Megaquest: Crisis Across Infinite Nexii

An archive for the 'Crisis Across Infinite Nexii' Megaquest.
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Aeromage
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Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Here we go.
This megaquest originally ran from May 04, 2017 to Feb 04, 2018 (although the subsequent fallout-processing ran until September).

Lord Gadigan wrote: Mimechiavelli has taken control of High Flameforge from the Man in a Hazmat Suit. Taking up his abandoned workings, The Mime has unlocked the secret of Nexus's creation. Competing teams will be fighting their way through The Mime's prototype replica Nexii, battling through the locked-down discs of Nexus itself to gain what is necessary to enter The Mime's workshop, and then braving whatever lies within High Flameforge to claim The Forge for themselves, gaining the power to rework, destroy, or create their own versions of Nexus.

You can start with any faction that is recruiting BA members or make your own. Joining as your own faction is likely going to be excessively hard, but it's still an option.

More information is forthcoming later, and The Mime is going to have some choices for people when the event actually starts.

Notes-
* You need to sign up for a team or explicitly note that you're making your own side.
* If you're joining a team that already has at least one person, either you need them willing to be auto'd by you, or you need to be willing to be auto'd by them
* Level 79 PCs only. You'll die if you're lower Level.
* Parts of the dungeon operate under weird rule sets and/or alter certain types of powers.
* PCs may not exit the locations this quest takes place on (excluding trips between such) without getting ring-out-style kicked from the quest; PCs may not contact individuals who aren't in said areas during the duration of the quest, with the notable exception of faction-leading / faction-related NPCs, who may be able to provide some limited support.
* Rewards vary by your side and how many objectives you complete.
* This quest will bring with it a new level of challenge. You have reached the point where you're fighting people with big names who have been around a while. You're going to be fighting Artifacts, Overcrashes, Faction Leaders, and high-tier mixed skillsets in rapid succession. Your opponents are mighty beyond what has thusfar been conventionally battled. The thing is this: You can win. You've reached a tier of power far surpassing what you once held. Your characters entering this are awesome and have tons of resources at their disposal. You've made it somewhere notable, and you're going to be able to do great things. Pull out your bags of tricks and stay confident. Bring your A-game. The forces arrayed against you are bringing theirs.
* I'm not actually launching this yet. I'm posting this part now so that people can look at the factions and plan out what they want to do.


Lord Gadigan wrote: Factions (with brief blurbs supplied by the factions in question regarding their goals here):

===========================================================================================================================

Bascaradine Corporation
- Primary Objective: Obtain a second Nexus for Bascara-space that connects Bascaradine-controlled worlds and allows for the optimal shopping experience.
- Secondary Objective: Destroy Error City utterly.
- Tertiary Objective: Eliminate Hero Force.

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Cataloguers of Infinity
- This coming day is one upon which the fate of all known worlds rests. Should a malicious, destructive force take the prize offered, Nexus, and, through it, the many planes it is connected to, could face annihilation.
- Lives, treasures, domains, and stories would all be lost. Entire branches of wisdom and esoteric art would crumble away into Storage.
- Our goal is to triumph so that such a catastrophe cannot occur.
- We seek to create a Nexus not of physical space, but of knowledge. Enlightenment shall be our gift to reality should we triumph.

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Cort's Commandos
- Champions of Nexus, my name is Constable General Dorian Cort. While traveling to other discs to obtain resources to better defend my home-disc, I was appalled by the atrocities I saw.
- Nexus is a city. It currently contains multiple discs I would describe as nothing short of hellscapes, and several of these discs war with neighboring (or in even worse occasions, distant) discs. The present authorities of Nexus restrict their reach to several discs that they consider 'important', throwing the rest to the wind or allowing oft-malicious regulatory sub-bodies to have the run of those discs. This situation is unconscionable. It's time to clean up Nexus.
- It is my duty, and the duty of all those with compassion in their hearts, to assist in the defense of Nexus's citizens and the use of this opportunity to expel the great city's malevolent occupiers.

