever possessor creates a Zone or Phantom Terrain, possesor may choose to attach an effect to said Zone or Phantom Terrain that provides +500 to all stats of all Abstracts within said Zone or Phantom Terrain as a buff that does not stack on the same Zone or Phantom Terrain and stacks 4 times across different Zones and Phantom Terrains, Has RP effects
Sweep Mines- (Passive Ability, Architect) If possessor has an item with 'Broom' in its name equipped, possessor's offensive actions may not be countered by individuals below Level 40
Tortoise Empathy- (Active Ability, Superhero) Possessor may spend an action to have a 30% chance of inflicting charm against any Animal or Aquatic who is no more than 5 levels higher than possessor, is not above level 70, and either has AGI as its lowest stat or has the word 'Tortoise', 'Turtle', or 'Terapin' in its name

Permanent Item Effects:
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 Con, Cannot be used in combos
Has Consumed 2 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity and Charm Immunity
Has Consumed 1 of the Permanent Consumable "Golden Comb of Luck"- (Passive Ability, Permanent Item Effect) +1% Critical
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed Time Pills- (Passive Ability, Permanent Item Effect) Possessor obtains +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, This ability cannot be used in combos

Permits:
Permitted to Battle Circle of Wardens- (Passive Ability, Clearance) Possessor may fight the monster Circle of Wardens for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Druidic Power Emission Location Documents' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Clock Spirit- (Passive Ability, Clearance) Possessor may fight the monster Clock Spirit for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Letter from Tomorrow' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dragon of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Dragon of the Gold Leaf Throne for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Challenge Issued by the Dragon of the Gold Leaf Throne' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dread Vicar- (Passive Ability, Clearance) Possessor may fight the monster Dread Vicar for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding the Vicar and His Eerie Shadow' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Doppelganger- (Passive Ability, Clearance) Possessor may fight the monster Doppelganger for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Cleverly Copied Permit' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Dynamic Weaponsmaster- (Passive Ability, Clearance) Possessor may fight the monster Dynamic Weaponsmaster for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to Battle' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Elastic Goop- (Passive Ability, Clearance) Possessor may fight the monster Elastic Goop for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Papers About A Strange Rubber Plantation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Emissary of Peace- (Passive Ability, Clearance) Possessor may fight the monster 'Emissary of Peace' for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Polite Letter Written In Flowing Script Encouraging You To Join A Nonviolent Protest' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Flicker of Essence- (Passive Ability, Clearance) Possessor may fight the monster Flicker of Essence for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Research Notes on the Nature of Essence' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fortified Bunker- (Passive Ability, Clearance) Possessor may fight the monster Fortifed Bunker for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Star Marine War Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Fourpart Elemental Dragon- (Passive Ability, Clearance) Possessor may fight the monster Fourpart Elemental Dragon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Book Written to Warn the Dragonslayer' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Glass Cannon- (Passive Ability, Clearance) Possessor may fight the monster Glass Cannon for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'News About the Secret Weapon!' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gobbling Minion of Mr. P. H. Turkey- (Passive Ability, Clearance) Possessor may fight the monster Gobbling Minion of Mr. P. H. Turkey for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Notice that the Feast has Gone Wrong' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this batttle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle the MacArwalt Brothers- (Passive Ability, Clearance) Possessor may fight the monster The MacArwalt Brothers, Infamous Band of Thieves in the Event Match "An Infamous Gang of Thieves!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Reports About An Amazing Band of Thieves' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mage's Tower- (Passive Ability, Clearance) Possessor may fight the monster Mage's Tower for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Map of the Mage's Lands' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Matryoshka Golem- (Passive Ability, Clearance) Possessor may fight the monster Matryoshka Golem for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Rune-Inscribed Nesting Doll Containing a Message' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Mechanized Steam Ogre- (Passive Ability, Clearance) Possessor may fight the monster Mechanized Steam Ogre for drops, possessor's allies also gain drops from this battle, Possessor create the item 'First Warning About Giantkin Working With A Group of Mad Gnomes' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Metamorph- (Passive Ability, Clearance) Possessor may fight the monster Metamorph for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Permit Covered In Blurry Symbols' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Monster Trainer- (Passive Ability, Clearance) Possessor may fight the monster Monster Trainer for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Monster Trainer League Rules' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portal Mimic- (Passive Ability, Clearance) Possessor may fight the monster Portal Mimic for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Note About Some Closed Portals' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Realmfather- (Passive Ability, Clearance) Possessor may fight the monster Realmfather for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Invitation to the God's Throne' for 1,000,000 XP, 15,000,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Sentinel- (Passive Ability, Clearance) Possessor may fight the monster Sentinel for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Sentinel Specifications List' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Solar Fleet Dropship- (Passive Ability, Clearance) Possessor may fight the monster Solar Fleet Dropship for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Solar Fleet Troop Movement Report' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Talented Guy- (Passive Ability, Clearance) Possessor may fight the monster Talented Guy for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Newspaper Clipping About Someone Impressive' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle The Lord of the Gold Leaf Throne- (Passive Ability, Clearance) Possessor may fight the monster Emperianus, The Lord of the Gold Leaf Throne in the Event Match "At the Foot of the Gold Leaf Throne", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Single Leaf of Radiant Gold that Whispers to the Mind' for 400,000 XP, 20,000,000 Gold, and 10 weeks spent in the ability shop
Permitted to Battle Time Elemental- (Passive Ability, Clearance) Possessor may fight the monster Time Elemental for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Ninth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Trapped Fortress- (Passive Ability, Clearance) Possessor may fight the monster Trapped Fortress for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Information on How the Siege Progresses' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Utu'Ratak- (Passive Ability, Clearance) Possessor may fight the monster Dread Monster: Utu'Ratak, the Large, Angry Condor in the Event Match "A Massive Condor Appears!", possessor may also give temporary permission for allies to join this battle so long as possessor is also participating, Possessor create the item 'Condor Document' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Void Window- (Passive Ability, Clearance) Possessor may fight the monster Void Window for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Casefile Regarding a Peculiar Window and Its Terrible Secrets' for 4,000 XP, 500,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Watch Dog (2)- (Passive Ability, Clearance) Possessor may fight the monster Watch Dog (2) for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eighth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Were-Master- (Passive Ability, Clearance) Possessor may fight the monster Were-Master for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Newspaper Clip Regarding the Mayor's Beastly Secret" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop

Flaw:

Curse:


Weapons-
Planetary of Time's Sword- (Weapon, Sword, Time, 190,000,000 Gold) +190,000 Melee Attack, +1,900,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Great Soulcrystal Staff Which Bears the Soul of the World's Hero- (Weapon, Staff, Light & Glory & Magic, 65,000,000 Gold) +65,680 Magical Attack, +65,000 to all stats, +100,000 MP, 15% Base Element Resistance, 15% Glory Resistance, 80% Critical, 80% Dodge, 80% Resilience, 180% To Hit, Wielder counts as wielding an additional Souls

Armor-
Most-Exalted, Timeless Solar Warlord's Glory-Gilded Orihalcum Armor- (Armor, Heavy Armor, Glory & Light & Fire & Time, 508,700,000 Gold) +509,500 Defense, +40,000 Defense against Stat Damage, +510,300 CON, 40% Physical Resistance, 40% Light Resistance, 40% Fire Resistance, 20% Glory Resistance, 30% Time Resistance, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 30% Petrified: Time Stop Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Time Magic spells cost wearer 300,000 less MP to cast, Wearer's allies gain +10,000 to all stats as a non-stacking bonus if wearer is Time element, 60% inflicts Awestruck, 160% Resilience, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 60, Wearer takes half damage from non-unique sources below Level 60, Wearer must be at least Level 40


Accessories-

Greater Armband of Purity- (Accessory, Wristwear, Light, 24,000,000 Gold) +24,000 Magical Attack, +24,000 Defense, 40% Resilience, Individuals below Level 40 cannot inflict status effects on possessorHealing Concoction- (Spell, Alchemy, Light & Magic, 200 MP, 120,000 Gold) +120 Magical Attack, Heals

Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +7,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action, 15% Time Resistance, +1,900 Defense against Time, +2,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed, Wearer has a 6% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 50 for 3 rounds, this final effect does not stack with itself or with identically worded effects from other items or abilities, Wielder's Time-element spells cost 5,000 less MP, Wielder's Chronomancy summons gain +1,000 to all stats as a non-stacking effect, Wielder's Chronomancy spells cost 15,500 less MP, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 40 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round
*Landshield of Mirgal-Vahn- (Accessory, Magic Item, Magic & Light, 45,000,000 Gold) Wielder and wielder's allies gain +45,000 Defense, with said bonus being capped on all individuals who possess it based on wielder's per-item Defense Cap, Wielder and wielder's allies may not be afflicted with debuffs by individuals below Level 60 without wielder's permission, Zones, Terrains, and Phantom Terrains created by wielder or wielder's allies may not be destroyed or altered by or have effects attached to them by individuals below Level 60 without wielder's permission, Wielder gains 20% Siege Engine Resistance, Wielder must be Level 20 or greater and must possess either the ability 'Adept Protection Magic Attunement' or the ability 'Geomancer'

Cloak of the Gold Leaf Throne's Emissary- (Accessory, Cloak, Glory & Wealth, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 AGI, Wielder's allies gain +20,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +7,600 to the stat that determines wielder's turn order, 2 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 2 rounds under the normal rules for delaying actions, 15% Time Resistance, +6,100 Defense against Time, +6,790 AGI, +6,000 SPI, +6,110 Defense against Stat Damage, Wearer may count the current round's number as being either 1 higher or 1 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +4,200 additional Magical Attack, Wearer may not be forced by sources below Level 60 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects

Consumables-
Diamond of Sealed Beasts- (Consumable, Summoning Stone, Magic & Spatial, Unlimited Charges, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be used a max of 6 times per thread per user and per instance of this item
3 Glowing Rosary- (Consumable, Magic Item, Light, 1 Charge, 15,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above said target, User must have a Patron Deity

Spells-
Flare- (Spell, Wizard Magic, Fire, 120,000 MP, 60,000,000 Gold) +60,000 Magical Attack, 60% inflicts Burning, 1 hit against 600,000, deals 3/4 Damage, Caster must be Level 20 or greater

Mass Confuse- (Spell, Wizard Spell, Magic, 70 MP, 20,000 Gold) +2 Magic Attack, 15% Confusion, 1 hit against 19
Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Celestial Wind- (Spell, Celestial Magic, Air, 12,000 MP, 3,000,000 Gold) +3,000 Magical Attack, Heals allies, 30% inflicts suffocation on opponents, 1 hit against 30, deals 1/3 Damage
time spells only

chronomancy spells only:
Haste (3)- (Spell, Chronomancy, Time, 4,000 MP, 400,000 Gold) Inflicts Augmented: Haste

Impending Doom- (Spell, Other: Time Magic, Darkness & Time, 40,000 MP, 20,000,000 Gold) 15% inflicts Instant Death: Doom, 100% inflicts Instant Death: Doom on targets below Level 60 that are lower Level than caster, this action may be delayed up to 5 rounds, Caster must be Level 20 or greater and must possess the ability 'Adept Time Magic Attunement'

Rewind Wounds- (Spell, Chronomancy, Time & Light, 0 MP, 1,000,000 Gold) +8,650 Magical Attack, Heals

Strike from Earlier (Improved)- (Spell, Chronomancy, 300 MP ,Time, 300,000 Gold) +200 Melee Attack, +200 Ranged Attack, +1000 Magical Attack, Actions this spell is involved in may be delayed two rounds
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

abjurer only spell slots:

Bolster Toughness- (Spell, Protection Magic, Physical, 0 MP, 4,000 Gold) + 2575 Defense, Stacks 3 times
Abjurant Warding- (Spell, Protection Magic, Physical, 0 MP, 200,000 Gold) +2730 Defense, Stacks 4 times
Lesser Abjurant Warding- (Spell, Protection Magic, Physical, 0 MP, 21,000 Gold) + 2590 Defense, Stacks 4 times
Bolster Fortitude- (Spell, Protection Magic, Physical, 0)/b] MP, 4,000 Gold) +50 HP Defense, +1395 Defense Against Stat Damage, 2% Resilience, Stacks 3 times
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Pets-

*Tsatmeiyel, The Dream of Tomorrow- (Pet, Arch-Fantasmic, Dream & Life, Lv.55, X Gold)
HP- 10,000,000
MP- 10,000,000
STR- 105,000
AGI- 98,000
CON- 112,500
MIN- 142,000
SPI- 148,000
Fame- 0
XP- 0
XP Needed- 25,280,000 (Standard Multiplier x4)
Minimum Level- 45
Defense- 130,000, +1,300,000 against Magic
Defense against Stat Damage- 13,700
Critical Chance- 90%
Resilience- 92%
To Hit- 200%
Dodge- 105%
Resistances and Immunities- Absorbs Light, Absorbs Darkness, Technology Immunity, Physical Immunity, Cursed Immunity, Plague Immunity, Smitten Immunity, 110% Minor Status Effect Resistance, 55% Moderate Status Effect Resistance, 5% Major Status Effect Resistance
Prime Attribute- Spirit + Mind
Constant Effects-
Hundred Jovial Masks- Possessor may, up to 100 times per thread, at the start of any round or action, remove all debuffs and negative status effects from sources below Level 60 from itself, Constant Effect
Breathes Possibility- Possessor and possessor's allies may ignore the Resistances and Immunities of Daemons, Devils, and Illuminated below Level 50, Constant Effect
Dynamic Mental Magitechnology- Possessor's allies' (including possessor's) Technology element actions may become Magic, Psychic, or Magic & Psychic element, Constant Effect
Eight Crystal Machine-Arms- Possessor may use 1 charge from up to 8 different Earth, Light, Dream, Magic, or Technology element Consumables that are in-stock at the shop that are worth under 55,000,000 Gold at the start of each round, Constant Effect
Disjoined Yet Whole- +56,000 CON, Possessor gains Wounded Immuinity and may choose to recover from Wounded at the start of any action, Constant Effect
Aether-Spanning Wings that Fly Toward Triumph- +74,000 AGI, Wielder may Dodge actions that cannot be Dodged and gains +100% Dodge against said actions, Wielder may, once per thread as an effect that cannot undo itself counting as having happened, choose at the end of a round of battle to undo the round that is about to end, with any individual of Level 50 or greater who objects being able to cancel said effect, Constant Effect
Thoughtthorn Crown- Possessor may deal 350,000 Flat Psychic or Dream element Damage to any individual who targets possessor with an offensive action at the end of each such action, and may choose to also inflict Manablasted on each such individual if any Damage is successfully dealt, Constant Effect
Bestow Worshipper Benefits- Possessor’s allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include gaining +500 SPI and +500 MIN per Level, to a max of level 54 for both effects, Deity Effect
Abilities-
Twohundredfold Gaze- 75,000 Damage, Counters to this action cost 200 times their normal listed MP quantitiy, to a max of 2,000,000,000 additional MP, Light or Psychic or Sonic or Glory, 0 MP
Beckon Gummy Fruit-Clouds- 250,000 Damage, Heals, Air & Whimsy, 1 hit against 50,000, 0 MP
Laughter- Cures all debuffs and negative status effects from sources below Level 45, 1 hit against all allies, Light & Air, 0 MP
Disassembly of Despair- Cures target of all debuffs from sources below Level 60, The source of each such stacked debuff instance is dealt 350,000 Flat Dream or Light element Damage, Dream or Light, 350,000 MP
Tide of Joyful Dreams- 100,000 Damage, May Heal, May unsummon targets below Level 45, May remove debuffs from sources below Level 45 from targets, May inflict Invigorated, May inflict Stat Boost, 1 hit against 20,000, Dream or Dream & Water & Air, 300,000 MP
Build the Tower of Sight Beyond Time- Caster may scan the stats of target as though the round's number were either the current round's number or the number of any previous round in the same battle, Air & Time, 3,000,000 MP
Word of the Beginning- Summons 1 Fantasmic below Level 55 from the Enemy List that is normally fightable for drops, Life, 1,000,000 MP

modded stats wrote:

Kit (kitsune106)-
Level 59
Shapeshifter, Glory
HP- 2,155,000
MP- 376,250
STR- 15,920 (27)
AGI- 8,850 (15)
CON- 6,100 (10)
MIN- 8,850 (15)
SPI- 28,610 (39)

Turn order:
Inflicted with haste at start of round
Turn order of 24,020

Attack:
+30,080 melee attack
+ 35,430 Magical attack
160% Critical
260% to Hit
30% inflicts time stop

Defense:
118,040
Wielder and wielder's allies gain +45,000 Defense, with said bonus being capped on all individuals who possess it based on wielder's per-item Defense Cap, Wielder and wielder's allies may not be afflicted with debuffs by individuals below Level 60 without wielder's permission, Zones, Terrains, and Phantom Terrains created by wielder or wielder's allies may not be destroyed or altered by or have effects attached to them by individuals below Level 60 without wielder's permission,

+17,700 denfese against stat damage
takes 1/2 damage from sources under level 60.
50% Resistance to sources under level 60.
cannot have defense pierced by sources under level 60
105% Dodge
160% Resilence


Immunities and Resistance
Immune to Domination
Immune to charm
Immune to confusion from under level 60
Immune to paralyze
10% base element
30% Time Resistance,
30% Fate Resistance
takes half damage from people under level 60
Poison: Irradiated Immunity,
Fatigued: Elderly Immunity
Checks fro curing minor effects twice
Checks for curing moderate effects twice
Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action

Ally effects:
+ 45,000 defense to allies
+38,000 to all stats

Start of round effects:

possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 60 that are non-unique and that are not 20 or more Levels greater than
Possessor and each of possessor's allies may be healed for 7,750 points of Light-element HP Healing at the start of every round
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60,
At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60




taking along:


XP- 6,753,352,417
3,000,000,000 gold

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


'Doctor Pazzfakk's Guide to Uncommon Elements'- (Accessory, Tome, Hope & Technology & Psychic, 15,900,000 Gold) +15,000 Melee Attack for actions that deal Healing, +15,000 Magical Attack for actions that deal Healing, Wielder's non-offensive actions may cure a minor negative status effect, Wielder's chances of curing sub-status effects are increased by 30% as a non-stacking bonus*Era Index- (Accessory, Tome, Time, 300,000,000 Gold) If no individual of Level 80 or greater objects, wielder may, at the start of a round, choose, as a constantly-applied effect generated by this item that lasts until the end of the round, count as possessing the effects of the non-Overcrash-generated buffs and debuffs that wielder possessed at the start of a chosen round of battle instead of the effects of the non-Overcrash-generated buffs and debuffs that possessor actually possesses (with newly added and/or through-this-effect-ignored buffs and debuffs still counting their durations as normal and being removed when they would otherwise be removed but otherwise not having their effects take place), Wielder must be Level 40 or greater and must possess the ability 'Adept Time Synchronization'
*Ernest the Watcher's Comfortable Chair- (Accessory, Magic Item, Magic & Astral, 900,000 Gold) +1,000 Defense while in the back row (as a constantly applied bonus of conditional Defense), Wielder regenerates 7,000 HP and 7,000 MP per round, Wielder counts as being 10 levels higher for stat-scanning purposes, Wielder counts as being a boss for purposes of having wielder's stats scanned
Unblemished Radiance- (Armor, Aura, Light & Hope, 80,000,000 Gold) +80,000 Defense, +80,000 CON, +80,000 SPI, Wielder cannot be afflicted with debuffs or negative status effect coming from sources below Level 60, Wielder has a 25% chance of not being afflicted with debuffs or negative status effects from individuals below Level 80 if wielder is an Angel, Celestial, or Deva as a non-stacking effect, Wielder must be Level 40 or greater
2,000 Rimedead Plate- (Armor, Heavy Armor, Darkness & Ice, 7,500,000 Gold) +7,500 Defense, +7,500 Defense against Darkness, +7,500 Defense against Ice, Frozen Immunity against sources below Level 90, 50% Voidstruck Resistance
The Star Lance from Elgath'Thronginn- (Weapon, Spear, Astral, 34,950,000 Gold) +30,750 Melee Attack, +30,540 Magical Attack, +30,240 AGI, +30,080 STR, +301,800 HP, +30,500 MP, +24% Critical, +30,270 SPI, +30,30 MIN, +30,320 Defense, Pierces 15,600 Defense, Pierces an additional 400 Defense if wielder is Human or Fae, +15% Dodge, 30% Dodge against Astral Beings, 20% Dodge against Physical element attacks, Wielder may spend an action to scan target Astral Being's stats, 20% Astral resistance, 30% Light Resistance, Wielder may spend an action once per thread to Heal itself for 15,000 HP, Wielder's Melee Attack actions deal an additional 17,000 Damage if wielder is a Human or Fae, Does double damage against 'evil' celestials during quests (usually) as an RP effect,Provides double healing for 'good' celestials during quests (usually) as an RP effect, Gives user several quest-related powers
Bestows the abilities-
Light Ray of the Stars- 20,100 Damage, 1 hit against 1 individual in each opposing side's row, Astral, 900 MP
Seal of the Twelve Holy Keepers- 8,000 Damage, 800 AGI damage, all of caster's allies gain +8,000 Defense against target that does not stack with other defense bonuses granted against said target by this ability or other abilites that are granted by the same item that this ability is granted by if this ability is granted by an item, doesn't work on certain targets in plot threads, Light & Magic, 5,000 MP
Shift Lance: Light- The Star Lance from Elgath'Thronginn becomes solely Light element for the remainder of the battle, Light, 5 MP
Shift Lance: Magic- The Star Lance from Elgath'Thronginn becomes solely Magic element for the remainder of the battle, Magic, 5 MP
Shift Lance: Astral- The Star Lance from Elgath'Thronginn becomes solely Astral element for the remainder of the battle, Light, 15 MP
Shift Lance: Physical- The Star Lance from Elgath'Thronginn becomes solely Physical element for the remainder of the battle, Physical, 15 MP
Impale- 10,900 Damage, 30% inflicts Wounded, Physical, 900 MP
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
with True-Striking- Provides +5% Critical, Affects Weapons, Enchantment

*Rod of Redemption- (Weapon, Mace, Light, 50,000,000 Gold) +50,000 Magical Attack, +49,999 Melee Attack, +50,000 CON, +50,000 SPI, Wielder's summoned Demons, Devils, and Daemons may gain the Light element and/or may count as Celestial Magic summons, Wielder must be Level 20 or greater
*Airynmetyr, Silver Sword of Sereyn's Light- (Weapon, Sword, Light, 116,000,000 Gold) +114,000 Melee Attack, +110,000 AGI, +110,000 SPI, 85% Voidstruck Resistance Wielder's 'Melee Attack' and 'Attack With Finesse' actions remove all debuffs that their targets that are Demons, Devils, Daemons, and Undead below Level 80 are the source of, 100% may inflict Awestruck or Awestruck: Sealed on Demons, Devils, Daemons, and Undead, Wielder's 'Melee Attack', 'Powerful Attack', 'Attack With Finesse', and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder may spend an action to summon 3 Dove of Sereyn from the Enemy List (max 10 summoned), Wielder must be Level 20 or greater and must be a devout worshipper of Sereyn

Book of Lhaivos the Pure- (Weapon, Book, Light, 60,000 Gold) +15 Magic Attack, Magic Attacks Heal, Magic Attacks use an extra 5% of their user's max MP


Essence of the First Fire- (Weapon, Force, Fire, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Ranged Attack, +60,000 Magical Attack, Wielder's actions may become solely Fire element, 40% Fire Resistance, If an source below Level 60 would deal possessor Fire element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wielder ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 60, Wielder must be Level 20 or greater

1 Grass-Cutter Sword- (Weapon, Sword, Glory & Light & Water & Earth & Electrical & Air & Fire, 180,000,000 Gold) +180,000 Melee Attack, +180,000 STR, +180,000 CON, +180,000 SPI, 130% Critical, 230% To Hit, Wielder may create or destroy a Zone of Air at the start of each round, Possessor may deal 1,800,000 Flat Fire element Damage to one opponent at the start of each round, 1% inflicts Instant Death, 1% inflicts Cursed, Wielder must be Level 40 or greater

1,000 Rimedead Blade- (Weapon, Sword, Darkness & Ice, 7,500,000 Gold) +7,500 Melee Attack, +7,500 STR, +7,500 CON, 60% inflicts Frozen, 60% inflicts Voidstruck, 50% inflicts Frozen: Frostbite

Armor of the Heavenly Gates- (Armor, Heavy Armor, Hope & Glory, 165,000,000 Gold) +165,000 Defense, +165,000 CON, +165,000 SPI, Wearer's per-item Defense capping becomes based on (CON + SPI) instead of (CON * 2), Wearer may spend an action to enter any battlespace that is part of the same battle so long as no individual of Level 90 or greater in the battlespace wearer is leaving or the battlespace wearer is entering that is 5 or more Levels greater than wearer objects, Wearer may spend an action to summon 20 Celestials or Angels below Level 80 on the Enemy List that are normally fightable for drops, Max 100 summoned, Wearer must be Level 40 or greater

*Suzanne's Conference Datapad- (Accessory, Gadget, Technology, 33,000,000 Gold) Wielder may link the MP of any two allies whose MP is not already linked to another individual's at the start of each round, An individual of Level 60 or greater may spend anaction to delink these totals


Advance-Crafted Manual of Warding- (Accessory, Tome, Magic, 6,000,000 Gold) Wielder's items may not be stolen or destroyed by sources below Level 60, This item may not have its text altered by sources below Level 40 that do not possess the ability 'Adept Abjuration Attunement'

Demilich Teeth- (Accessory, Upgrade, Darkness & Magic, 150,000,000 Gold) Once per round, before one of wielder's actions, wielder may choose to inflict Instant Death on a target below wielder's Level that is below Level 80, with said effect not stacking across multiple copies of this item and individuals below Level 80 being unable to resurrect individuals killed by said effect, Wielder must be Level 40 or greater

Fae King's Time Spindle- (Accessory, Trinket, Magic & Time, 30,000,000 Gold) Wielder gains an additional action each round if no opponent is Level 50 or greater


Insta-Deployable City-Protecting Force Dome- (Accessory, Upgrade, Technology & Energy, 85,000,000 Gold) Once per thread across all wielders of this copy of this item, when one of wielder's Large Structure allies is targeted with an attack, wielder may, before any hits of said attack targeting said ally are generated, give said ally a non-stacking buff that provides +85,000 Defense and +40% Resilience that lasts 26,000,000 rounds

Virtuous Undead Queen's Crown- (Accessory, Crown, Darkness & Hope, 30,000,000 Gold) +30,000 Defense, +30,000 MIN, +30,000 SPI, 100% inflicts Charm on Undead, Wearer controls the actions of Undead below Level 40, Wearer must be Level 20 or greater


Mystic Figurine: Golden Goat- (Consumable, Summoning Stone, Earth, Unlimited Charges, 20,000,000 Gold) Generates an attack with Strength as its Prime Attribute, a Damage value of 55,000, and a 115% chance of inflicting Fatigued: Stun, This action counts as being performed by a Level 35 Animal with a Strength stat of 15,500, This item's user must be Level 20 or greater

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

Ancient Balm- (Spell, Other: Ancient Magic, Water, 24,000 MP, 12,500,000 Gold) +12,500 Magical Attack, Heals HP, All debuffs and negative status effects present on target that come from sources below Level 40 are removed, Target may not acquire debuffs or negative status effects from sources below Level 40 for the next 5 rounds, does not stack

Detect Traps- (Spell, Divining, Magic, 70 MP, 65,000 Gold) Caster and up to 5 targets gain +500 Defense against Traps, has RP effects, stacks 5 times

Divine Revivification (Orb of Light Variant)- (Spell, Divine Magic, Light, 60,000 MP, 30,000,000 Gold) Resurrects target if target was not killed by a source above Level 59 that is not more than 20 Levels above either said target or caster, Said resurrection may not be prevented by sources below Level 60 that are 20 or more Levels below caster, Caster must possess the ability 'Connected to the Orb of Light'


5 Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Open Gate to Standard Timeline- (Spell, Gate Magic, Time, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast

Prepare Fruits- (Spell, Other: Culinary Arts, Earth & Light, 10 MP, 30,000 Gold) +40 Magical Attack, Heals, Each Food that the caster has equipped may expend 1 charge to increase the amount healed by 500

Pure Healing of Sereyn- (Spell, Divine Spell, Light, 10,000 MP, 5,000,000 Gold) +5,000 Magic Attack, Heals, Cures any two minor negative status effects from sources below Level 80, Caster must be a devout worshipper of Sereyn

Temporal Scrylock- (Spell, Other: Chronomancy, Time, 20,000 MP, 2,000,000 Gold) Target obtains a non-stacking buff that causes entities below Level 60 that scan its stats to obtain a copy of its stats at the time that said buff was applied to it, with said buff informing said entities that it has potentially changed scan results, but not informing them in what way it has done so, at the time of said altered scanning, This spell does not by default provide information that it is changing information in RP threads

Timeclone- (Spell, Other: Chronomancy, Time, 10,000,000 MP, 90,000,000 Gold) Caster gains 2 additional actions (to a max of two actions per round across all copies of this spell) so long as no opponent of Level 90 or greater or that is 10 or more Levels greater than caster, objects, Caster may be targeted as up to 2 different individuals by actions that may target multiple individuals, being affected by such actions a number of times equal to the number of times that possessor is targeted, until the end of the round, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Attunement'

Timehammer Bomb- (Spell, Hypertech, Time, 120,000 MP, 60,000,000 Gold) +60,000 Ranged Attack, 6,000 AGI Damage, 100% inflicts Fatigued: Elderly, This action may be delayed for up to 5 rounds, 60% inflicts Fatigued: Slow, 1 hit against 600,000, deals 3/4 Damage


Prepare Fruits III- (Spell, Other: Culinary Arts, Earth & Light, 1,000 MP, 3,000,000 Gold) +4,000 Magical Attack, Heals, Each Food that the caster has equipped may expend 1 charge to increase the amount healed by 50,000Purifying Blade (2)- (Spell, Holy Magic, Light, 3,000 MP, 2,100,000 Gold) +2,200 Melee Attack, Heals, Cures 1 negative status effect or debuff from a source below Level 40
Grand and Holy Healing- (Spell, Holy Magic, Light, 7,500 MP, 3,200,000 Gold) +3,400 Magical Attack, Heals
Summon Hounds of Heaven- (Spell, Summoner Magic, Air & Light, 7,000 MP, 4,500,000 Gold) Summons 3 Hound of Heaven from the Enemy List, Max 10 Summoned

Summon Monster- (Spell, Summoner Magic, Magic, 20,000 MP, 5,000,000 Gold) Summons any one Animal, Aerial, Aquatic, Cthonian, Astral Being, Cthonian, Celestial, Angel, Deva, Illuminated, Abstract, Daemon, Devil, Demon, Elemental, Monster, Outsider, or Dragon from the Enemy List that is non-Elite, below Level 40, and can normally be fought for drops, Max 20 summoned, beings summoned through this spell may not summon

*Heart of the Archmagi- (Accessory, Crystal, Magic, 700,000,000 Gold) Wielder's Base MIN and SPI increase by 2 each
*Ixmulplex's Fez- (Accessory, Hat, Darkness & Acid, 14,000,000 Gold) +14,000 Defense, +14,000 Constitution, Wearer deals 140,000 Flat Psychic element Damage to any individual who deals wearer MP Damage
*Kit's Papers from the Seirei Portal- (Bound Accessory, Quest Item, Light & Darkness, 1,000 Gold) +1 SPI
Death Spray- (Spell, Biomancy, Darkness & Acid, 150,000 MP, 15,500,000 Gold) +15,500 Ranged Attack, 60% inflicts Dissolving, 30% inflicts Instant Death on targets below Level 70, 1 hit against 15


Kit is heading into the 2nd door. the to somewhere in the spirit world!
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Modrageball
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Re: Kit tries her luck

Post by Modrageball »

Aeromage wrote: Kit heads through the opulent gold-and-white door, stepping through a veil of white light and into (presumably) the Spirit World!

She emerges into a brilliantly bright area. The ground is made of rippling, dancing tongues of flame, the surface beneath that made of slowly-shifting plates of metal that glow various shades from cherry-red to white-hot, pushing against one another into the ground to create valleys or pulling apart to reveal rapidly-solidifying molten metals that become more plates to add to the seismic flow around them. Tall towers of glowing molten metals and slag jut from the irregularly-hilly landscape, with huge chunks of blackened, charred material frequently peeling off their sides and plunging to the ground below. The sky is aflame- roaring sheets of red and gold streak through the sky, battling against one another in votices and storms of blazing fury, all swept up in a larger maelstrom centred on an enormous moon of blinding light and flame, set amidst a raging sea of fire and liquified metals.
The air is oppressively hot, split at irregular intervals by shrieks and groans of fusing, clashing and grinding metal plates.

Fortunately, Kit's Abjuration ability, her Landshield and her surprise skill as a Sun Duke (as well as her resistance through her armour) allow her to weather the environment unscathed.


kitsune106 wrote: Kit takes the time to examine the area as she uses adept abjuration ability to create a forcefield as she attempts to look around.


Aeromage wrote: Kit examines the area!

While metals and their ilk aren't really her area of expertise, and neither is elementally-related stuff, from a combination of Divination-sensing, some basic Smith skill and her own Scholarly knowledge, she's fairly sure that this place is some sort of domain of... smelting and refinement, for want of a better term, mixed with elements of fire, metal and light. Plates of molten metal well up from the ground to form the 'surface' of the place, and are either caught up in deep wells where their molten contents are forcibly alloyed and amalgamated into increasingly-mixed and dense forms (possibly creating new metals in the process), or extruded into towers which draw only pure examples of specific metals into them, refining themselves and casting off the slag at frequent intervals as time passes. Some of the spires are little more than thin spikes, while the largest examples look more like towers- complete with irregularly-placed window-like structures.
Logic (and her knowledge of such workings) dictates that it's entirely possible the largest towers may have (or may have the potential to) become random dungeons based around the themes of purification and refinement of the metals they involve.

While Kit is perfectly capable of weathering the environment, she nevertheless creates an abjurant forcefield around herself for an additional layer of protection.


kitsune106 wrote: Kit , using the star lance, takes to the air, heading for o e of he nearby towers to explore it, assuming she can find a way inside


Aeromage wrote: There are three nearby tower-spires that look large enough to contain dungeons or otherwise be explorable:
-A silver-grey tower-spire that deepens in hue through blues to deep blue further towards its top
-A tower with a liquid silvery-white base that transitions to a mazelike, angular crystalline structure in rainbow hues further up its height
-A shorter, thinner tower-spire than the other two of reflective, mirror-like metal with vague shapes moving within


kitsune106 wrote: Kit will attempt to divine on the 3 towers.



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
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
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
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes


Aeromage wrote: Kit casts her divinatory prowess towards the spires! Things seem to be a bit... hazy there. Maybe it's all the heat messing with the results, or the shifting ground. She can't get a good read.
She does, however, manage to find what they're made of, which might offer some clues as to what might be found within.

The blue-metal spire looks to be made of cobalt. The rainbow-crystalline-metallic tower, meanwhile, is made of bismuth. The mirror-like spire is made of a metal called 'ansigite'.


kitsune106 wrote: kit has:


Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60


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


'Doctor Pazzfakk's Guide to Uncommon Elements'- (Accessory, Tome, Hope & Technology & Psychic, 15,900,000 Gold) +15,000 Melee Attack for actions that deal Healing, +15,000 Magical Attack for actions that deal Healing, Wielder's non-offensive actions may cure a minor negative status effect, Wielder's chances of curing sub-status effects are increased by 30% as a non-stacking bonus


Does she suspect that it migth be worth going to retrieve the metals of cobalt and Bismuth, aka, woudl it make good weapons. She is unsure about ansigite.


Aeromage wrote: Kit racks her brains for an idea of what might be involved in each of the spires.
Well, from what she can tell, there's a lot of Metal element going on in there, which she might be able to cross-reference in that book, and combined with her scholarly knowledge, while not quite specialised in materials and metals...

...well. As this is the Spirit World, it probably follows that the dungeons (assuming they are such) contain things thematically related to the metals in question, or otherwise linked to the materials' general perceptions or myths relating to them.

From that, she guesses the following:

-The Bismuth Spire probably doesn't have the best materials for weapons, as it's a rather soft, brittle metal. Its properties of being repelled by magnetism, high resistance to electricity and low thermal conductivity might be useful, however, and its given the overarching 'pure metal' theme that seems to be happening in this area, its pure form's famous rainbow sheen might (maybe) lend itself to spoofing being other elements, and its mazelike crystalline structure might mean there's some sort of maze-related things in there.

-Cobalt is well-known for releasing poisonous fumes. The interior of the spire is likely, therefore, poisonous. The metal it produces is reasonably hard (when smelted, which it seems to be in this case), however, making it a more attractive prospect for weapon-materials, and things made from it are likely to be capable of poisoning and weakening foes. The metal is also used in making magnetic and high-strength alloys. Some worlds related the word 'cobalt' to the word 'kobold', so she might end up finding strange goblinoid entities within.

She cannot, however, figure out anything about Ansigite. Maybe it's a metal only found on Seirei and its attached Spirit World?


kitsune106 wrote: Kit pulls out hte Era Index to check out the 3rd tower to exmaine it, before moving towards it. Migth as well explore as BA members do!


*Era Index- (Accessory, Tome, Time, 300,000,000 Gold) If no individual of Level 80 or greater objects, wielder may, at the start of a round, choose, as a constantly-applied effect generated by this item that lasts until the end of the round, count as possessing the effects of the non-Overcrash-generated buffs and debuffs that wielder possessed at the start of a chosen round of battle instead of the effects of the non-Overcrash-generated buffs and debuffs that possessor actually possesses (with newly added and/or through-this-effect-ignored buffs and debuffs still counting their durations as normal and being removed when they would otherwise be removed but otherwise not having their effects take place), Wielder must be Level 40 or greater and must possess the ability 'Adept Time Synchronization'


Aeromage wrote: Kit pulls out the Era Index and once again prods it to go beyond its normal use to look at the past of the area around it.
Well. Time doesn't seem to be quite as ordered as it is in Seirei here. Still, she can determine the spire seems to have been here for a fair while, starting as an 'Ansigite Extrusion' and constantly undergoing a series of purifying, smelting and impurity-discarding effects in a cycle as it grows.
There's also intermittent mentions of a 'Spirit Imprisonment' and 'Spirit Seal' effect every now and then.

The spire is mostly smooth-sided, with a few holes at the bottom for entry. There's also a couple of holes further up, where large chunks of dark-coloured glassy slag metal are in the process of slowly being expelled from the edifice. Where's she going?


kitsune106 wrote: Kit, rememberning what happened last time she went to the top, flies down to the bottom holes to enter there. Her wards and forcefields being re-enforced in case of security measures.


Aeromage wrote: Kit is, fortunately, not nuking the entire spire before entry, and as such, enters without an issue.
The first room of the Ansigite Spire is... fairly plain, really. The floor is smooth and mirrored, reflecting a dull image of Kit back at herself from underneath. The walls are similarly reflective, but oddly segmented, with multiple Kit-images fuzzily reflected back at her. Faint shadows wisp and flow in the silvery reflections.

Two openings lead further into the edifice, one to Kit's front-left and one to her front-right. Both look less like doorways and more like semi-crystalline gaps in the metal, connected to thin hallways that presumably lead to other rooms.


kitsune106 wrote: Kit is trying not to go smashy today. She chooses the left door.