===========================================================================================================================

Council of Ten Thousand Gods
- Mortals, immortals, and nascent godlings, it is time to set existence right.
- We seek to take the center of known reality and place it in divine hands, replacing its inefficent and impotent governing bodies that can be threatened far too easily by pernicious beings.
- Nexus will be made a place of prayer and glory, and with the Forge, we can create disc-cities for our member-pantheons and create portals to bring lost realms and sealed gods into the fold.

===========================================================================================================================

Daemonic Heirarchy of Fulsome Industry
- ATTENTION MEMBERS OF LORD GADIGAN'S NEXUS BATTLE ARENA, I, OBERNOTH THE EMISSARY-HARVESTER, DRONE OF YULMENNYX THE WORLD-REAPER, SERVANT OF ARMENGAR THE DIABOLICAL WHO SERVES ZUL-REMYTH THE ARCHITECT OF TWILIGHT SKIES, ADMINISTRATOR OF THE SIXTH DISTRICT OF ORMELMENSYR IN SERVICE TO KYZ-NOSYX, THRALL OF PRENDEFERYX, SERVANT OF GREAT PORYMENYMEYS, WHO WORKS IN THE SERVICE OF ULL-RUUCH GARGANMOTHATH, ADMINISTRATOR OF GALACTIC NEGATION, WHO SERVES FULL-RULLSOTH, SERVANT TO KHZELNEMBRAS, SERVANT TO GREAT MAUSMANGARDE, DAEMON LORD OF FULSOME INDUSTRY, COME TO YOU WITH AN OFFER THAT, I, OBERNOTH THE EMISSARY-HARVESTER, DRONE OF YULMENNYX THE WORLD-REAPER, SERVANT OF ARMENGAR THE DIABOLICAL WHO SERVES ZUL-REMYTH THE ARCHITECT OF TWILIGHT SKIES, ADMINISTRATOR OF THE SIXTH DISTRICT OF ORMELMENSYR IN SERVICE TO KYZ-NOSYX, THRALL OF PRENDEFERYX, SERVANT OF GREAT PORYMENYMEYS, WHO WORKS IN THE SERVICE OF ULL-RUUCH GARGANMOTHATH, ADMINISTRATOR OF GALACTIC NEGATION, WHO SERVES FULL-RULLSOTH, SERVANT TO KHZELNEMBRAS, SERVANT TO GREAT MAUSMANGARDE, DAEMON LORD OF FULSOME INDUSTRY, FEEL IS MOST COMPELLING. FULL-RULLSOTH, SERVANT TO KHZELNEMBRAS, SERVANT TO GREAT MAUSMANGARDE, DAEMON LORD OF FULSOME INDUSTRY HAS INITIATED PROCEEDINGS TO...
- Full-Rullsoth interjecting: I am mobilizing my forces to create a Fulsome Forge to produce endless Nexii to enhance our faction's powers through their otherwise-nigh-pointless existence. Anyone who assists in our victory will be amply rewarded, with artifacts and powers being but the start of what you will acquire should you win this in Mausmangarde's name.
- Check both my records of delivering on deals and my records of success when I mobilize my forces on key endeavors.

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Error City
- Make a / Break a / End a / End all / NO MORE NEXUS, HAHAHAHAHAHAHAHAHAHAHA
- Get / Fix (ErOr) / DisSect / the Paperwork (Forcystus Law -> ERROR SPREADING)
- Vengificate / Liquidate / EXCRUCIATE / Bascaradine canNOT win (Nonononono, NEVER): MISTER BASCARADINE YOU ARE HEREBY FIRED
- Terror: It is Beauty (Haha) / Truth (Haha) / Purpose / All

===========================================================================================================================

Fae Host of Queen Dendraeymuir
- My host represents the ideals of beauty, wonder, joy, and awe. We embrace both the journey across unknown worlds, the dedication to craft them, and the desire to make the best ones home.
- Help me in making a Nexus of fae planes. Join me in creating Wonderland.