Aeromage wrote: Kit heads through the left-hand opening and through a short hallway into another room. This one has long, thin bars of metal lining its walls, seemingly melted from (or melded to) the floor and ceiling, giving the impression of a prison cell. Barred exits lead further into the spire ahead of Kit and to her left and right. A moment later, the exit behind her is similarly, abruptly sealed off with bars.
Four entities, each four-armed, mirror-skinned humanoids with thick manacles around their wrists, lash out at Kit with whirling nets of mirror-polished chains from their positions around the room.

They are all far too slow. Kit easily outpaces them, recognising the speed-difference brought about by a significant gap in power level.


kitsune106 wrote: Kit sends out a blast if energy, changing it to light via her blessing.

She is doing a test and trying to avoid too much damage to the area

Magical attack made light via mass confuse.
Channel Magical Light- If possessor is Level 10 or greater, possessor may change any of possessor's 'Magical Attack' actions to be solely Light element, Worshipper Benefit


Mass Confuse- (Spell, Wizard Spell, Magic, 70 MP, 20,000 Gold) +2 Magic Attack, 15% Confusion, 1 hit against 19


Aeromage wrote: Kit, for the first time in a good while, channels the divine power of Sereyn and blasts the room with a Light-shifted Mass Confuse, the magic rebounding off the walls and bursting back in on itself in a wave of power!

She gets the feeling that it probably wouldn't be very effective, given the mirror-like skin on her targets, if she weren't clearly so much more powerful than they are. As it is, the light-based magic scythes through them, disrupting their minds and dropping them all, one after the other, to the floor in a clanging heap, where they slowly begin to sink into the smooth metal surface.
The door-bars all, as one, quietly do the same.

Kit gets XP for 4 Level 34 entities.

A few items are left behind on the floor. A pair of manacles of the same metal of the tower, a length of chain made of the same metal, and large, simple metal ring.


kitsune106 wrote: She will carefully exam the items before picking them up and moving onto the next room.


Aeromage wrote: Kit picks up the items! She gets:

Ansigite-Infused Chain- (Weapon, Whip, Light & Darkness & Metal, 2,100,000 Gold) +2,100 Melee Attack, 120% To Hit, 20% Critical, +10% To Hit against Spirits, 20% Inflicts Awestruck: Sealed, instances of Awestruck: Sealed inflicted by wielder have a 10% greater infliction chance against Spirits, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute

2 Ansigite Manacle- (Accessory, Wristwear, Light & Darkness & Metal, 4,200,000 Gold) +4,200 Defense, -4,200 SPI, Possessor, if a Spirit, is afflicted with Awestruck: Sealed at the start of every round, possessor's SPI value may not be lowered through debuffs, stat damage or status effects by sources below Level 50

Spirit-Binding Chains- (Spell, Binder Magic, Light & Darkness & Metal, 4,500 MP, 4,500,000 Gold) +4,500 Magical Attack, +4,500 Ranged Attack, 70% inflicts Stat Drain: SPI Drain, 70% inflicts Paralysis, 40% inflicts Awestruck: Sealed, infliction chances of Paralysis and Awestruck: Sealed are increased by 10% if target is a Spirit



Is she heading throught any of the three openings (left, right, ahead) in particular or just taking a random exit?
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Re: Kit tries her luck

Post by Modrageball »

kitsune106 wrote: Right!


Aeromage wrote: Kit feels an unpleasant wrenching sensation within her mana pattern. It's almost as if something caused her to be x'd (or perhaps q'd, or c'd) out temporarily. She feels her connection to the surrounding areas has become somewhat less stable.

The room is wide, tall, and filled with mirror-polished chains, arcing and criss-crossing across the space, crossing through pulleys, into holes in the floor and walls, and providing an impediment to further entry (or at least something that would slow progress through it for most) and creating a thick tangle of hard-to-trace lines within the space.

Large cages dangle from the ceiling, made of the same mirror-polished metal and containing strange, luminescent misty whirls of energy. With her various skills, Kit determines that breaking or releasing the cages from their positions will trigger hostile entities to spawn and attack. Two other doors, one to the far left and one to the far right of her position, lie tangled in chains. A large, circular shape in the ceiling is similarly bound with chains, apparently being kept from dropping into the room.

Kit is feeling rather perceptive. She determines that, by cutting one or more of the chains within easy reach of the doorway, she can cause some of the chain-lines to unravel and release the doors, cages or circular ceiling-structure. Even better- she's pretty sure she knows which chains will release what.


kitsune106 wrote: Kit, shivering as she feels it, moves to strike the chains that hold the doors closed and only those, with a pinpoint blast of Magic.


Magical attack at the chains holding the doors closed.


Aeromage wrote: Kit strikes the chains that lock the doors shut, neatly severing them and sending the chain-halves rapidly unreeling, filling the chamber with the grating, rattling sound of metal against metal. Pulleys whirl, lengths of chain streak into quicksilver-flickering lengths that blur into lines and rapidly flick and flail as they draw towards the cut ends of the bindings' lengths, shrieking against the polished surfaces of the doors and vanishing off into holes in the walls.
The doors, now absent of the chains that bind them, half-fall, half-slide straight downwards, leaving open archways to more corridors and not a trace of there ever having been an impediment to their entry in the first place.

The room now contains rather fewer lengths of chain strung about and through it, making it both easier to move around in and easier to determine what chain can be cut to release what. Now there's fewer lengths of metal in the way, Kit can see there's six cages suspended from the ceiling, as well as that... whatever that central ceiling-structure is. Some sort of trapdoor upwards?


kitsune106 wrote: Kit thinks then slashes the chains holding the central pillar thing/trapdoor thing shut.


Aeromage wrote: Chains scrape, rattle and sing throughout the room as they unreel themselves, clattering and whipping from their previously-taught lines and vanishing over, under and up through the ceiling!
After a brief pause, the circular thing in the ceiling descends with surprising speed, hitting the floor with enough force to cause the entire room to shake, setting the remaining chains rattling, the cages swinging (and their spawn-mists flickering) and issuing a deafening metallic CLANG that echoes throughout the room and bounces off along the open corridors.

In the middle of the room now stands a tall, metal-barred cage structure containing a spiral staircase that loops around and up into the circular opening left by its drop. The barred door leading into the structure has a large, obvious keyhole in it.


kitsune106 wrote: Kit will head through the leftmost newly opened door. Making.a note to try to find the key.


Aeromage wrote: Kit passes through the opening into another short corridor, and from there through a thick, vaultlike door into a large, circular room filled with alcoves and mirrors. Or at least proper-mirror-like objects. Unlike the previous rooms, the mirror-metal surfaces of the walls actually have frames surrounding them and have much clearer reflections, making the room seem far larger and more open than it otherwise would as a result.

The mirror-backed alcoves are set into the walls at regular intervals- big, full-length-mirror-backed and -walled alcoves on the far side of the room, with smaller, pigeonhole-like alcoves set in rows on either side of the room, curving around to the doorway. From dozens of mirrors, Kit sees herself reflected from various angles, including from below, due to the mirror-polished floor.
It comes across as a strange combination of a dressing-room and safety deposit vault.

The room is empty. The reflected room, however, not so much. In some of the mirrors in the larger alcoves, Kit can see (silvery, brushed-metal) chests reflected, and the smaller, pigeonhole-like alcove mirrors similarly reflect objects that aren't present on Kit's side of things.
Strangely enough, the chests reflected in the full-length alcoves' mirrors aren't reflected in the mirror-polished floor where they'd presumably stand.


kitsune106 wrote: Kit hmmms. She will try to usr the.mirrors and stand and try to have her reflection grab at an object in the mirror first, trying to test a theory that the. Mirrors help show... Something.


Aeromage wrote: Kit walks to one of the alcoves in order to position her reflection to grab one of the reflected-chests on display.
Curiously, as she gets closer to the mirror, her reflection fades, almost as if the mirror is showing another reflected layer of the room on top of the regular reflection. One that contains chests and other items, apparently. Trying to have her faded-reflection grab the solid-looking chest just results in the reflection's hand passing through it, with Kit feeling nothing but air in the way.
Being this close to the mirror, it becomes apparent that the material it's made out of is slightly different to that of the floor. Or differently-processed, anyway. Maybe it's more refined?


kitsune106 wrote: Kit tries to think what it's about. She is unsure she if she can shift into the other layer of reality.


Aeromage wrote: Kit takes a moment to consider the situation.
Presumably, this spire is built and based around the properties of the metal it's made from, Ansigite. While she doesn't know anything about the metal and there doesn't seem to be any readily-accessible knowledge on it in her books, given its presumable native-to-Seirei status, from looking at what she's seen of the spire so far she determines the following things.

-The Spire has intermittent effects placed on or in it at intervals in the past named 'Spirit Imprisonment' and 'Spirit Seal'.
-Parts of the metal she's seen in other rooms seem to contain odd things caught within the material.
-The entities she's met and fought thus far in the Spire looked like they were either prisoners, jailers or some combination of the two. (She also clearly outclassed them, suggesting they, and by extension the Spire itself is, for at least the part she's encountered, a whole level-band below her in power)
-The metal seems to have some mirror-like properties, although this can be overwhelmed by something strong enough acting upon it.
-The drops from the enemies she faced all suggest Spirit-reducing and -sealing properties, with specific themes of imprisonment and effectiveness against Spirits.
-The previous room had a rather jail-like theme, and contained cages both imprisoning spawning-essence of some kind and had the specific effect of being able to release them.

From this, she guesses that Ansigite is, at least from what she's seen, a metal that is capable of capturing and sealing things inside itself, possibly with the ability to release it later, with this property being most specifically useful against Spirit entities or spiritual power. A somewhat shakier inference, although potentially still valid, is that the metal might also be able to release things from within itself that are caught there, or at the very least project or use some expression of power from whatever's inside it.

If this holds true, then, following that line of reasoning, the mirrors in this room aren't projecting a layer of reality, but instead showing what is captured inside the mirrors themselves. The chests and objects aren't in the room with Kit, they're inside the metal of the mirror and just being reflected as if they were in the room, hence the weird overlaid-reflection thing going on.


kitsune106 wrote: Kit frowns and gently probes at the metal with her magical senses. She's unsure what paradigm. She does try an odd apporach though.

She attempts to locally rewind time , to before it was put in the metal.
Adept Time Magic Attunement- (Passive Ability, Other: Time Mage) Time Magic spells cost possessor 10,000 less MP to cast, Time Magic spells cast by possessor that provide a AGI buff bonus provide an additional +500 AGI as an effect that stacks 20 times across all effects per individual, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Time Magic Spells, and may not be converted into other types of slots by individuals below Level 100

Adept Time Synchronization- (Passive Ability, Other: Temporal Primarch) Amounts of Time element Damage possessor deals are increased by 10,000 points, Time element spells cost possessor 10,000 less MP to cast, Possessor gains 5 Spell slots that may not be used for purposes other than carrying spells, may only carry Time element Spells, and may not be converted into other types of slots by individuals below Level 100


Aeromage wrote: Kit is fairly sure simply breaking the mirror would expel its contents, although run the risk of damaging what's inside (or, given this appears to be a dungeon, triggering some other effect).
Her somewhat roundabout way of dealing with the situation is met with success, however- the mirror's image flickers, the room becoming less-distinct as it reflects a great deal of time- years, maybe decades, perhaps even longer- rushing backwards on its surface. The chest-image ripples and loses cohesion, pulling forwards and outwards before reappearing, fully intact, on Kit's side of the mirror.


kitsune106 wrote: She goes to open the chest. She will repeat her attempt on other mirror realms.


Aeromage wrote: Kit opens the chest, revealing a small, circular mirror of the same silvery metal in an elegant frame. Despite reflecting her face perfectly, it feels somewhat oddly... empty, somehow.

Kit gets:
Spirit-Capturing Mirror (Empty)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 10,000,000 Gold) Target non-unique Spirit that is normally fightable for drops on the Enemy List that is below user's Level, below Level 40, and below 50% Max HP has a 5% chance of being removed from the thread, with this chance increasing by 5% for each Binder ability possessed by user and every additional 5% lower the target's Max HP is, with this removal being stopped by Vanished Resistance or Immunity; this item may only affect a single target. Upon successful removal of a target, this item's name changes to 'Spirit-Capturing Key (<Entity Name>)', and its text is replaced with 'user may spend a charge of this item to summon 1 <Entity Name>, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends), user may, if an <Entity Name> summoned from this item is not present in any battlespace in the same thread, spend a charge of this item and the MP cost required to replicate an ability or effect held by an <Entity Name> as if said entity was performing it', Has RP effects

She moves to the other mirrors to relieve them of their stored treasures. Once again, her temporal manipulation works like a charm.

Kit gets:
Ansigite Spire Key- (Item, Key, Light & Darkness & Metal, 5,000,000 Gold)

Flight-Thwarting Battle-Binding (Lesser)- (Spell, Binder Magic, Warding, 100,000 MP, 10,000,000 Gold) Target individual, if below Level 40, may not leave battle or the battlespace it occupied at the time this spell was cast

Obstruction- (Spell, Binder Magic, Warding, 500,000 MP, 15,000,000 Gold) Caster creates a Circle Effect that does not stack and allows caster, to a maximum of once per round, to perform a 'Melee Attack', 'Magical Attack' or 'Ranged Attack' action as a pre-emptive counter against an individual below caster's Level that targets an ally of caster, and, if said pre-emptive counter inflicts damage, cancels the countered action

Spirit Snare- (Spell, Binder Magic, Light & Darkness & Warding, 150,000 MP, 10,000,000 Gold) Caster creates a Circle Effect that stacks three times that causes Spirits that target caster with an offensive action to have a 100% chance of being afflicted with Paralysis and Awestruck: Sealed as an effect that ignores up to 50% Paralysis and Awestruck Resistance from entities below caster's Level and ignores Immunity and Absorption from entities more than 10 Levels below caster's Level, with successful inflictions of the aforementioned status effects removing a stacking of this Circle effect from caster, this spell may count as a Spirit Magic spell

3 Refined Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 20,000,000 Gold)
16 Small Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 5,000,000 Gold)

And another one of those mirrors.


Kit also gets:
XP for 20 Level 35 entities
'Cleverly Bypassed the Ansigite Spire Vault Room Trap Through the Skillful Application of Time Manipulation on Seirei'



Kit is now standing in the vault room with a few empty chests in front of her, and nothing else reflected from the mirrors but what is already in the room.


kitsune106 wrote: She will head out if this room, feeling pleased. She will check if that key fights the ceiling trapdoor!


Aeromage wrote: Kit heads back into the prior room, and to the barred door... well, barring entry to the cylindrical cage holding the spiral staircase upwards.
Her use of the key is met with success! The key is sucked into the door, much like how the treasure chests were sucked out of the mirrors, but in reverse. A loud clank heralds the door swinging open to grant her access to the staircase.

Kit loses the key.


kitsune106 wrote: She checks the door she did not go in. Enters that. She plans on checking it out then onwards through trapdoor!*


Aeromage wrote: Kit heads through the unentered doorway! The short corridor terminates in a room that looks similar to the one she fought the chain-wielding spirits in, except with barred alcoves filled with chains lining the walls. Three other doorways lead out from the room to other parts of the spire.
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Re: Kit tries her luck

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kitsune106 wrote: She makes a note then will be heading up. Using the star lance to fly up.


Aeromage wrote: Kit heads back to the next room and flies up into the next floor!
The room she emerges in looks considerably more prisonlike than the others. Four doors, one at each end of the cross-shaped room, are blocked off with heavy bars (all, of course, made of the same metal as the spire). Each has a different symbol atop it. Barred windows, set high in the walls, open into what Kit assumes to be viewing galleries of some sort. Vague shapes move beyond.

Kit then notices the floor- smooth and mirror-polished, yes, but looking far more so than any of the other rooms she's been in thus far, polished to the point where it looks extremely slippery. The hole she emerged from, as well as a small 'walkway' emerging from each wall, jut above the slippery metal floorspace.
A metal statue of a wealthily-dressed humanoid covered in elaborate jewellery, with crystalline spikes in place of hair and no visible eyes, stands near the centre of the room on the slippery floor. Its hands are bound in manacles and its form is wrapped in chains. The thing is posed in a pleading gesture, wrists held forward as if begging some unseen jailer to release it. Its base is a squared-off, very smooth-sided plinth.


kitsune106 wrote: Kit pulls out her:
s*Era Index- (Accessory, Tome, Time, 300,000,000 Gold) If no individual of Level 80 or greater objects, wielder may, at the start of a round, choose, as a constantly-applied effect generated by this item that lasts until the end of the round, count as possessing the effects of the non-Overcrash-generated buffs and debuffs that wielder possessed at the start of a chosen round of battle instead of the effects of the non-Overcrash-generated buffs and debuffs that possessor actually possesses (with newly added and/or through-this-effect-ignored buffs and debuffs still counting their durations as normal and being removed when they would otherwise be removed but otherwise not having their effects take place), Wielder must be Level 40 or greater and must possess the ability 'Adept Time Synchronization'

to do a quick check.
She also has Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects

Diviner- (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
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

She will investigate the statue, before she will do the rewind to bring to life, she she feels if a good idea. She will first be scanning it to check for things and traps!


Aeromage wrote: Kit consults the Era Index.

...nope. Looks like it's still displaying the various effects the tower's had on it as a whole, not this specific room.

No matter. Kit has some skill as a Diviner, even if some branches of the discipline (such as Whisper-Mote Listener) don't apply. Buoyed by the knowledge that she's (probably) higher level than the dungeon itself, she turns her magical knowledge-gathering skills to the statue!

Kit determines a few things about it. First, it's not trapped, or a trap. Not in the general sense, anyway. It has spiritual essence in it, but it's weak and seems to be incomplete.

Kit peers further.

The statue is part of this floor's method of navigation. It acts as a proximity key to the other rooms of the floor- by pushing it along the slick metal surfaces towards the barred-off doorways, the bars will retract to let it (and whomever accompanies it) pass.

Kit peers further.

Somewhere on this floor, there is a room that, when the statue is brought to it, will open the route to the next floor. The catch is that, in doing so, the statue will release the spirit inside it as a hostile entity. There are optional places on the floor that will add to the statue's spiritual essence, granting it more power (and potentially more spiritual domains of power), which will strengthen the Spirit Kit will have to face before continuing upwards but grant correspondingly greater rewards for beating the more powerful it is.
Kit's fairly sure the thing will max out at Level 39 or so. At present it is a comparatively paltry Level 15.


kitsune106 wrote: Kit grins and starts to push the statue towards one of the othe other rooms. Might as well do this.


Aeromage wrote: Kit pushes the statue towards a barred doorway, the thing sliding easily on the floor, gliding across the smooth metal surface without any obvious friction at all. The bars retract silently and suddenly as soon as the statue comes within a few feet of them, opening the way to a short passage to the next room- similarly barred, but just as quick to retract at the statue's approach.

The room beyond is a dead end. The half of the room Kit enters from is set up somewhat like an ampitheatre- tiered rows of benches facing the far end of the room, split by the metal channel created for the statue's passage. The walls still have those barred windows set high up in them, again leading to some sort of observation deck-type-passage surrounding the room itself, but the biggest and most obvious feature of the room is the huge mirror taking up the far side of the room where a stage would be expected to be.
As Kit approaches, the mirror's surface ripples, distorts, and lunges outwards as two large hands made of the mirror-material surge out on curved, flexible arms, grabbing for Kit.

Well. Not exactly 'surging' by Kit's frame of reference, at least. To her, they may as well be moving in slow motion.


kitsune106 wrote: A light mass confuse ripples out from kit in an attempt to kill them


Aeromage wrote: Kit blasts the thing with a Light-element Mass Confuse!
Once again, Kit gets the distinct impression that Light isn't a very effective means to attack it, but wins through by virtue of what she assumes is a large enough level-gap between them.
It actually takes more than one hit to put the thing down, but Kit's speed is sufficient enough to let her shatter the enemy through repeated attacks before it ever has a chance to touch her.

Kit gets:
XP for a Level 38 enemy
Pile of Spiritually-Infused Mirror Shards- (Item, Material, Air & Light & Darkness, 350,000 Gold)


kitsune106 wrote: Kit examines the stage before moving on with statue to the next room.


Aeromage wrote: The stage looks to be just that, a stage. Perhaps, were this a real prison, this would be some kind of lecture hall or place for prisoners to get some entertainment. Without the mirror, however, the place no longer holds anything of interest.

Kit pushes the statue back out of the room to the crossroads-room she entered from, and from there through another barred doorway, its barrier retracting into the floor just as smoothly and silently as the first.

The next room is somewhat oddly-shaped, something like a squared-off Y. The channel in the floor splits with the room, leading towards two barred alcoves at each end, each with an obvious and very heavy-looking metal bulkhead just visible above the bars and ready to drop.
One of the alcoves contains a mirror-polished metal treasure chest, rather similar to the ones Kit saw in the vault-room from earlier.
The other holds a statue (made, of course, of the same metal as the rest of the place) of a featureless humanoid holding a large, unfurled scroll, with an image of a crystal etched into the side facing the room. A square depression in the floor in front of it looks just big enough to slot Kit's statue's base into.


kitsune106 wrote: Kit attempts to rewind time unlock chest before slotting her statue to the other statue.


Aeromage wrote: Kit uses her power over time to rewind the chest!
And rewinds.
And keeps rewinding.
Kit realises that the chest isn't looking any different at the same time that it abruptly vanishes. Whoops. Looks like she rewound it past the point it spawned here. Was it even locked in the first place?

Following her original plan of action (and not having much else to do in the room), Kit pushes the statue towards the barred alcove holding the statue. Much as was the case with the doors to other rooms earlier, the bars retract as Kit's statue approaches, allowing her to slide the statue inside and into the depression on the floor.
The image of a crystal on the featureless statue's scroll flares into lines of light, flickering around the scroll in strange patterns before rushing down through the statue attached to it, into the depression, and up through the plinth into the crystal-headed-merchant-thing-statue's body, playing and flickering over its form for a moment before fading. Kit catches a brief glimpse of images of crystals within the silvery material of her statue before they, too, fade. Kit senses that the statue has been empowered somehow.

A loud 'thunk' catches her attention as the statue raises back up to floor-level, the depression she slotted it into pushing back up to become flush with the rest of the floor. At the same time, a loud CLANG announces that the bulwark over the entrance to the previously-chest-holding alcove has slammed shut, sealing it off.


kitsune106 wrote: kit hmmmms and makes mental note as she starts to push the statue back out to the room from before


Aeromage wrote: Kit slides the statue back the way it came, to the crossroads-room. It remains unchanged from where she left it. Two doors remain untried.


kitsune106 wrote: Kit slides to one of the unlocked doors, at random , as she moves it, ready to do whatever she needs to.


Aeromage wrote: Kit slides the statue along the channels to one of the doors she hasn't yet passed through, the bars blocking it once again sliding silently into the ground at the statue's approach.

The room beyond is more of a narrow hallway, just about big enough for Kit and the statue to move down. At the far end, it looks like the corridor splits into a T-intersection, with a large and somewhat familiar-looking mirror taking up the entire wall opposite the hallway she currently stands in. Not that it's easy to see, as the quarters are tight enough that Kit has to awkwardly push her face over the statue's shoulder to look.


kitsune106 wrote: She wishe hmmmms and tries to push her statue in , if that's what she needs to do. She will be exploring this branch. going left.


Aeromage wrote: Kit begins the approach down the narrow corridor, statue in front of her.
Sure enough, as she draws closer to the mirror at the end of the T-section, a large, fluid hand emerges- oh-so-slowly, to her perception- palm facing outwards. It looks like it's intending to push the statue (and, by extension, Kit) back down the hall.


kitsune106 wrote: Kit attempts to magically attack the hand using a magic attack. Time element


Aeromage wrote: Opting not to use the previously-ineffective element of Light, Kit instead lashes out with a magical burst of Time.
The result is immediate and impressive, as a wave of temporal energy tears the mirror-hand apart through unbalanced chronological acceleration, shattering the mirror it came from through the stresses placed on it!

Kit gets:
XP for a Level 38 enemy
Pile of Spiritually-Infused Mirror Shards- (Item, Material, Air & Light & Darkness, 350,000 Gold)


The end of the T-section proves to have a bit more room to manoeuvre. Both sides hold barred doors similar to those from previous rooms, one with an image of a chained figure on it, the other with an image of two figures pushing against each other.
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Re: Kit tries her luck

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kitsune106 wrote: Pushing to the side with the chained figure....


Aeromage wrote: The bars retract as Kit and the statue approach, much like the previous instances.

The room she enters is a perfect octagon with mirrored walls, reflecting its the room back on itself over and over in a slightly dizzying fashion in all directions. The floor and ceiling are both similarly mirrored, only adding to the weird, mirror-infinity effect. Silvery, twisting pillars stand in each of the room's corners, melded to the walls, one of the few features not perfectly mirror-smooth to the eye.

Kit notices a few things about the room.
First, there are two other doors leading from the room. They're a little tricky to see as they and their bars are similarly mirror-polished with minimal detail, but the foxwoman is able to pick them out. It looks like there are actually archways cut into the walls leading to them.
Second, there are large grooves cut into the walls and pillars where they meet the floor and ceiling. The grooves look pretty deep.
Third, there's a depression in the floor right in front of one of the walls. Unlike the last one, however, this one appears to be flush with the wall, with no statue in sight.
Fourth, Kit doesn't seem to have a reflection in this room. In fact, the only thing she can see reflected in the room, besides the room itself, is the statue she brought in.


kitsune106 wrote: Kit flips out her dream of tomorrow,


To have her check out the room

Build the Tower of Sight Beyond Time- Caster may scan the stats of target as though the round's number were either the current round's number or the number of any previous round in the same battle, Air & Time, 3,000,000 MP

Using that.


Aeromage wrote: Tsatmeiyel unfolds from beside Kit and commences building a tower of concepts and notions, tall enough to see beyond time, yet small enough to fit within the confines of the room.
It determines in fairly short order that the reflection-oddity is another instance of the dungeon using the metal's property to reflect things sealed inside itself. Kit isn't seeing the room she's in, she's seeing an identical room sealed inside the mirror-walls that only contains a statue.
It determines that the statue being reflected isn't the one Kit is pushing about, but a different one entirely. The Dream is sufficiently powerful and skilled enough to determine that this one holds the spiritual conceptual power of 'reflection' that could be added to the statue-spirit-thing that Kit is pushing.
It determines that the entire room can be rotated, using the pillars as oversized 'handles' in order to do so. This would be tricky for people within the dungeon's level-band due to the amount of force required and the slick, smooth floor, but Kit, being rather overleveled for it and capable of flight, would be more than capable of doing so easily.
It finally determines that in order to grant Kit's statue the power inside the reflected-statue, she would need to position the room such that the reflected statue appears to be in front of the depression in the floor before pushing her statue into the depression.


kitsune106 wrote: Kit gets to doing it that way. She is not about to use plan rewind time now. She will do this the hard way.


Aeromage wrote: With a little effort, Kit pushes the strange, movable walls around like some sort of inverse carousel, sending the reflected statue along with it. In doing so, she manages to catch a glimpse of the doorway-holes in the walls briefly lining up with two hidden alcoves that contain chests of some variety.
First things first, however. Kit finds, with some minor adjustments, that if she positions the room such that the reflected statue is positioned such that it looks like it would be sitting in the statue-reception-slot in the actual room, a second, rather different looking statue appears reflected in front of the depression. This one is, much like the other of its kind, a featureless humanoid holding a large, unfurled scroll in front of it. Unlike the previous one, the symbol on this scroll looks to be a circular hand mirror.

Upon pushing her statue into the slot, the image of the mirror on the featureless statue's scroll flares into lines of light, flickering around the scroll in strange patterns before rushing down through the statue attached to it, into the mirror-wall, through the mirror, and up through the plinth into the crystal-headed-merchant-thing-statue's body, playing and flickering over its form for a moment before fading. Kit catches a brief glimpse of images of her reflection cast back from myriad directions within the silvery material of her statue before they, too, fade. Kit senses that the statue has been empowered somehow.

A loud 'thunk' catches her attention as the statue raises back up to floor-level, the depression she slotted it into pushing back up to become flush with the rest of the floor.


kitsune106 wrote: The done, time to get to those chest alcoves.

Rewinding time to get out of mirror will be done.


Aeromage wrote: These chests, it transpires, aren't actually in mirrors. They're just hidden in the alcoves of the room that are usually kept behind the weird movable mirror-walls situation the place has going on.

Kit gets:
Ansigite Spire Key- (Item, Key, Light & Darkness & Metal, 5,000,000 Gold)
2 Small Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 5,000,000 Gold)


kitsune106 wrote: She starts to move the statue to the next room.


Aeromage wrote: The next room is a wide, flat T-shape, with two other doors leading elsewhere into the dungeon at each point. Dark shapes shift and flit within the mirrored walls.
Kit's Danger Sense registers a mild tingle. Her limited precognition kicks in, helpfully supplying her with visions of those four-armed jailer/prisoner-spirits, spiritual entities of flame and others formed entirely of blades springing from the walls to attack should she get too close to the walls or step on certain parts of the floor.
Nothing here would seem capable of actually hurting her, but she might get a bit waylaid if she gets into combat. On the other hand, nothing here seems capable of hurting her, and she shouldn't have too much trouble killing them for whatever unusual items they might drop.


kitsune106 wrote: she is letting herself get jumped to kill them. using time lement.

she will be goig right after that.


Aeromage wrote: Kit deliberately puts herself in harm's way, daring the mirror-entities to jump out and attack her!

They oblige. They also don't even have time to regret their decision as the foxwoman, moving at comparatively blinding speed, blasts apart each would-be ambusher with the magically-weaponised ravages of Time itself, the few strikes making it through simply glancing off her form. Four-armed jailers, mirror-hands, flaming serpents and jagged, spidery creatures made of blades and shards dash themselves against her and are dashed in short order.

Kit gets:

12* XP for a Level 30 enemy
8* XP for a Level 33 enemy
6* XP for a Level 35 enemy
4* XP for a Level 38 enemy

5 Ansigite-Infused Chain- (Weapon, Whip, Light & Darkness & Metal, 2,100,000 Gold) +2,100 Melee Attack, 120% To Hit, 20% Critical, +10% To Hit against Spirits, 20% Inflicts Awestruck: Sealed, instances of Awestruck: Sealed inflicted by wielder have a 10% greater infliction chance against Spirits, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute
Spirit Shardblade- (Weapon, Knife, Light & Darkness & Metal, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, 60% inflicts Wounded: Sawn Apart; if Wielder possesses both the abilities 'Binder' and 'Shrine Maiden' or 'Adept Spirit Magic Attunement' or 'Adept Binder Knowledge' wielder may equip this weapon as a Weaponx0 if they have no other Weaponx0 equipped

Ansigite Manacle- (Accessory, Wristwear, Light & Darkness & Metal, 4,200,000 Gold) +4,200 Defense, -4,200 SPI, Possessor, if a Spirit, is afflicted with Awestruck: Sealed at the start of every round, possessor's SPI value may not be lowered through debuffs, stat damage or status effects by sources below Level 50

2 Spirit-Immolating Blaze- (Spell, Spirit Magic, Fire, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 1,000 SPI Damage, 50% Inflicts Burning, 50% Inflicts Burning: Vaporized Spirit
6 Spiritual Bladestorm- (Spell, Spirit Magic, Light & Darkness & Metal, 1,200 MP, 600,000 Gold) +600 Magical Attack, +600 Ranged Attack, Ranged Attack actions that include this spell may use SPI as their Prime Attribute, 1 hit against 60 or 3 hits against 10 or 6 hits against 1
Spiritual Mirrorstrike- (Spell, Spirit Magic, Light & Darkness, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, Caster may use target's SPI value in place of their own for actions using this spell provided said target is below Level 60, Caster may treat target's Dodge as being the higher of (Target's Dodge -30%) or caster's Dodge value provided said target is below Level 60, actions involving this spell may not hit more than one target at a time, Caster must possess the ability Shrine Maiden

5 Pile of Broken Spiritual Blades- (Item, Antiquity, Light & Darkness, 160,000 Gold)

3 Pile of Spiritually-Infused Mirror Shards- (Item, Material, Air & Light & Darkness, 350,000 Gold)
3 Spiritual Ash- (Item, Material, Fire & Light & Darkness, 20,000 Gold)
3 Spiritual Fire- (Item, Material, Fire & Light & Darkness, 300,000 Gold)


Kit moves into the right-hand room. This one turns out to have no floor, the room falling away into darkness below. Instead, it contains a series of platforms at different heights, suspended and surrounded by chains, each with the familiar statue-pushing channel set into them.
At the far side, beyond the suspended platforms, there's another one of those scroll-holding statues.


kitsune106 wrote: Kit examines the scroll statue first.

But first the dream checks for traps.


Aeromage wrote: Kit and the Dream attempt to do things first simultaneously!
The Dream ends up being faster, and checks for traps first. The platforms are all set to raise or lower different amounts, depending on which chains get pulled in which order, meaning the likely intended method of getting past it would involve either trying to balance all the platforms out first to make a continuous, unbroken bridge to the statue on the far side, or the comparatively riskier prospect of moving to each platform in turn with the statue itself, pulling chains to alter the platforms' heights in turn.
Riskier, it determines, due to some of the chains tilting the platforms if pulled, potentially sending the occupant and statue tumbling into the abyss below. The Dream reports that this would cause a lot of damage (at least, to someone of a Level appropriate to this dungeon's level band) and warp the statue back to the original room it was found in, while sending the dungeon's challenger to a random room on the ground floor, to battle their way back up to this floor again.
Of course, given Kit can fly and is strong enough to lift the statue by herself, this is less of an issue for her.

Kit takes a look at the scroll-statue! The scroll bears the stylised image of a pile of coins.


kitsune106 wrote: PLan cheat is engaged. The statue is lifted up and over the area and towards the other statue, to see if her statue cannot be powered up.


Aeromage wrote: Cheatmode is engaged, and Kit effortlessly flies herself across the room with her statue-cargo, placing it down on the indent in front of the scroll-bearing sculpture! As before, the symbol on the scroll lights up with lines of radiant energy, flowing from the symbol on the scroll itself, spilling down the statue and up the plinth of the chained statue's form to rush around and into its body. Kit sees the ghostly images of falling, glittering coins caught up in her statue's polished surface before they fade away. She senses the statue has been empowered again.

The indent rises back to become flush with the rest of the floor, lifting the statue back up with it.


kitsune106 wrote: Kit does scan the statue, along with the dream. to see if its reached full. Otherwise, its time to move on.


Aeromage wrote: The statue is scanned! It's currently registering as Level 33, with boosted power over crystals, mirrors and money. Given Kit's earlier estimate of its power capping at Level 39, that suggests it's still got one empowering statue-boost to go.


kitsune106 wrote: Moving on to find the last statue empowering room!


Aeromage wrote: Kit flies the statue back to the doorway, then back across the T-shaped room to the other unopened door.

Beyond it, she finds herself in a perfectly cube-shaped, symmetrical room with dully-finished floors and walls, a door set in the left- and right-hand sides. The far wall, however, is flawlessly polished into an exceptionally-clear mirror, reflecting the room, along with Kit, the Dream and the statue perfectly.
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Re: Kit tries her luck

Post by Modrageball »

kitsune106 wrote: The dream of tomorrow is used to take a look and figure out what's up


Aeromage wrote: The Dream uses its scanning ability to figure out what's going on!

The far wall, as it turns out, is not, in fact, a mirror. It isn't even a wall at all. The room just keeps going, bringing the total number of doors in it to six, including the one Kit just came through.
This, of course, would mean the reflections are an oddity.

They're registering as:
Ansigite Reflection: Kit (Spirit, Level 39)
Ansigite Reflection: Tsatmeiyel, The Dream of Tomorrow (Spirit, Level 39)
Ansigite Reflection: Statue of the Imprisoned Criminal (Thrice-Empowered) (Spirit, Level 33)

It would seem like the Spire has somehow generated clones based off the captured reflections of Kit, the Dream and the statue, and invested them with enough spiritual power to make them semi-sentient spiritual entities, set as obstacles here to prevent the group from properly crossing the room. It determines that the mirror-clones would end up getting in the way and preventing the group from passing by copying and mirroring their movements exactly, much as if they were butting up against a normal mirror.
Or at least, they would if the Spire was able to match the group's power level. With the exception of the statue, it would seem that Kit and the Dream far outstrip the Ansigite Spire's ability to match them, instead resulting in their reflections maxing out at the upper bound of the dungeon's power.
As things currently stand, the reflections are nonunique, scaled-down versions of Kit and the Dream that couldn't beat the originals if they tried, and a reflected version of the statue that is just as inanimate as the original presently is.


kitsune106 wrote: Kit will attempt to naviaget the room. Otherwise, a mass confused time elemtnal blast should take care of the issue.


Aeromage wrote: From the looks of it, Kit's group could easily outpace and evade the reflections due to being so much faster than them, even if they turned hostile when bypassed. Is she just going to dodge them all and head to another door, and if so, which? Is she going to attack them after all? Or does she have other ideas?


kitsune106 wrote: Kit will bypass them, heading for the left door.


Aeromage wrote: Kit heads for the left door.
As the room was not, in fact, reflected, there are actually two doors on the side walls and one at each end.
Kit heads for the left one closest to her.

This actually means that she doesn't end up coming into contact with the clones, which are still either attempting to maintain the ruse they're ordinary reflections, or just acting as their natures dictate. The Dream determines they aren't likely to be hostile unless they are actively attacked or Kit tries to get past them.

They're also much, much slower than Kit and the Dream due to their level-limitation. By the time Kit has reached the left-hand door, the clone-spirit-things have barely had a chance to move.

The room Kit enters is fairly small and square, its walls unadorned save for the side opposite the entrance. Six chains and a lever are set into the wall there, the chains terminating in ring-shaped handles.


kitsune106 wrote: The dream scans the room as kit gets ready to do it to beat the room. The fox lady starting to enjoy herself .


Aeromage wrote: The Dream scans the room and its contents.

It would appear the chains all relate to other rooms in some way- pulling the right ones would remove obstacles in some of the other rooms coming off the clone-room that Kit hasn't visited yet, while others would add obstacles or make things impassable. Notably, the way things are set up, it isn't possible to have all of the obstacles removed from all of the other rooms at once, at least not through doing things the legitimate way.
Pulling the right combination of chains would also reveal a treasure in this room, while pulling the lever would reset things back to their prior state.


kitsune106 wrote: Kit pulls combination for treasure. Then for a room to continue on


Aeromage wrote: Kit pulls the first, third, sixth and fifth chains in order. With a quiet grating noise, the wall behind the chains slides open to reveal a shackle covered in glowing sigils.

Kit gets:

Shackle- (Spell, Other: Binder Magic, Warding, 300,000 MP, 30,000,000 Gold) Target individual, as a non-stacking debuff, suffers -10,000 to Turn-order, may not change rows or be made to change rows, even if this would leave their side of battle's row orders unbalanced, or leave the current battlespace

Kit pulls the lever to reset the chains, and is faced with a choice!
Which rooms does she want to clear of obstacles? With the chain-combinations available to her (assuming she isn't trying to pull anything weird and doing it straight), and assuming she considers the second door on the left-hand wall she has yet to open, the far door, the far door on the right-hand wall and the near door on the right had wall as Rooms 1-4 respectively, it looks like she could clear room 1 of obstacles (and optionally some obstacles from Room 4), clear room 2 of obstacles (but cause obstacles to appear in room 1), clear Room 4 of obstacles (but make obstacles appear in room 2), or clear room 3 of obstacles while causing obstacles to appear in all of the other rooms.


kitsune106 wrote: Clearing rooms 1 and some of 4. Then moving to explore said room.