===========================================================================================================================

Hero Force
- Fellow heroes, I greet you on this fateful day to create a wonder above all other wonders! A vantage point from which we, The Hero Force, can observe the breadth of the multiverse and intervene as we, the heroes, see fit!
- Will we win? You Omega-Bet!
- Amendment from the Overlord of Monkey Castle: Captain Omega got attacked by an angry sun and locked inside a magic nut or something. With the spirit of heroes in our hearts, we're forging on and attempting to achieve the above goal in his absence.

===========================================================================================================================

Imperial Homeworld War Expiditionary
- This faction is not recruiting from BA Members.
- It is, however, apparently allied with the Nihilarchitects.

===========================================================================================================================

Institute for the Refinement of Rational Civilization
- This faction is not recruiting from BA Members.

===========================================================================================================================

IZ HUGO BEKKLER!
- ZELLO, HUGO BEKKLER SPEEKING! IZ ZIZ THING ON? YEZ? HOKAY!
- HUGO BEKKLER IZ LOOKING FOR PROMOTION! IF HUGO GET NEW NEXUS, HUGO CAN BE OWN ADMINISTRATION, YEZ!
- BUT MORE TO ZE POINT: NEXZUS, IT IS IMPORTANT TO YOU, YEZ? NEXUS IS IMPORTANT TO HUGO BEKKLER AS WELL, UND FORCYSTUS, HE IZ CONTROLLINK ZE BUREAU VITH ZE DEVIL PAPERWORK. HELP ZIZ TEAM WIN, UND I WILL REZTORE ZE MAIN NEXUS TO ZE ADMINISTRATION UND DEZTROY THE DEVIL PAPERWORK, YEZ!
- HAZ HU SEEN ZE ODDER TEAMS? MOST OF ZEM IZ AWFUL!

===========================================================================================================================

Nexus Administrative Bureau
- The Nexus Administrative Bureau seeks to retain the present state of Nexus, harnessing the powers of the potential other Nexii not to replace or supplement the existing Nexus, but to instead provide it with an additional power-source with which to further expand along its present lines.
- The elimination of teams with highly destructive / disruptive goals is prioritized.

===========================================================================================================================

Omnipresent Council of Archtyrants
- Primary Objective: Reclaim Nexus for the Omnipresent Council.
- Secondary Objective: Obtain any and all relics related to the Omnipresent Council and its period of rule.
- Secondary Objective: Obtain any Tide Keys in possession of Sanctum agents to further future plans to recreate the Grand Confluence.

===========================================================================================================================

Ordo Forcystus
- Well, ladies and gentlemen. It appears that the metaphorical minecart has skipped from its original track. Pity, that.
- My primary goal in this event was originally to eliminate all other entities of sufficient power and control over the Corruption (namely, the Warhost that was previously a contender in this Crisis) such that I, Forcystus, was in full command of the element. Once The Corruption had tamed and harnessed, instead of running rampant, it could have been effectively utilized as a self-upgrading tool that semi-autonomously expanded its reach, and, thereby, the breadth and depth of my power.
- Let me assure you all, however, that like any properly-prepared commander, I have a great deal of tricks left in by bag. The Corruption was one tool, and I have already replaced it with items of equal power and malice.
- I seek those of you, who, like myself, are willing to use all tools available, regardless of their nature or source, to secure further power.
- Those who oppose my forces in our venture will findthemselves drowned beneath a sea of rot (albeit a less literal one than was originally intended), but those who ally themselves with me will see themselves elevated in my new order, given great power and leverage to complete their own goals at their whim.

===========================================================================================================================

Pillars of Glory
- Afternoon, triumphant warriors of the Battle Arena. We extend an open invitation to anyone who is powerful and seeks to use that power for goals that aren't repulsive to the civilized mind.
- Our goal is simple: Achieve victory through unmatched power and awesomeness.
- When we win, we will become enthroned above the cosmos, given power and vantage to spread our legends and extend the reach of our deeds across the many worlds.

===========================================================================================================================

Renfeld the Arcanist
- This faction is not recruiting from BA Members.