Aeromage wrote: (I'm assuming by 'said room' you mean 'room 1')

Kit and the Dream exit the room! The clone-brigade is heading towards the door she just came out of, but they're clearly too (comparatively) slow to get there in time.
Presumably, were Kit of the same level-band as the dungeon, they'd end up forcing an aggressive encounter if bypassed and a room entered.
As it is, Kit navigates around them with ease to get to the other door on the left-hand wall, the bars retracting and door sliding open at the statue's approach.

The room beyond is large and square, with odd seams in the smooth floor. Here and there, the walls have mirrors affixed to them, these ones with more ornate frames than the ones she encountered previously. The Dream helpfully states that it would appear that with the obstacles intact, a series of walls would be raised, creating a winding path that forces close encounters with the mirrors, which seem to be traps of some kind capable of pulling things into a small mirror-world that spawns aggressive entities from the dungeon.
Presumably, these would drag in the statue and any explorer would have to jump in after it and face a potentially-tough encounter in order to get it back out.

There's a door on the far side of the room.


kitsune106 wrote: Kit will check if there's a statue power up. If not, one ward. Moving quickly past the traps and stuff.


Aeromage wrote: As it turns out, there isn't a statue power-up here. Kit continues on.

The next room is a long, thin corridor. Kit feels an effect try to take hold, but fail utterly due to her higher level. The mirrored wall at the far end of the corridor cracks.

As far as Kit and the Dream can determine, this was meant to be some sort of trap-room that would somehow use the power of reflection to have any intruders get reflection-warped to the far end of this rather long room. From the way that the walls are beginning to slide open and various spirits are emerging, it would presumably have acted as some sort of gauntlet.

As it utterly failed to affect Kit, however, the end result is that she's by the exit to start with.


kitsune106 wrote: Kit has to chuckle, a time infused mass confuse lashing out as the dream of tomorrow tries to summon a spirit warden fantasmic.


Aeromage wrote: Kit lashes out with Time-element magics.
It's no contest. She still vastly outlevels her opposition, and they are blown apart by her power.


Kit gets:
8* XP for a Level 30 enemy
8* XP for a Level 33 enemy
6* XP for a Level 35 enemy
6* XP for a Level 38 enemy

5 Ansigite-Infused Chain- (Weapon, Whip, Light & Darkness & Metal, 2,100,000 Gold) +2,100 Melee Attack, 120% To Hit, 20% Critical, +10% To Hit against Spirits, 20% Inflicts Awestruck: Sealed, instances of Awestruck: Sealed inflicted by wielder have a 10% greater infliction chance against Spirits, Wielder's 'Melee Attack' and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute
Spirit-Immolating Fire- (Weapon, Soul, Fire, 15,000,000 Gold) +15,000 Magical Attack, Wielder's attacks deal 1,500 SPI Damage, 50% Inflicts Burning, 50% Inflicts Burning: Vaporized Spirit
2 Spirit Shardblade-Swarm- (Weapon, Assault Matrix, Light & Darkness & Metal, 16,000,000 Gold) +16,000 Melee Attack, +16,000 Ranged Attack, 60% inflicts Wounded: Sawn Apart, Wielder's 'Ranged Attack' actions use SPI as their Prime Attribute; if Wielder possesses both the abilities 'Binder' and 'Shrine Maiden' or 'Adept Spirit Magic Attunement' or 'Adept Binder Knowledge' wielder may equip this weapon as a Weaponx0 if they have no other Weaponx0 equipped
Spirit Shardblade- (Weapon, Knife, Light & Darkness & Metal, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, 60% inflicts Wounded: Sawn Apart; if Wielder possesses both the abilities 'Binder' and 'Shrine Maiden' or 'Adept Spirit Magic Attunement' or 'Adept Binder Knowledge' wielder may equip this weapon as a Weaponx0 if they have no other Weaponx0 equipped

3 Ansigite Manacle- (Accessory, Wristwear, Light & Darkness & Metal, 4,200,000 Gold) +4,200 Defense, -4,200 SPI, Possessor, if a Spirit, is afflicted with Awestruck: Sealed at the start of every round, possessor's SPI value may not be lowered through debuffs, stat damage or status effects by sources below Level 50

Spirit-Immolating Blaze- (Spell, Spirit Magic, Fire, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 1,000 SPI Damage, 50% Inflicts Burning, 50% Inflicts Burning: Vaporized Spirit
Spiritual Bladestorm- (Spell, Spirit Magic, Light & Darkness & Metal, 1,200 MP, 600,000 Gold) +600 Magical Attack, +600 Ranged Attack, Ranged Attack actions that include this spell may use SPI as their Prime Attribute, 1 hit against 60 or 3 hits against 10 or 6 hits against 1
2 Spiritual Mirrorstrike- (Spell, Spirit Magic, Light & Darkness, 10,000 MP, 10,000,000 Gold) +10,000 Magical Attack, Caster may use target's SPI value in place of their own for actions using this spell provided said target is below Level 60, Caster may treat target's Dodge as being the higher of (Target's Dodge -30%) or caster's Dodge value provided said target is below Level 60, actions involving this spell may not hit more than one target at a time, Caster must possess the ability Shrine Maiden

6 Pile of Spiritually-Infused Mirror Shards- (Item, Material, Air & Light & Darkness, 350,000 Gold)
3 Spiritual Ash- (Item, Material, Fire & Light & Darkness, 20,000 Gold)
3 Spiritual Fire- (Item, Material, Fire & Light & Darkness, 300,000 Gold)



The Dream attempts to summon a spirit warden-ish Fantasmic.
It brings forth a magnificent throne of silver and jade, the semiprecious stone slowly shifting through various colours as time passes. It drifts through the air on gossamer wings of wonder and spiritual force. Spiritual essence and mana in the area is drawn towards it, coalescing and reshaping into beautiful treasures that orbit around it and parade behind it in procession.

It's a Throne of the Spirit-Binding Treasure House (Fantasmic, Level 54 Elite). It's Treasure & Wonder element, can summon Spirits that are also Antiquities, Weapons, Armour or Accessories, can turn Spirits into Antiquities, Weapons, Armour or Accessories if they're below its level and gain powers (and actions, up to a certain amount) for doing so, and can permanently reshape spiritual entities into sentient treasures with slightly reflavoured powers under its command. It can also manifest a host of spiritual attacks, attack using pretty much every weapon-type going through temporarily creating great-for-its-level equipment level to attack with (and being able to hand said gear off to allies) or equipping spirits it's turned into weapons, and do the same to boost its defensive and miscellaneous abilities with spiritual armour and accessories.
It's rather potent.


kitsune106 wrote: Kit will have the DReam of tomorrow scan the tower dungeon. She has an idea, and is curious if the Throne of the Spirit-Binding Treasure House (Fantasmic, Level 54 Elite) can take over this tower dungeon.

she has:

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
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
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
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
Diviner's Eyes- (Passive Ability, Diviner) Possessor counts as 1 Level higher for stat-scanning purposes as an effect that does not bypass 'Immune to below Level X' effects
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Knowledge of Naughtiness and Niceness- (Passive Ability, Diviner) If possessor has scanned an individual's stats and said individual has not performed any offensive actions that targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Healing that possessor deals to said individual by 2,500 points; If possessor has scanned an individual's stats and said individual has performed one or more offensive actions that have targetted either possessor or possessor's allies during this thread, then possessor may increase any amount of HP Damage that possessor deals to said individual by 2,500 points
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Engineer:
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Knowledge of Basic Timecraft Design- (Passive Ability, Engineer) Possessor's Time element Vehicle transformations gain +100 to all stats


Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Erase Future Destiny- (Technique Ability, Scholar) Possessor may use 'Erase Future Destiny' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% inflicts Suffocation: No Future'
Familiarity with Notable Books- (Passive Ability, Scholar) Possessor obtains +150 MIN while an opponent has a Book equipped
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Has Read About Watchmaking- (Passive Ability, Scholar) Possessor obtains +25 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch', 'Clock', or 'Timepiece' equipped
Literary Self-Insertion- (Passive Ability, Scholar) Possessor may, at the start of any round, leave possessor's current battle and enter another currently open battle in the same thread provided that no individual of Level 60 or greater in either possessor's current battle or the destination battle objects, Possessor may insert copies of itself into literary worlds and control said copies as an RP power
Re-Write Memory- (Technique Ability, Scholar) Possessor may use 'Re-Write Memory' in conjunction with a 'Magical Attack' or 'Cast a Spell' action if possessor has a Book equipped. Said action gains '60% may inflict Charm and either 60% may remove each buff or debuff with target as a source if target is below Level 60 or 60% may change the source of each buff or debuff with target as a source to this action's user if target is below Level 60 (with said choice being made on a per buff/debuff basis)'. Has RP effects.
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Dimensions- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 500 less MP to cast
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Scholar of History- (Passive Ability, Scholar) Possessor gains +500 MIN, Possessor gains +200 to all stats if at least 25 battles have previously happened within the thread
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Tragedy-Inducing Reality-Override Bubble- (Stance Ability, Scholar) At the start of each round, possessor may inflict any one minor of moderate negative status effect, including Confusion: Depression, Confusion: Fear, and Hexed: Ill Fortune, on up to 5 chosen targets that are below Level 60, At the start of each round, possessor may remove one buff from a source below Level 60 from up to 5 individuals who are below Level 60


Basic Spirit Form User- (Passive Ability, Medium)- All Spirit Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
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


after that chat, she will continue onwards, she will be head back out and go for the door for room 2.


kitsune106 wrote: Kit will feed the throne:


6 Pile of Spiritually-Infused Mirror Shards- (Item, Material, Air & Light & Darkness, 350,000 Gold)
Small Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 5,000,000 Gold)
Spiritual Bladestorm- (Spell, Spirit Magic, Light & Darkness & Metal, 1,200 MP, 600,000 Gold) +600 Magical Attack, +600 Ranged Attack, Ranged Attack actions that include this spell may use SPI as their Prime Attribute, 1 hit against 60 or 3 hits against 10 or 6 hits against 1
Spiritual Ash- (Item, Material, Fire & Light & Darkness, 20,000 Gold)
Spirit-Immolating Blaze- (Spell, Spirit Magic, Fire, 5,000 MP, 5,000,000 Gold) +5,000 Magical Attack, 1,000 SPI Damage, 50% Inflicts Burning, 50% Inflicts Burning: Vaporized SpiritSpiritual Fire- (Item, Material, Fire & Light & Darkness, 300,000 Gold)
Refined Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 20,000,000 Gold)


Aeromage wrote: The Dream scans the tower-dungeon.
The Ansigite Spire is a Level 20-39 Dungeon. Its themes revolve around the properties of the native metal Ansigite and its general uses. This is, in the dungeon's current state, most commonly being expressed in its properties of imprisonment, trapping and binding spirits within it and its reflective properties. Ansigite sometimes traps spiritual essence from the area in which it lies and, over long periods of time, mixes them to form spirits, being unearthed with them already trapped within it. Were the Spire a higher level (or, presumably, allowed to grow for a few more centuries), it could end up with much stronger spirits based on the area of Spirit World outside it being added to its spawn table.
The current Boss of the Spire is *The Ansigite Warden (Spirit, Level 39). It has quite a repetoire of Spirit Magic and Binder Magic appropriate to the dungeon's theme, along with a decent amount of spiritual power and the capability to replicate any of its 'prisoners'' powers at its own Level. Said prisoners, of course, happens to be anything in the spawn table of the dungeon. It can also summon large quantities of the dungeon's spawned spirits. It has the notable ability to Reflect Light thanks to *The Ansigite Warden's Mirrors, a unique set of weaponised mirrors acting as a combination Assault Matrix/Deadly Item that are also able to (and, as the Dream is currently scanning, has already managed to) trap Spirits inside them in some sort of Summoning Stone-ish manner.
The Dream also reports that the Warden is hopelessly outleveled by itself and Kit, and would only really stand a chance of potentially fighting against the Throne, albeit on massively unequal footing to the point that the Throne winning in a one-on-one match is practically a forgone conclusion.
The statue Kit is carting around is a potential bonus boss once fully empowered and released. At full power, it would be *Unbound Prisoner of the Ansigite Spire (Spirit, Level 39), possessing a complement of powers based on whatever statues Kit plugged it into on the way. Defeating it would grant Kit some measure of power, likely Bonus Weeks, relating to the skills it possessed.


Kit considers the possibility of having the Throne take over the dungeon. She consults her divinatory skills. She considers her wealth of book learning. She thinks about turning the tower-dungeon into some sort of time-travelling spiritual rocket.

She wonders if she perhaps got off-track on that train of thought, somewhere.

Fortunately, the Throne itself manages to derail any further and more inadvisable lines of inquiry by stating that while it normally wouldn't be able to take over a dungeon outright, it believes it should be potent enough to do so with some preparation. Turning enough of a variety of the spiritual occupants of the dungeon into spiritual treasures would allow it to forcibly shift the dungeon's theme from 'spiritual jail' under the control of the Warden to 'spiritual treasure-house' under its own control.
Alternatively, if it met and transformed the Warden itself into a spiritual treasure, it would be able to take over the dungeon almost instantly.


Kit attempts to feed the Throne some of the items she found in the dungeon. The Throne is thrown a little at this sudden demand, but draws in the spiritual essence and material components of the items in order to see if it can create a spiritual treasure from the items alone.

Kit loses the items.

It creates:

Spirit-Capturing Mirror (Empty)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 10,000,000 Gold) Target non-unique Spirit that is normally fightable for drops on the Enemy List that is below user's Level, below Level 40, and below 50% Max HP has a 5% chance of being removed from the thread, with this chance increasing by 5% for each Binder ability possessed by user and every additional 5% lower the target's Max HP is, with this removal being stopped by Vanished Resistance or Immunity; this item may only affect a single target. Upon successful removal of a target, this item's name changes to 'Spirit-Capturing Key (<Entity Name>)', and its text is replaced with 'user may spend a charge of this item to summon 1 <Entity Name>, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends), user may, if an <Entity Name> summoned from this item is not present in any battlespace in the same thread, spend a charge of this item and the MP cost required to replicate an ability or effect held by an <Entity Name> as if said entity was performing it', Has RP effects

Spirit Shardblade- (Weapon, Knife, Light & Darkness & Metal, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, 60% inflicts Wounded: Sawn Apart; if Wielder possesses both the abilities 'Binder' and 'Shrine Maiden' or 'Adept Spirit Magic Attunement' or 'Adept Binder Knowledge' wielder may equip this weapon as a Weaponx0 if they have no other Weaponx0 equipped


Minor trinkets wink into being and add to the procession around the Throne. Looks like it can only do so much with ambient mana and dungeon drops as opposed to actual entities.


kitsune106 wrote: Kit continues on with looking to get this taken care of. She will continue onto the room and she debates a bit then moves on. She decides maybe best NOT to mess with reality more then she should right now.
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Re: Kit tries her luck

Post by Modrageball »

Aeromage wrote: Kit continues on down into the room. It looks like there's no other exits, though. All there is is the mirror at the far end that she was supposed to have 'entered' the room through if its innate trap had sprung, and a series of mirrored alcoves where the spirits came out of.


kitsune106 wrote: She turns and heads out of this room and goes to the next room over.


Aeromage wrote: Kit heads back through the door and into the room with the mirror pocket-world-traps. It remains still, silent and obstacle-free.


kitsune106 wrote: Next room. Door 3? Kit feels lost.


Aeromage wrote: Kit, feeling somewhat lost over the course of the last two rooms she's traversed, pushes the statue to the door leading back to the larger room that had the clones in.

She finds her way blocked by the copy-statue. Looks like she took too long in that other room, and now the mirror-clone-spirit-things are in the way. Interacting with them is likely to result in them reacting violently, although they're too low-level to do anything to her party (with the exception of the Throne, but given the level-discrepancy they'd be at a huge disadvantage).


kitsune106 wrote: Kit will let the throne fight and well, add them to the collection as she stands back.


Aeromage wrote: The Throne drifts forward, radiating power.

The fight, if it could be called that, is brief.
The statue-copy is immediately sucked into the Throne's aura of spiritual alteration, a smaller, similar statue made of the same materials as the throne popping into being as part of its parading procession of precious items. Clone-Tsatmeiyel is ripped from its station and reprocessed as a mirror-finished mask with a thorny crown. Clone-Kit proves to be somewhat trickier, managing to catch the Throne in a patch of deadened time and dealing minor damage to it with her reflection-copied armaments, but is, like the others, swiftly sucked into the Throne's aura, to be replaced with an ornate gilded-silver clock with a fox-motif and patterns similar to the Aeon Diadem surrounding the face.

The Throne gains a foothold into the dungeon's mana pattern. Transforming more of a variety of Spirits would strengthen its hold.


kitsune106 wrote: Kit continues into room three. Using rewind wounds to heal the throne as the throne is taking point to deal wit spirits.


Aeromage wrote: Door 3 leads to a wide, high-ceilinged hallway with somewhat more detail evident in its architecture than most of the rest of the dungeon thusfar. The walls are formed into a facsimile of severe, officious-looking wood panels (except, of course, made of the same silvery metal as the rest of the dungeon), intersperced with square, fluted columns and austere, barred windows that offer a view only of the mass of chains pressed up against them.

It certainly has an ominous feeling to it.

The hallway ends in another barred door, except this one has thick, horizontal bands locking it into place.


kitsune106 wrote: The throne is sent in first, as Kit and the dream stay in the back. Watchign to see what happens.


Aeromage wrote: The throne drifts forward to the bar-locked door.

What happens, as it turns out, is absolutely nothing. Kit is reminded by the Dream that she chose not to remove the obstacles from this room, which is likely why the door has those locking bars in place.


kitsune106 wrote: Kit tries to rewind time to where there are no bars. If not, will just blow up the stuff.


Aeromage wrote: Kit rewinds time! Then she rewinds it some more. Then more.
The door abruptly flickers and winks out of existence as Kit rewinds it to the point before the Ansigite Spire grew as high as the current floor, causing it to essentially unspawn. Beyond it lies a high-ceilinged, silvery room cast into the likeness of an imposing courtroom with exaggeratedly large podiums and railings. A statue of a severe-looking, faceless figure holding a hammer looms above, set behind a huge podium that blends into the wall, its panels clearly a door of some sort or another and barred in a similar fashion as the one Kit just unmade.
The focal point of the room is a significantly smaller podium with a familiar-looking indentation in it for the statue. The Dream informs Kit that this would, most likely, be the room in which the statue is used as the key to the final door of the floor, getting turned into a hostile spirit that needs to be fought to progress further up the Spire.


kitsune106 wrote: Kit double checks that her spirit statue can still be powered up. if so, time to mark this in her memory and move onto the next door to pass through. Removeal of blocked passages will be done. By pulling chains this time. not cheating with rewinding time.


Aeromage wrote: The statue does indeed seem to be able to be powered up some more.

Backtracking to remove the obstacles from one of the two other rooms she has yet to visit, Kit picks one at random and sets off to the far door off the larger 'main' room.
Beyond it is a circular room, its walls and domed ceiling wrought into intricate and unusual patterns, with four other mirror-doors leading off from it. Kit doesn't notice anything particularly special about them.
The Dream, however, points out that three of the doors look to be reflecting details slightly differently than a normal mirror should. One of them is reflecting the room's patterns as different, another reflecting the statue as a weirdly more-fluid-looking version of itself, and a third reflecting Kit as looking somewhat more like a red wolf-woman than a fox-woman. It's fairly certain each is a trap of some sort.


kitsune106 wrote: The dream of tomorrow is brought up to scan it. She is curious if its trying to make a replica of herself and she is curiosu if so, if she could hijack it for use as a pet.


Aeromage wrote: The Dream examines the four other doors in the room.

Of the four, one is an ordinary door that leads to the next room. Its surface reflects things as they are.
The door which reflects the patterns of the room slightly differently is a trap that would suck those that activate it into a false-reflection of the dungeon that contains plenty of enemy spirits, but no drops or treasures. In other words, it serves to wear down the victim and massively waste their time in a large, unprofitable prison-dungeon (as opposed to the real version, which is a large, profitable prison-dungeon).
The door which reflects the statue oddly is a trap that would replace Kit's statue with a hostile fake-statue spirit and relocate the actual statue to a mirror somewhere else in the dungeon. Annoying, but the Dream easily narrows it down to that room back at the other end of the dungeon with the fake mirror-stage.
The door which reflects a weirdly-different Kit is a trap that spawns a clone-version of whomever touches it and sucks them into a prison-room to fight them in a one-on-one battle. The trap's power is tied to that of the dungeon, however, and as such any alternate reflection-versions of its victims would max out at Level 39- and thus be utterly unable to affect Kit in any capacity. In addition, due to the level difference, the trap springing would instead eject the reflection into this room, rather than sucking Kit into its prison-room inside the mirror.

Kit is, unfortunately, not an accomplished Shrine Maiden or Binder, which would be the easiest route to making it a pet. Tsatmeiyel thinks she might have a roundabout shot with Glory due to the Level-difference, but that would, given the level-difference, be more likely to kill it outright due to crushing it through sheer elemental force. Instead, it determines that the quickest, easiest and most-sure route to grabbing the spirit would be to use one of those empty Spirit-Capturing Mirrors she's been picking up. The resulting sort-of-clone wouldn't be a Unique, thus making it vulnerable to being trapped in the mirror.
She would have to weaken it first and hold back sufficiently that she doesn't end up obliterating it before using the mirror for that tactic to work, however.

If she succeeds, she would have possession of an Ansigite Reflection: Kit (Spirit, Level 39).


kitsune106 wrote: She is going for the weidly different kit one. She will be trying to weaken it and also holding back to do the Spirit-Capturing Mirror trick. She will be dialing back and attempting to keep it intact as she whittles down the health and trying to capture it when right.


Aeromage wrote: Thus resolved, Kit moves to open the trap-door-but-not-trapdoor-mirror-door. No sooner does she reach out for it than her hand meets the fuzzy hand of her reflection as the spiritual entity spawned in her likeness steps out to meet her.
Outside of the mirror, it looks more like an actual mirror-clone-copy of her, rather than that odd wolf-looking thing. She has plenty of time to ponder this due to the absolutely negligible relative speed the spirit is moving at.

Kit is able to hold back enough that she doesn't immediately disintegrate and/or shatter the spirit into pieces, although it's a close thing. The Spirit-Capturing Mirror is deployed just before the thing looks like it's about to collapse, its surface blurring into a muddled mess of reflected light and metallic darkness as the copy-Kit is sucked into the glassy depths with a rush of mana.

Kit gets:

XP for a Level 39 entity

The mirror she used becomes:

Spirit-Capturing Mirror (Ansigite Reflection: Kit)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 10,000,000 Gold) User may spend a charge of this item to summon 1 Ansigite Reflection: Kit, max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends), user may, if an Ansigite Reflection: Kit summoned from this item is not present in any battlespace in the same thread, spend a charge of this item and the MP cost required to replicate an ability or effect held by an Ansigite Reflection: Kit as if said entity was performing it', Has RP effects

The below is very liable to be changed.

Ansigite Reflection: Kit
Level 39
Spirit, Glory
HP- 655,000
MP- 376,250
STR- 7,960
AGI- 4,425
CON- 3,050
MIN- 4,425
SPI- 14,305
XP- 0
Defense- 6,000
Defense against Stat Damage- 1,000
Critical Chance- 40%
Resilience- 40%
To Hit- 140%
Dodge- 40%
Resistances and Immunities- 10% Base Element Resistance, 30% Time Resistance, 30% Fate Resistance, 50% Binder Magic Weakness, Charm Immunity, Paralyze Immunity, Poison: Irradiated Immunity
Prime Attribute- Spirit
Constant Effects-
Spiritual Mirror-Clone of Kit (Limited by the Ansigite Spire's Power Level)- Possessor additionally possesses the subtype Shapeshifter, possessor counts as possessing the abilities Adept Abjuration Attunement, Adept Time Magic Attunement, Adept Time Synchronization, Chronomancer, Diviner, Druid, Guardian, Gunslinger, Healer, Lawbringer, Luminary, Scholar, Living Legend, Genesis Architect and Sun Duke, possessor counts as being a Worshipper of Sereyn, possessor may be treated as possessing the name 'Kit', Constant Effect
Reflection of the Wearer of the Aeon Diadem- Possessor may choose to have any stat be the stat that determines wearer's turn order, possessor gains Fatigued: Elderly Immunity, possessor may, once per thread, assuming that no foes are level 40 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated; possessor may, once per thread, when possessor would have an action, choose to take an additional action, Constant Effect
Armed and Armored With (the Reflection of) Many Great and Unique Treasures- Possessor gains +1,500,000 HP, +5,000 to all stats, +20,000 Defense, +10,000 Defense against Stat Damage, +20% To Hit, +20% Critical, +20% Dodge, +20% Resilience, possessor takes half damage from sources below Level 40, possessor gains Confusion and Dominion resistance from sources below Level 40, possessor's allies gain +2,000 to all stats, +8,000 Defense and +3,000 Defense against Stat Damage, Constant Effect
Wreathed in Purifying Accessories and Magics- Individuals below Level 40 cannot inflict status effects on possessor, possessor may, at the start of each round, choose to be cured of all minor and moderate negative status effects and debuffs from sources below Level 40 that are non-unique and that are not 20 or more Levels greater than possessor, Constant Effect
Carrying a Staggering Amount of Disorganised Treasure and Wealth- Possessor counts as carrying 12 Unique items, possessor counts as carrying an additional 60 items and 600,000,000 Temporary Gold, if an effect or action from a source below Level 60 would cause possessor to lose a Constant Effect or Ability (including through having its text altered or blanked or being rendered unable to use it) there is a 50% chance that a different randomly-chosen Constant Effect or Ability is affected instead, Constant Effect
Abilities-
Strike With (The Reflection of) Legendary Weapons- 20,000 Damage, 100% may inflict Awestruck or Awestruck: Sealed on Demons, Devils, Daemons, and Undead, 60% may inflict Voidstruck, 50% may inflict Frozen: Frostbite, 1% may inflict Instant Death, 1% may inflict Cursed, this action counts as possessing any combination of at least one Weapon of the subtype (Sword, Staff, Soul, Spear, Mace, Book and/or Force), Any combination of (Time, Light, Glory, Magic, Astral, Wate, Earth, Electrical, Air and/or Fire), 0 MP
Array of Shielding Magics- Targets gain +2,500 Defense and +250 Defense Against Stat Damage, Stacks 4 times, Physical, 20,000 MP
Array of Shining Magics- 15,000 Damage, 100% Inflicts Impaired: Blind, 15% Inflicts Confusion, 50% Inflicts Awestruck, this action counts as involving the use of a Wizard Magic or Summoner Magic Spell, 1 hit against 19, Light, 20,000 MP
Array of Temporal Magics- 15,000 Damage, 1,500 AGI Damage, 100% inflicts Fatigued: Elderly, 5% inflicts Instant Death: Doomed, this action may be delayed up to 2 rounds, this action counts as involving the use of a Hypertech or Chronomancy Spell, 1 hit against 60, Time, 60,000 MP
Array of Healing Magics- 30,000 Damage, Heals, may cure 2 Minor negative status effects, 1 negative status effect or 1 debuff from a source below Level 40 per target and grant a buff that prevents target from acquiring debuffs or negative status effects from sources below Level 40 for the next 2 rounds, this action counts as involving the use of a Celestial Magic, Holy Magic, Divine Magic, Ancient Magic, Culinary Arts or Alchemy Spell, 1 hit against 20, Light or Time or Earth & Light or Water, 30,000 MP
Limited Reflection of a Diamond of Sealed Beasts- Caster replicates the effect of any ability performable by a monster on the enemy list that is below Level 40, below user's Level, and normally fightable for drops, doing so as though said monster is performing said ability, this action may be used a max of 6 times per thread, this action counts as involving the use of a Summoning Stone Consumable, Magic & Spatial, 50,000 MP
Undo- Caster may undo the removal of a buff or debuff from a source of caster's Level or lower (to a max of Level 39) that was performed by a source of caster's Level or lower (to a max of Level 39), placing said instance of said buff or debuff back on the individual it was removed from (but not doing anything else that 'undoing' would connotate save counting as 'undoing'), Time, 30,000 MP
Resurrect Through Divine Magics and Glowing Rosaries- Resurrects target if target was not killed by a source above Level 40 that is not more than 20 Levels above either said target or caster, this action may only be used a max of 3 times per battle, Light, 120,000 MP


kitsune106 wrote: With that done, Kit moves on iwht the statue through the normal door that moves onwards. Time to get moving!
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Re: Kit tries her luck

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kitsune106 wrote: she will ponder about why it's not a odd looking wolf thing.


Aeromage wrote: Kit ponders. Perhaps, given the inconsistencies in the other trap-mirrors, the difference in reflection was supposed to be a clue that something was off about the mirror, rather than a literal depiction of its contents. Perhaps Kit's level and power overwhelmed the mirror, preventing it from creating a warped alternate duplicate instead.

The door opens at the statue's approach, allowing Kit and her entourage of the Dream and accompanying fantasmic-throne passage through.

The room beyond is large and strangely dark, with the suggested forms of many mirrors dimly registering along its walls. A single beam of light illuminates an area directly ahead of Kit, hitting an angled mirror that bounces the light-beam directly towards her, making a bright path from her to it.
Kit's Danger Sense tingles mildly.


kitsune106 wrote: Kit attmptes to Dodge-push herself and the statue out of the beam as the Dreamstarts to build the tower to figure out what this trap is.


Aeromage wrote: Kit dodges out of the way of the light, taking the statue with her as the Dream of Tomorrow constructs its Tower of Sight Beyond Time.
From its extratemporal vantage point, it sees the truth of the room laid bare before it.

The trap within this room lies not in the beam of light, but in the darkness. So long as one stands within an illuminated area, one is safe from the spirits that the darkened mirrors disgorge to grab at and attack or imprison intruders. Traversing the room the intended way would involve repositioning the mirror to reflect the beam to other mirrors in order to make a path towards one of two other exits, although some mirrors would summon spirits upon being lit up in such a way.

Kit's mildly-itching Danger Sense draws her attention to a number of shadowy hands reaching out towards her and the statue. They are, much as everything else in this tower, far too slow to cause her much in the way of alarm.


kitsune106 wrote: She pushes the statue back then will start to solve the puzzle the proper way, taking the m
Time to do it right.


Aeromage wrote: Moving out of the way of unpleasantly grabby spirit-hands, Kit sets about directing the beam of light around the room with the aid of the movable mirrors, using the Dream's scanning and divination abilities in order to avoid triggering spirit-traps.

It turns out that she can only make a path to one of the two other doors at a time, so she ends up starting with the right-hand one, the door sliding open at the statue's approach, as per usual.

The room beyond is similarly dark, but quite a bit smaller and vaguely circular. The beam of light Kit guided into the room's door passes through it, lancing into an odd object on a pedestal in the centre of the room.

The object in question is spherical, hollow, and made of the same mirror-like metal as the rest of the place. Symbols and pictures are cut into it at regular intervals. At present, the light is passing through a simple circular aperture and hitting a mirror on the opposite wall. Other symbols include a key, chains, a chest, a door, a hand, a four-armed figure, a spider, a snake, a cage, and a jagged line.

It looks like the sphere can be rotated to project a different image through the beam.


kitsune106 wrote: The throne of treasures and the dream go to work as Kit waits a bitm, letting the two fastamics doping what they do best.


Aeromage wrote: Tsatmeiyel sets about determining the purpose of the room.
The sphere, it relays, will bring about different effects depending on what holes the light-beam shines through.

The chain-symbol would spring a trap that would try and drag everything in the room into mirror-prisons. Given the level of Kit and her entourage, this would fail utterly.
The hand, four-armed figure, spider and snake symbols would trigger a variable number of corresponding spirits of the same type (all ones she's fought before) to come out of the mirrors and attack her.
The cage-symbol would trigger a large number of various spiritual entity-spawns from the dungeon to start flooding into the room, but only once. Given the Level-band discrepancy, this isn't even likely to faze her group. At worst, the Throne might get a bit scuffed.
The key symbol would open a currently-hidden door in the room.
The door symbol would open a door into the mirror, granting access to another room.
The jagged line would shatter that same mirror, granting access to a different room behind it. This would prevent access to the mirror-door room, however.
The chest symbol would spawn a couple of hostile spirits and a treasure chest. The Throne thinks it could access the chest immediately from where things stand right now without having to shine the light through the symbol and trigger the fight.


kitsune106 wrote: First off, the chest, cage, and thehand, four-armed figure, spider and snake symbols are all triggered, so that the throne can beat and absorb the spiritual essences, for the plan of spirit warehouse.

Next, up, it the door into mirror room moving into it with the statue.


Aeromage wrote: The Throne manages, through its position as the chiefest treasure of the spiritual storehouse in which it hails from, to declare the hidden chest part of its hoard and thus its contents within the Throne's reach.

The Throne presents Kit with:

Refined Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 20,000,000 Gold)
Premium Progression Whateverhouse Ticket- (Item, Ticket, Progress, 50,000 Gold)

Kit begins spinning the sphere through its various enemy-summoning apertures! The cage-image projects light-bars across all of the mirrors in the room, from which hordes of spirits begin to pour.
This, presumably, would be a rather unfair trap to anyone underleveled, underprepared or undergeared for the dungeon's level-band.

The Throne, however, counts as none of those things. Spiritual weapons begin manifesting around the ornate, floating fantasmic's form and scything through the ranks of four-armed silvery humanoids, flaming snakes, mirror-hands, jagged spidery-shard-things, glowing red collections of orbs, featureless mirror-skinned figures in cloaks of flame, lithe figures of fire and veils of flowing heat and floating symbols made of ansigite.

The numbers are considerable. The constant tide does nothing to Kit, far above their power-level as she is, but it does manage to wear on the Throne and Tsatmeiyel somewhat, dealing them minor damage. The Throne makes short work of its opponents, however, and for every spirit it defeats, more treasures and trinkets wink into being to be added to its growing collection. At one point it activates the silver clock the Kit-reflection-spirit became in order to stem the flow somewhat, slowing them down even more relative to Kit's perception.

Eventually, the bars fade and the stream of spirits stop. Kit follows on by switching to the other enemy-symbols, summoning up a quartet each of the four-armed jailer/prisoners, jagged shard-spiders, mirror-hands and snakes, which are made even shorter work of thanks to the Throne's increased momentum and amassed power. Negligible as each additional transformed trinket might be due to the level difference, it seems that the sheer number has added up enough to further tilt things in its favour.

As before, the Throne absorbing its foes in such a manner does not provide Kit or Tsatmeiyel with XP or any resulting drops.
It does, however, massively improve the Throne's foothold in the Spire. It believes (and the Dream concurs) that it would now be capable of outright-controlling parts of the Spire, certainly being able to override whatever effects or entities are present in the same room as itself, and would likely be able to take over the Spire itself once the Ansigite Warden is defeated.
Attempting to wrest control of the dungeon from here, however, would probably result in the Warden resisting trying to attack them remotely by taking a more-active role in controlling the dungeon. Given the level discrepancy, this is unlikely to do much of anything and eventually lead to the boss mirror-gating itself to fight the group where they are now, as opposed to Kit going through the proper process of going to its specific chamber (and fighting the bonus statue-boss on the way).


The sphere is rotated to show the door-aperture! The mirror directly ahead of the gang, opposite the entry-door, shimmers and recesses itself slightly, opening a silvery passage within its own reflection.

The room beyond is almost a mirror-copy of the previous room. Instead of the pedestal with a sphere on it, however, the centre is taken up by a familiar, scroll-bearing statue with an indentation before it, ready to receive Kit's statue. The scroll has a stylised sunburst image etched on it.


kitsune106 wrote: The statue is pushed into place and empowrred. Then back to the hidden door room and enters that one.


Aeromage wrote: Light slowly fills the sunburst design, arcing out along the lines of the scroll and the statue bearing it to run down its form and into Kit's statue.
The sculpted prisoner's form fills with blinding light for a few moments, reflecting back in on itself from every surface of the mirrored chamber before dimming- but not entirely fading.
Kit senses the statue has been empowered again, and is now at the equivalent of Level 39. She's pretty sure that's as powerful as it's going to get. She's also pretty sure that the crystals-mirrors-light powers mixture it's got brewing in there would make it a very potent and annoying bonus boss to fight once freed... were Kit and her crew not twenty levels above it. As it stands, it wouldn't be able to scratch Kit, and would likely only tax the Dream and Throne slightly.

Heading back to the sphere-room, Kit flips it to project the key-image. One of the other mirrors in the room swings open to reveal another one of the dungeon's usual barred doors.

A series of very odd and magically-complicated things happen, as Tsatmeiyel relays once the metaphorical dust settles.

Kit and her entourage enter the room. It is rather more opulent-looking than most of the others, the mirror-walls filigreed with more suggestions of bars than actual prison-like architecture. Standing in the middle, on the polished floor, are two ornate ansigite chests and a large, intricately-framed silver mirror.

The mirror reflects Kit and her group coming into the room. A wave of spiritual force ripples out of the glass, then rushes back in.
The mirror utterly fails to divorce anyone in the group's spirit and soul from their body.
The interaction of the mirror-trap's specific power with the mirror-power-holding unawakened bonus-boss statue Kit is pushing around causes it to momentarily spark to life, wresting control of the mirror and attempting to pull everyone's spirit into itself to form some sort of gestalt other-person's-spirit-powered spirit-golem...spirit... thing. Unfortunately, due to not being a fully awakened entity in full control of itself, the relative levels of everyone involved, and the Throne being able to shut down such nonsense in its presence by taking over the room, it fails to do this.
Instead, its reflected power ends up rebounding into the trap-mirror, causing the statue as a whole to get pulled into it, and reactivating the mirror again.
The mirror, reactivating and attempting to pull everyone into itself again manages to get thrown off by the sudden unexpected addition of something inside it trying to use itself against itself and everything else in the room, which is also being shut down by an entity rather more powerful than it. This causes it to not only fail spectacularly at pulling anyone else into its surface, but also to get sucked into the mirror-wall behind it.

Kit, the Dream and the Throne now stand in a room with two ornate chests, staring at the reflection of themselves staring incredulously at a mirror reflected in a wall that isn't actually present in the non-mirror side of reality, which is also reflecting the room containing a reflection of itself, which contains the statue.

Well, this is rather a mess.


kitsune106 wrote: Kit attempts to rewind time then just before the trap activates, the throne will attempt to absorb or take control of the mirror.


Aeromage wrote: Time stutters and blurs backwards as the bizarre parade of events replay themselves back in reverse. The statue reappears at the entrance of the room, and the Throne immediately focuses its attention on the mirror, deactivating it before it has a chance to cause any further problems.

It goes extremely well. The Throne relays that it could either absorb the mirror or disconnect it from the room for Kit to take with her, if she'd prefer.


kitsune106 wrote: Kit will carefully have the throne detach the mirror. Then it's time to go find the bonus boss room.


Aeromage wrote: Kit gets:

This one will likely need rewording.

Trapped Ansigite Spirit-Imprisoning Mirror- (Consumable, Trap, Light & Darkness, Unlimited Charges, 15,000,000 Gold) Target obtains a non-stacking buff that causes the next individual who attacks target to preemptively take 1,500 SPI damage and be afflicted with Stat Drain: SPI Drain; if said individual is already afflicted with Stat Drain: SPI Drain, possesses less than 1,500 SPI, or possesses the subtype Spirit, said individual is instead afflicted with Entombed: Incarcerated in place of Stat Drain: SPI Drain; if said individual is already afflicted with Entombed: Encarcerated, below Level 40 and (possesses less than 1,500 SPI or possesses the subtpe Spirit), said individual is instead Defeated and removed from battle



Is Kit leaving the two chests alone and backtracking to the bonus boss room?


kitsune106 wrote: she will loot the two chests before heading to the bonus boss room with the statue to fight it


Aeromage wrote: Chests are opened!
Kit gets:

Shackle- (Spell, Other: Binder Magic, Warding, 300,000 MP, 30,000,000 Gold) Target individual, as a non-stacking debuff, suffers -10,000 to Turn-order, may not change rows or be made to change rows, even if this would leave their side of battle's row orders unbalanced, or leave the current battlespace

3 Refined Ansigite Ingot- (Item, Material, Light & Darkness & Metal, 20,000,000 Gold)


Kit backtracks with the statue to the high-ceilinged, silvery courtroom-like chamber.

She pushes the statue into the final indentation. From behind the barred-door-containing podium, the looming statue of the severe-looking, faceless judge jerks to life, raising its hammer and bringing it down squarely on the statue that had been accompanying Kit for so long.
There is a blinding flash of light as the hammer makes contact and a deafening sound of shattering mirrors. The judge-statue, gavel and all, blows apart like a dropped wineglass. At the same time, the silver plating covering Kit's statue bursts outwards.

The entity that was once the statue turns to face Kit, rising into the air. It is a wealthily-dressed and silver-skinned humanoid dripping with elaborate jewellery, with crystalline spikes in place of hair and no visible eyes. Its entire form shines with light, its radiance reflected and refracted through a sudden spinning array of mirrors and crystals that fade into being, sublimating from thin air.

Kit and her group face:
*Unbound Prisoner of the Ansigite Spire (Spirit, Level 39)
It has a variety of spiritual powers revolving around crystals, wealth, mirrors and light, and has a particularly nasty combo-set revolving around repeatedly bouncing light through mirrors and crystals to hit things a large number of times each round as an effect that repeats every round and stacks as time goes on (also allowing it to repeat-stack other Light-element techniques it uses). It also has access to reflection and redirection abilities, and has considerably boosted offense and defense thanks to the Wealth-Crystal combo it has going on.

It is, of course, hopelessly outclassed by Kit. How's she going to handle this thing?


kitsune106 wrote: Kit will be trying to wear it down over time before trying to catch it with:
Spirit-Capturing Mirror (Empty)- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 10,000,000 Gold) Target non-unique Spirit that is normally fightable for drops on the Enemy List that is below user's Level, below Level 40, and below 50% Max HP has a 5% chance of being removed from the thread, with this chance increasing by 5% for each Binder ability possessed by user and every additional 5% lower the target's Max HP is, with this removal being stopped by Vanished Resistance or Immunity; this item may only affect a single target. Upon successful removal of a target, this item's name changes to 'Spirit-Capturing Key ()', and its text is replaced with 'user may spend a charge of this item to summon 1 , max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends), user may, if an summoned from this item is not present in any battlespace in the same thread, spend a charge of this item and the MP cost required to replicate an ability or effect held by an as if said entity was performing it', Has RP effect

trying to use the throne's power and the dungone powers here to try to enchance the mirror to catch the spirit.


kitsune106 wrote: She will also try to weaken then petifly it using living legend and the throne help
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Re: Kit tries her luck

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Aeromage wrote: Kit launches into battle against the ex-prisoner! It, as expected, has absolutely no ability to harm her whatsoever, even with its summoned up mirror-and-crystal arrays to redivert incoming attacks and set up repeating, incrementally-added-to attacks and effects. The mirrors are handily swatted from the air, the crystals shattered, and the being carefully worn down- after a couple of false starts in which she attempts to Petrify it through sheer force of Glory, which doesn't achieve anything of note.
Wearing it down to the point that she judges it is barely hanging on, Kit uses the mirror!

Kit does not have any Binder abilities.
The mirror does not work well against Unique entities, which the Unbound Prisoner is.

The Throne, however, is significantly skilled at dealing with treasures, which it counts the mirror as.
This is further empowered due to its having a significant hold over the dungeon itself, further allowing it to count treasures generated by said dungeon as treasures of its own creation, under its own command and thus able to be altered through its own power.
The Throne is an Elite, and considerably higher-level than the dungeon, the mirror, and the entity that is being targeted.

Although the mirror trembles worryingly as its surface fades into darkness, sucking the Unbound Prisoner in as streaks of silver light, it nevertheless holds.

The pseudo-courtroom falls silent as the spirit is sealed within the mirror. After a brief pause, the bars of the doors set into the huge podium at the far end retract, and the doors themselves slowly swing open.

Kit loses the mirror, and gets:

*Spirit-Capturing Mirror Containing the Unbound Prisoner of the Ansigite Spire- (Consumable, Summoning Stone, Unlimited Charges, Light & Darkness, 72,000,000 Gold) User may spend a charge of this item to summon *Unbound Prisoner of the Ansigite Spire , max 1 summoned, user may spend a charge of this item to unsummon this summon, summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends), user may, if an entity summoned from this item is not present in any battlespace in the same thread, spend a charge of this item and the MP cost required to replicate an ability or effect held by said entity as if said entity was performing it', Has RP effects


The spirit held within is rather too badly injured to be of much use for the rest of this venture. Additionally, the Throne thinks that it would be best not to use the mirror for a while to allow it to acclimatise to the rather-more-intense-than-intended spirit inside it.


kitsune106 wrote: kit prepares to move out, tucking the mirror away safely iun her bag of holding before she, the dream and the throne move to the newly unlocked doors and move on.


Aeromage wrote: The group passes through the doors and into the silvery hall beyond! At the end of the hallway is a staircase that curves its way up and around, ending in an archway to the first of the new rooms of the next floor.

The room is square and oddly bare. Instead of walls, the other three sides are barred off, with heavy barred doors leading off to adjacent rooms. It looks like the other rooms are, for the most part, identical, forming a grid of cages. At least, as far as Kit can tell. An odd, oppressive darkness fills the floor, not allowing her to see more than halfway into the adjoining rooms.
Kit's Danger Sense is tingling. Mildly, though. Barely more than an itch.


kitsune106 wrote: Kit puts up a forcefield bubble with her abjurer powers as she has the dream and throne look into what is going on with his room and what to do.


Aeromage wrote: A forcefield is deployed!
The Dream, as per usual, looks into things. Its Tower of Sight Beyond Time grants it the perfect vantage point to see what the situation is.

The situation, as it turns out, is that this floor is indeed a grid of cages. Entering any cage besides the one Kit is standing in, even if it has been previously entered, will result in facing a hostile encounter with spirits spawned by the Spire. Its vantage point was sufficiently good to allow it to not only find the floor's exit, however, but map the shortest route to it. If Kit follows said route, she will be able to reach the stairs to the next floor in only four encounters. There are a couple of treasure chests, but they will involve going out of the way to the tune of six and eight additional encounters.

The Throne doesn't think it'll be able to mess with things here without bringing the Warden down on them. This floor seems to be being heavily monitored by the dungeon boss in question.


kitsune106 wrote: Kit will go for the shortest route, trying to let the throne have the exp and absorbs with the encounters unless it feels that kit should do handle it without the throne taking in the spirit energy.


Aeromage wrote: The Throne feels like the more spirits it manages to convert, the more likely it will be able to properly wrest control of the dungeon after the Warden is defeated. Cell after cell is entered, hostile spirits lunging out of the barred darkness only to get effortlessly swatted aside and spun into spiritual treasures to add to the growing- and already considerable- panoply surrounding the fantasmic.

With the Dream's guidance, Kit finds a cell containing a spiral staircase that ascends through the ceiling.
The next floor is a long, curving hallway with walls fashioned into the likeness of austerely-framed mirrors, each reflecting not the hall itself, but a different room entirely. Kit recognises the empty courtroom from two floors below, and the sphere-room from earlier. The floor is not level but gently slopes upwards; the Dream confirms that it takes the form of an ascending spiral that grows steeper and tighter as it rises.
The Throne informs Kit that this panopticon-like arrangement is being actively controlled by the Warden, who is going to start pulling in entities from around the dungeon in an effort to impede their progress to its chamber.


kitsune106 wrote: Kit and the dream and the throne continue to move forward. Trying to trigger as many fights to power up the throne


Aeromage wrote: Kit doesn't need to try to trigger the fights- the fights come to her, and in large amounts. Spirits pour in through the mirrors, only to get mown down effortlessly by the Throne, which seems to be translating its growing pile of spiritual treasures into a growing amount of strength, providing it with a positive feedback loop of increased momentum. Glittering blades scythe out from the throne's form, jeweled sceptres blast opponents with varied and colourful magics, ornate bows fire rays of destructive spiritual energy, gilded shields corral the opposition into easily-handled formations... and the treasure-house the Throne commands swells with a bounty of loot.
Mirrors crack and darken as the group presses on, defeating the tides of hostile spirits. In the wake of the Throne the hallway shifts as the fantasmic grows in power, transforming its surroundings from a severe panopticon to a more opulent-looking hall befitting a treasury.

The group eventually turn the final corner to behold a large pair of solid, heavy-looking ansigite doors. The Dream informs Kit that the Warden of the Ansigite Spire lies beyond.

Any preparations beforehand?


kitsune106 wrote: Kit Wonders and discusses what would be needed to have the throne defeat the warden and yoink. She thinks its about ready.She will be heading in when ready, ready to defelect and defend against the warden as she will weaken it and let the throne do its thing!


Aeromage wrote: Kit enters the doors to the final room of the dungeon.

The Warden's chamber is a tall, circular space, the ceiling arcing up into a dome laced with hanging chains. Mirrors caught in more chains line every wall and reflect back the room, each showing it filled with huge numbers of chained and bound spirits, each showing different entities in the place of others. The floor, polished to a mirror shine, is nearly obscured by the sheer amount of chain covering it. A dais rises from the mass in the centre of the room, the only clear surface in the entire area.

Standing atop the dais is The Ansigite Warden. It is a tall, genderless figure clad in severe-looking armoured robes of that silvery metal, its features hidden beneath a hood. Each of its six arms is spread, a different object hovering above each hand. A shattered blade. A veil of flame. A glowing sigil. A manacle. A ghostly glove. A burning fang.
Around its form a number of smaller, circular mirrors hover, each with a simple frame of twisting metal.

The Warden was prepared for a fight.

It was not, however, prepared for a fight against three individuals who each individually possess more power than it could ever hope to muster.

The Throne flares its wings of phantasmal light and splendour, sending lengths of chain spiralling around the room to shatter against the mirrors on the walls before the Warden's command to have them bind the intruders even leaves the spirit's lips. The amassed panoply of spiritual weapons and treasures surges up from around the fantasmic's form to effortlessly counter the pre-prepared opening barrage of bound spirits' attacks lancing from every mirror in the room, perfectly blocking the array of chains, shard-blades, spirit-burning serpentine flames, walls of crushing force, spiritual siphoning techniques, veils of repeatedly-lashing crimson fire, and an absolute storm of degenerative minor curses.

The Warden auto-summons the dungeon's most powerful non-unique residents to face the Throne. Through technicality, as Kit and her group triggered the traps that created mirror-clone-spirits of themselves, it is able to treat the clones as being valid spawn-table residents. Multiple Kits, Dreams and Thrones appear in opposition to the group.


The Throne responds by summoning a vast spiritual armoury around it. Wicked-looking blades that can cut spiritual layers from physical forms. Sleek spears that can pierce even the most insubstantial of spirits. Dark sceptres that thrum with maledictions and curses. Books bound in the skin of spirit-dragons capable of calling forth raw elemental power. Orbs containing spiritual sanctums caught in miniature. Bejeweled shields that are radiant bulwarks against impurity. Bows whose arrows are spirits themselves, called forth for the sole purpose to take their target's life along with their own. Suits of spirit-armour that take up defensive stances between their master and its opponent. Cloaks and sashes of woven mana that flutter and weave around the fantasmic's form, hiding it from view and granting it many defensive benedictions. Grand and glorious crowns, rings, jewels of all colours, spinning from nothingness to settle around and above the throne and adding their power to its own.

The Throne responds by establishing itself as the central nexus of its own personal treasure-house. The huge and growing variety of weapons, armour, trinkets and antiquities around it whirl into new arrangements, hitting precise alignments to most effectively enhance its power.

The Throne responds by declaring the room itself part of its own domain. Chains explode into piles of coins and jewels, the mirrors unraveling from somber, severely-framed forms into more elegant and elaborate examples, or else unweaving entirely to become ornately-carved walls and panels.


The main actors of the battle finally start taking actions.

The Throne is almost an entire level-band above the Warden. The Throne is faster than the Warden. The Throne has, thanks to Kit and its trip thusfar, gained a huge amount of momentum and power from all of the spirits it has converted.

The array of wondrous weapons whirl in the air, and bear down on the Warden and its cohorts, who leap to defend their master.

The Warden is limited by its own power level, as is the Ansigite Spire. No matter how potent they might be for their level, the spirit-clones are imperfect copies, and only Level 39.

Kit after Kit is skewered by shining spears, pinned against treasury walls and sublimated into the structure to be spat out as ornate timepieces or diadems. Their time-bending powers avail them little, as the relative speed of their aggressor is more than enough to blast through the slowing fields they attempt to bring to bear, their reflection-copies of the Aeon Diadem shattering under the strain of overclocking themselves to try and resist the assault.
Dream after Dream is rent limb from limb from crystalline limb, grand golden cleavers and scythes cutting through them like butter, leaving ornate masks and crowns pattering to the coin-strewn floor upon their demise.
Imitation Throne after Throne is slammed against the walls of the chamber, blasted away by raging torrents of gilded water or crystal-coloured flame, being torn to pieces only to reform as lavish, but clearly lesser thrones to take their places amongst the treasury's collection.

And then, finally, the Throne turns its attention to the Warden, now left alone on the silvery dais, suddenly bereft of entities to call upon. Spears and shining arrows, blazing blades and bolts, staffs and sweeping scythes, hammers and fans and books and so very, very many other wondrous weapons descend as a tsunami upon the spiritual jailer, shattering its mirrors, shearing away its armour, cleaving deep into its form.

The Warden tries to resist, summoning up chains and circles of binding magics, calling upon raw spiritual force to rip away its enemy's spirit from its greater self, even attempting to forcibly fuse the spawnable spirits of the tower together into greater entities whose powers it could draw upon or send against its foe- but it simply isn't enough. It is outclassed, outmatched, and thoroughly overpowered by the Throne, and utterly unable to prevent its demise.

A set of six elaborately-etched silver chains clatter to the floor where the Warden once stood. The Throne drifts forwards on gossamer wings of thought and fantasy, hovering above the dais, and turns. As it does, the entire room shifts and twists along with it, and Kit feels, beyond that, the entire dungeon itself follow suit.
The elegant mirrors on the wall shine and shift from reflecting the room to showing various points around the dungeon as Throne's power, now unopposed, surges out and claims the rest of the structure. The severe panopticon-hallway becomes an extravagantly-carpeted gallery set with alcoves containing beautiful statues and ceremonial weapons. The cell-grid on the floor below shifts as the barred walls become solid surfaces, then embellished into individual art-rooms displaying ansigite-framed paintings, ornate objets d'art, or elaborate pieces of ansigite jewellery prominently set on plinths. The severe courtroom becomes a grandiose treasure-room, waterfalls of silver coins spilling down the walls and circling a central dais. And so it goes, each floor in turn changing from a jail in which spirits are trapped in mirrors to a treasury in which spirits are housed in valuable objects.

The Throne itself has changed, too. Instead of its previous silver-and-jade form, it is now made almost entirely of the mirror-polished metal that the dungeon is created from, set with precious stones that shift in hue and tone. The Dream is now registering it as a Throne of the Ansigite Exchequer (Fantasmic, Level 54 Elite). It's also registering it as being bound to the dungeon. It may well be able to become a Unique later, but that is likely going to be a fairly long way away, as the dungeon itself will have to catch up to its level in order for it to properly establish that.
Still, it now counts as being the dungeon's boss-entity, despite its non-unique status.

Shattered mirror fragments slither out of the carpet of coins and fly into the air, reforming into a familiar set of circular mirrors as the Throne uses its power to repair the broken item to present to Kit.

Kit gets:

30* XP for a Level 39 Entity
1 Fame
'Converted the Ansigite Spire into the Ansigite Exchequer on Seirei'

*The Ansigite Warden's Mirrors- (Weapon, Assault Matrix, Light & Darkness & Metal, 39,000,000 Gold) +39,000 Magical Attack, +39,000 Ranged Attack, +39,000 Defense, 30% Light Resistance, 30% Metal Resistance, 30% Binder Magic Resistance, 30% Spirit Magic Resistance, Reflects Light against sources below Level 40, Wielder's Prime Attribute for Magical Attack or Ranged Attack actions may become MIN and if so, Wielder's per-item Ranged Attack and Magic Attack bonus capping becomes based on MIN, Wielder's Prime Attribute for Magical Attack or Ranged Attack actions may become SPI and if so, Wielder's per-item Ranged Attack and Magic Attack bonus capping becomes based on SPI, this item additionally possesses the subtype Deadly Item, this item possesses a Captured Spirit Index with a Limit of 4, wielder may spend an action to target a non-unique Spirit that is normally fightable for drops on the Enemy List that is below user's Level, below Level 40, and below 50% Max HP and have a 5% chance of removing it from the thread, with this chance increasing by 5% for each Binder ability possessed by user and every additional 5% lower the target's Max HP is, with this removal being stopped by Vanished Resistance or Immunity; this may only affect a single target. Upon successful removal of a target, said removed Spirit is added to this item's Captured Spirit Index, with wielder replacing an existing entity in said Captured Spirit Index if the number of Spirits present within would exceed this item's Captured Spirit Index Limit, wielder may spend an action to summon an entity from this item's Captured Spirit Index (or unsummon an entity previously summoned through this item) to a maximum of one such entity per entry in the Captured Spirit Index; summons summoned through this item that are unsummoned retain status effects, buffs, debuffs and HP and MP values at their point of being unsummoned until the end of the thread; if a summon summoned through this item is killed or counts as dead for the purposes of victory conditions, this item cannot summon another until the summon is cured, resurrected, or no longer counts as dead for the purposes of victory conditions (or until the thread ends), user may, if an entity summonable from this item is not present in any battlespace in the same thread, spend an action and the MP cost required to replicate an ability or effect held by that entity as if said entity was performing it, has RP effects
Captured Spirit Index (Limit: 4)
<Empty>
<Empty>
<Empty>
<Empty>

(Standard subject-to-change disclaimer applies here)


kitsune106 wrote: Kit smiles and bows to the new boss. "Congrats."
She makes a note to consider how to help the dungeon level up. She will discuss with the throne and the dream is infusing mana into the dungeon will help. If so, then she will dump about 100k into it, otherwise, she will not be pushing said buttons.


Aeromage wrote: Kit considers how best to help the dungeon increase in level. She thinks about just dumping XP into it, but realises this is more apt to spawn something than empower the place. Not that it would be too bad of a thing to happen, given the dungeon is now technically friendly towards her by virtue of its new boss. Still, her Geomancer, Channeler and Subspace Architect skills are, even by her own estimation, nowhere near enough to mess with dungeons, not even one so far below her own level.
The Dream reminds Kit that she has possession of a certain Artifact that would be perfectly suited to what she wants to do.

The Labyrinthine Tome.

Through its power, she would easily be able to funnel mana into it in order to expand it in both scale and power, or have it do so simply through being present in it with the Tome equipped. It would also let her rearrange its layout and spawn tables to her own liking, and let her establish permanent portal-gates to it. She could even, given the Throne is not a unique entity despite now being the dungeon's boss, use the Tome to store the dungeon and transport it elsewhere. All this would be achievable and more, and without the grounding in other skill-trees that doing it the hard way would require.

Of course, this poses a slight problem. Kit does not have the Labyrinthine Tome with her, and the Ansigite Exchequer is located within a spiritual dimension-nest that is, by her estimation, extremely large and mutable. She'd need to set up a way to find her way back in order to pull that off properly.


kitsune106 wrote: She will talk with the throne for some kind of anchor so she can leabe and come back withthe tome later so that she can power it up.


Aeromage wrote: The Throne believes that if Kit needs some sort of anchor or item with a decent spiritual resonance with the place, the Warden's Mirrors may well fit the bill. They'd probably work even better if she captured a spirit from the dungeon to put in it.

Getting back to the dungeon, even with the Mirrors and a spirit inside them, might be a bit trickier than she'd like, however. From what Kit has seen so far, the door from the portal room to the Spirit World definitely doesn't lead to the same place each time it's opened. Navigating the place is likely going to be a very tricky prospect without at least some investment in Binder and Shrine Maiden, and Geomancer and Diviner will likely be required, too. Wanderer or Spatial Magic could help, too, although using it without the proper spiritual and geomantic grounding is likely to send her off goodness-knows-where.
The Labyrinthine Tome would make things drastically easier, however. It prevents its user from becoming lost, which would let her get her bearings much more easily in the Spirit World and essentially allow her to know the right 'direction' to head in, even if she doesn't end up where she wants to be. With a bit of work (and a bit of Channeling skill) she would be able to have it link up with the Mirrors to potentially create a short-cut to the dungeon itself. With some mana expenditure and a bit of luck, she could even use that link to create a portal directly to the dungeon, skipping any unnecessary tromping around in the Spirit World entirely!


kitsune106 wrote: Kit wonders if she can send the throne back into a nexus portal to get the tome... Probably not. She will attempt to capture a spirit though here, if the new throne lets her.


Aeromage wrote: As the Throne is now bound to the dungeon as its boss, it lets Kit know that trying to send it out of the place would likely be a bad idea. It's perfectly fine with Kit capturing a spirit from the dungeon, though. At present, the place contains entities from Level 20-39. It's still early enough in the changeover period that the dungeon retains the same spawn table as it did before, if she has any preference for spirits she's faced previously in the place.
What is she looking to capture?


kitsune106 wrote: She asks the dream if it can o look into nexus.

She will be looking for a gold coin spirit, or something that symoblizeses this place.


Aeromage wrote: The Dream replies that it cannot presently look into Nexus. The Spirit World is generating significant enough interference to prevent it from looking beyond. If Kit opened a gate to Nexus, however, it would have a much easier time of it.

Kit thinks, after the Throne relates the entities that can be found within the dungeon to her, that the most likely symbolically-related entity would be an Ansigite Sigil (Spirit & Elemental, Level 30). It's a combined spirit-elemental mix that embodies the properties of ansigite and can use powers related to the metal whilst being spirit-related enough to use spirit magic and spiritual abilities. It also, appropriately enough, looks like a floating collection of metal symbols. She saw smaller versions of it earlier (Lesser Ansigite Sigil (Spirit & Elemental, Level 20)) if she wanted to go for one of those instead.


kitsune106 wrote: Kit will attempt to catch a :

Ansigite Sigil (Spirit & Elemental, Level 30).



after that,

Open Gate to Nexus: Top Disc- (Spell, Gate Magic, Magic, 5,000 MP, 160,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast


is cast and the dream will try to be sent in to get the dream.
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Re: Kit tries her luck

Post by Modrageball »

Aeromage wrote: Finding an Ansigite Sigil is a bit tricky- it appears they're a relatively rare spawn for the dungeon- but with the Throne's assistance and a bit of Divination she's able to track one down in the gallery-grid below and handily bring it into a capturable state.

The Ansigite Warden's Mirrors gains:
Ansigite Sigil (Spirit & Elemental, Level 30)
as part of its Captured Spirit Index.


Kit then opens up a Gate to Nexus, hoping to send the Dream through to retrieve the Tome!
The familiar fisheye-effect portal showing a street in Town manifests before the time-twisting foxwoman. It's rather more... wobbly than usual, however. The thing keeps rippling and flickering. Kit doesn't think it will stay stable for long enough to allow the Dream to get to Nexus, locate the Inn, get the Tome and head back through before it collapses.
Gate Magic and Space is, unfortunately, not exactly her forte.


kitsune106 wrote: Kit sighs a bit. She will head out of the dungeon, wishing the throne good luck and building up. She will then head out of the dungeon to move on!


Aeromage wrote: Wishing the Throne luck, Kit heads back out of the newly-managed dungeon without issue.
She re-emerges into the blistering heat and blinding light of the fiery world beyond. Arcs of flame dart from cracks in the shifting plates of semi-molten metal that form the area's surface, and the grinding, shrieking sound of metal on metal rings out through the air. Shifting, shearing sheets of red and gold streak through the sky, still caught up in their endless battle against one another in whorls and storms of blazing fury, battling for supremacy around the focal point of the Blazing Moon.

The Bismuth and Cobalt spires are still standing nearby, as they were before. There are likely more metal-themed dungeon-spires elsewhere in the area, perhaps of a more challenging nature.
Or perhaps Kit's thoughts are drifting further afield, beyond the flames and the forges of this burning domain?


kitsune106 wrote: Kit and the dream head for the bismuth spire, kit darting hither and yonder as she heads on over


Aeromage wrote: Kit flits from place to place as she makes her way to the Bismuth Spire, weathering flaming prominences and sudden vent-blasts of scorching heat without difficulty thanks to her abjurative ability and the Landshield.

She enters the large, open entryway and heads into the dungeon proper.

The first room of the Bismuth Spire is a cavernous hall of smooth silver-white broken up by row upon row of huge pillars. The floor is a featureless, smooth white metal expanse, and the walls and pillars gradually change from featureless white as they stretch up to gain at first hints and hues, and then more vibrant colours. Smooth surfaces give way to angular traceries of square geometric patterns, which become ridges, which graduate to full-blown rainbow-hued square vaults at the ceiling, the likes of which would not be out of place in a grand cathedral.

The hall is significantly large, and has a number of doorways set into it at regular intervals that presumably lead further off into the dungeon. If Kit's earlier guesswork (due to not being able to scan the dungeon from outside) is anything to go by, this place is most likely a maze.


kitsune106 wrote: She continues one, choosing the second right way to enter, exploring carefully.
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Re: Kit tries her luck

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Quest-porting complete.
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Re: Kit tries her luck

Post by Aeromage »

Kit continues into the Bismuth Spire, passing through the huge pillar-regimented hall to the second door on the right.
The patterns on the ceiling shift in strange ways.
-krzt-
Kit continues into the Bismuth Spire, passing through the huge pillar-regimented hall to the second door on the right.
The patterns fracture into impossible forms.
-krzt-
Kit continues into the Bismuth Spire, passing through the huge pillar-regimented hall to the second door on the right.
The patterns on the ceiling are patterns on the ceiling are patterns
-krzt-
Kit continues into the Bismuth Spire, passing through the huge pillar-regimented hall to the second door on the right.
-krzt-
Kit continues into the Bismuth Spire, passing through the huge pillar-regimented hall to [INVALID LOCATION]
-krzt-
Kit continues into [LOCATION NOT FOUND]
-krzt-
Kit  c o n  t  i   n   u   e   s      i         n
-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗


The world skews, inverts, collapses on itself, off itself, of itself, from itself
The hall is gone.
The spire is gone.
The world is gone.
Kit is gone.


-͏̛̹͔̹k̴̺̱͉̮̖͎̀͘r̴̨̲͕̼z̝͚̹͍̩̙͠s̢҉̲̦̪͙̀c̙̱͓̹͉͖̱͉͞ͅh͓̻͓͇̝̝t҉̴̺̕-̗

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

[UNIVERSAL EXISTENCE FAILURE]

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

Reality reasserts itself, and Kit with it, her mind a hazy wash of muddled recollections of things that [didn't] exist and [couldn't have] happened.

She wasn't herself. She wasn't anything. But she, or something that identified itself as her, was. Along with a couple of other entities she thought she recognised? Maybe? Even if one did end up turning into a stick of celery.

She brought something back with her, though, from that non-place.

She's gained the essence of Time, Hope and Magic.
She's solidified her grasp over some aspects of Time, preventing [non]reality from tearing it away from her.
She's gained some insight into the basic workings of Hope and Magic.

She also feels she's forged an odd connection to something, somewhere.


Kit gets:

1 Fame

Basic Lunar Element Attunement: Taokage- (Passive Ability, Moongazer) If Taokage is the current Governing Lunar Body, possessor may choose to treat Magic as said Governing Lunar Body's Associated Element.

Envoy of Taokage- (Passive Ability, Moongazer) Possessor may choose to have their spells, abilities, and items respond as though Taokage is the current Governing Lunar Body as an effect that does not stack with other Moongazer abilities whose names include 'Envoy of'

'Involved in the Creation of the Moon Taokage during [UNIVERSAL EXISTENCE FAILURE] on Seirei'


Elsewhere, back in Nexus, two more people get the same feeling.


Heracles gets:


1 Fame

Envoy of Taokage- (Passive Ability, Moongazer) Possessor may choose to have their spells, abilities, and items respond as though Taokage is the current Governing Lunar Body as an effect that does not stack with other Moongazer abilities whose names include 'Envoy of'

'Involved in the Creation of the Moon Taokage during [UNIVERSAL EXISTENCE FAILURE] on Seirei'



CELERY gets:


1 Fame

Envoy of Taokage- (Passive Ability, Moongazer) Possessor may choose to have their spells, abilities, and items respond as though Taokage is the current Governing Lunar Body as an effect that does not stack with other Moongazer abilities whose names include 'Envoy of'

'Involved in the Creation of the Moon Taokage during [UNIVERSAL EXISTENCE FAILURE] on Seirei'

CELERY also feels a connection resurface. Something she had lost has returned, albeit back to where she originally picked it up in Seirei.




Kit then takes a look at her surroundings.

Kit tries her luck.

Kit was in the Spirit World before [UNIVERSAL EXISTENCE FAILURE] hit, an area almost wholly governed by the moons- and now there are over twice as many.
In addition, it is still shot through with rifts left over from the event, erroneous chasms that yawn into the abyss of what [was not].

Her luck, for the moment, holds.

Kit is in the entrance hall to the Bismuth Spire.
It is a cavernous hall of smooth silver-white broken up by row upon row of huge pillars. The floor is a featureless, smooth white metal expanse, and the walls and pillars gradually change from featureless white as they stretch up to gain at first hints and hues, and then more vibrant colours. Smooth surfaces give way to angular traceries of square geometric patterns, which become ridges, which graduate to full-blown rainbow-hued square vaults at the ceiling, the likes of which would not be out of place in a grand cathedral.

There is no longer an exit, however. Where it was is, instead, a fuzzy snarl of angular, fractal non-colour, juddering angrily as it bulges into the hall, eating away at the walls and floor as it attempts to solidify and recombine elements in failed attempts at coherence.
A quick look at the regularly-spaced doorways elsewhere in the hall reveal things have similarly changed. Some still look like they lead to rooms or short halls with the Bismuth Spire's previous smooth, angular geometry and white-fading-to-rainbow palette, while the spaces behind others shift and lurch dizzyingly, their form inconsistent. Some have their materials change at rapid, irregular intervals, instead leading to rooms and halls of ever-changing architecture and hue. Others veer off at odd angles, or collapse inward on themselves as Kit watches in four- or five-dimensional knots. One flickers between pentagonal and octagonal. Still others lead to the same angry [DESCRIPTOR] mass blocking the entrance, or to places where existence falls away, non-colours Kit cannot perceive or even consider flickering against each other in an interplay of dead-reality static. A deafening-yet-silent noise rattles the fabric of the building, an unheard bandsaw chewing against the foundations of what is.

Kit is in the Bismuth Spire.

Kit is also in [̷̢̦̰͎͔ͭ̍̿̂͋͠Sͬ̂͑̂҉̛̜͉͉p̃̑ͫ̔͜҉̶͓̳̺i̛͎͎̪̞̤̮̫͔̿̊̎́ͧ͘r̶̜͌ͯė̛̥͔͕̓ͤ̕ͅ]̸̧̡̥͖̠͊̎̏.
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Re: Kit tries her luck

Post by Kitsune106d »

Kit will check her danger sense then head into one of the Spire's rooms that is still a short hall that is proper. The dream will be asked to scan the area if it thinks its safe to. if not safe, well, then not. time to explore!
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Re: Kit tries her luck

Post by Aeromage »

Kit's danger sense is a constant gentle background jet-engine scream of 150 decibels. This place, or at least parts of it, definitely wouldn't be classed as 'safe' by any stretch of the imagination.

Kit picks a hall that seems to be unaffected by... whatever it is that's currently going on with the rest of the place, and asks Tsatmeiyel to scan ahead to check.
The Arch-Fantasmic lets Kit know that, from what it can tell, this dungeon appears to be simultaneously falling apart, growing, getting overlaid and invaded by other dungeons (or chunks of them, sometimes even single rooms from them), and being forcibly changed by external factors. It can't get a good read on a lot of the other places it thinks might be bordering the Bismuth Spire, but it could probably give Kit a name and possibly a level range of the ones connecting to rooms Kit enters. The Bismuth Spire itself, as far as it can tell, is/was in the 40-59 Level range.

It also suggests that, no matter what happens, she doesn't try to enter doors or rooms blocked by the angry-looking [UNKNOWN] mass or the place where existence looks like it's falling away. It isn't sure what would happen, but it would probably be something debilitating, permanent, and/or capable of outright deleting parts of her.


Kit enters the white hallway. Much like the previous hall, it has pillars that begin as featureless white masses that graduate towards more-vibrantly-coloured, geometric designs as they merge with the ceiling. Four doors lead off from the hall, two on each side. At the far end of the hall, a white staff sits on a simple stand, its head a mazelike fractal-pattern of geometric rainbow-colours.

Kit sees:
Bismuth-Core Sceptre- (Weapon, Staff, Light & Metal & Color, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, +30,000 SPI, Wielder may choose to have their 'Magical Attack', 'Overdrive' and 'Cast a Spell' actions become solely any one Base Element; Wielder's 'Magical Attack', 'Overdrive' and 'Cast a Spell' actions may, if they would inflict a Moderate status effect (but not a sub-status effect) and have had their element changed due to this item's effect, may instead inflict a different Moderate status effect (but not a sub-status effect) that corresponds with the changed element

Tsatmeiyel checks the doors.
One is blocked by the mass of angry [NOTHING].
One leads to a blue room with a hazy interior. It's registering as being part of the Cobalt Spire (Level 40-59)
One leads to a larger room of similar materials to the hall Kit's currently in. Looks like it's more of the Bismuth Spire.
One of the doors is flickering between being five-sided and eight-sided, with odd colours playing over it. It leads to a room made of interconnected, mainly triangular and rectangular, metal panels that form a hexagonal chamber. It's registering as The [Five|Eight]-Metal Spire (Level 30-60)
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Re: Kit tries her luck

Post by Kitsune106d »

Kit will continue into the bismuth spire room. (Third room you mentioned.) She is a little hesitant now but will stride forward confidently.
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Re: Kit tries her luck

Post by Aeromage »

Kit strides forth into the room! The white metal here quickly gives way to geometric patterns in rainbow-gradients of colours, filling the room with an almost dizzying collection of chromatic angles and vibrant colour.

The room contains seven other doorways, one of each colour of the rainbow in addition to the white one Kit entered through, spread over two levels, with angular lines and patterns in shining colour linking each of them.
Tsatmeiyel, thanks to the standing instruction to scan the rooms, catches the trap before Kit has a chance to fall into it- in order to traverse the room, you need to follow a specific line of colour in the patterns of the floor starting from one end of the colour spectrum. Doing otherwise would trap an unwary adventurer inside a maze of colour, potentially spitting them out somewhere else in the Bismuth Spire (or, given the current situation, somewhere in one of the many places or [NON]places now linked to it).

There's a further catch. Given the way to solve the room is to start from one end of the spectrum or the other, only two doors can actually be reached to begin with- in order to enter any of the others, you have to enter that door first, then head back out into the room. And given the current state of the dungeon, that could be a problem.

The 'Red' door looks like it leads to another room of the Bismuth Spire.
The 'Orange' door also looks like it leads to a Bismuth Spire room.
The 'Yellow' door is weird to look at. It looks both somehow spherical, somehow square, and somehow like it's sliding off of reality. Tsatmeiyel is scanning it as leading to The Spher Spire. It can't get a level reading on it.
The 'Green' door leads a jagged, dangerous-looking dark hall. Tsatmeiyel is reading it as the Dark War Iron Spire (Level 40-60)
The 'Blue' door leads to a palely-lit room of dark metal with a silvery sheen. Tsatmeiyel is reading it as the Moonmetal Spire (Level 50-70)
The 'Indigo' door is another one of those jittering five-eight sided ones. It's leading to a room made of hexagonal metal panels with a worrying purple sheen. It's registering as The [Five|Eight]-Metal Spire (Level 30-60).
The 'Violet' door leads to a brilliantly-lit golden hallway. Tsatmeiyel is scanning it as leading to The Orihalcum Spire, but can't properly scan its level. It reports it's likely too high in level for it to get a proper reading on.
Kitsune106d
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Re: Kit tries her luck

Post by Kitsune106d »

Kit will try to do the red doorway if she can. The dream is thanked for saving her from the trap.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
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Aeromage
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Re: Kit tries her luck

Post by Aeromage »

Unlike the prior rooms of the Bismuth Spire, this one is pure silvery-white from floor to ceiling, featureless save for a large square pillar in the centre of the space.
The phrase "I desire a single colour to stand apart" is inscribed on it, beneath a debossed symbol of an eighteen-pointed star.

Tsatmeiyel reports that the pillar looks like it'll react fairly strongly to the introduction of mana, whether through XP or MP.

A single door leads from the other side of the room, opening into a dark chamber glittering with tiny points of light. Tsatmeiyel is reading it as the Starmetal Spire (Level 45-65).
Kitsune106d
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Re: Kit tries her luck

Post by Kitsune106d »

kit has:
MP- 376,250

she will dump 125,000 into the pillar to see how that reacts. the dream is scanning in case of a trap or something.
Kit Timeshadow The Fox is In
Rey Naboshi The mercenary
Catrice the mad scientist
Gillian Razorclaw The hyena
Kelvar Netsumi the rat druid
Remalius the spell
Celery/Celeria The dragon
Heracles The might swordsman
User avatar
Aeromage
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Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Kit tries her luck

Post by Aeromage »

Kit channels MP into the pillar! In doing so, it goes through the usual conduits- her gear that provides Magical Attack bonuses.
A wash of Light & Glory & Magic & Time mana flows into the pillar, which immedaitely shifts colour. At first, it shines with Light mana, but as the other elements get added its surface becomes a clashing, confused mix of hues that whirl and mix angrily over its form.

Tsatmeiyel, monitoring the situation, warns Kit that the pillar is about to expel the mana in the form of spawning in enemies, just a moment before it does so.
The Base-element mana peels off the pillar, coalescing into two separate floating elementals, silver-white mazelike crystalline-metal entities that immediately shift in colour as they appear- one shining bright white, the other radiating purple energy.

The nonbase-element mana erupts in an unpleasant tangle. Tsatmeiyel isn't sure, but it thinks what was supposed to happen was the pillar purging itself of the nonbase elements as a damaging rush of energy.

Instead, one forms a hovering, dark-metal sphere, its surface rough and pitted, tendrils of rust and worn, bladelike shapes fading in and out of reality around it.
The other resolves itself into a shining woman in a white dress and habit-like hat, hands clasped as if in prayer and face set in a rapturous expression.

Into the room spawns:

2 Greater Bismuth Elemental (Elemental, Level 50)
Ancient Iron Elemental (Elemental, Level 60)
Witness to The Glory (Radiant, Level 60)

Tsatmeiyel only has time to get a proper scan off on one of them.
Kit, fortunately, was pre-warned, and so is able to act (or flee) first.
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