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Sanctum of the Tide-Key
- This faction is not recruiting from BA Members.

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Society of the Viper
- This is Valcont's faction. While you are technically able to join, you shouldn't.
- But if you want to, you upfront get massive stat boots and a shiny new Tier 3 class.

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Speed Masters
- SpeedWizardWylospeakingatthespeedoflighttogiveyouanofferyoucantrefusejointheSpeedMastersintakingoverNexusandmakingloadsofmoneyBOOM!

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The Enemy
- This faction is not recruiting from BA Members.

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The Heaven Architects
- With the arrival of Kriele and separation of the twin dark Ascensions, our multiverse has been afforded a great opportunity.
- Through victory here, we can spread the power of good throughout existence, creating bastions of righteousness to ward against any manner of darkness that threatens innocent life.
- We can also work to spread nonbase elements through reality, empowering Kriele and giving her an edge in the cosmic contest against Harkala.
- Help us build not one Heaven, but many, replicating and becoming beacons that illuminate the path to a greater future.

===========================================================================================================================

The Nihilarchitects
- Residents of the prime known reality, for eons, we, the Nihilarchitects have dwelt within the shadow-reflection of Nexus, studying creation through its absence. We have observed the workings of the Man in the Hazmat Suit from the flipside of existence.
- From our studies, we have concluded that the energies he works with can be harnessed to not only beget one act of greatness, but to usher in a new era. We can, with the final product of his works, replicate his efforts manyfold. There will not be only one new Nexus, entire multiverses will be born, linked by Nexus upon Nexus. Join us in the act of creation.

===========================================================================================================================

The Veil Render
- [Hi BA Members! The mission goal is simple: I want to use the Mime's forge to build a bunch of alternate realities that have their own fun rules!]
- [Since I have foreseen that some people have concerns about it, I'll be clear that I'm not planning on breaking Nexus.]
- [People from the go-kill-Lubel-Vyre mission: I'd be hyped if you all joined up! Seriously, you did way better at completing that than the BA people did back during the Princess mess and are what convinced me to open recruitment again for this one.]

===========================================================================================================================

The Following factions have been removed from the event due to PC actions (sometimes very indirectly):
Raaic Warhost
Brotherhood of the Azure Star
High Concordance


Geddoe42 wrote: Geddoe will join. He is requesting additional information from the Heavenly Architects, Bekkler, and the megachurch. Also of question - is Phalerin part of the Council of Ten Thousand Gods?


Lord Gadigan wrote: The Heaven Architects have backing from several of Kriele's Knightly Orders. Since they're connected to the Knightly Orders, they've got a lot of access to nonbase elements. Their core membership includes a lot of Celestials, Angels, Devas, and Arch-versions of those subtypes, although there's also a lot of mortal (or post-mortal) knights, paladins, priests, healers, mages, and the like. Their main enemy is Harkala, who doesn't directly have a team here. Teams in this that they openly oppose are Daemonic Heirarchy of Fulsome Industry, Error City, Institute for the Refinement of Rational Civilization, Omnipresent Council of Archtyrants, Ordo Forcystus, Society of the Viper, Speed Masters, The Enemy, and The Veil Render, though their degree of opposition to those groups varies. Other groups that they support to some degree (but do not have a formal event-system-based alliance with) include Cort's Commandos, Hero Force, Pillars of Glory, and Imperial Homeworld War Expiditionary.

Hugo Bekkler is the Postmaster of Nexus. He is using quirkly loopholes in Nexus laws and regulations related to new discs and the mail system to avoid Forcystus's use of The Devil's Paperwork to control Nexus government apparatuses. He is the wielder of the Chronophone and can contact and work alongside alternate versions of himself. His faction's composition is unknown, but likely includes postal service members and weird stuff. His faction's main enemy is Ordo Forcystus. Teams in this that he openly opposes are Error City, Ordo Forcystus, and Society of the Viper. Other groups that he supports to some degree (but does not have a formal event-system-based alliance with) include The Nexus Administrative Bureau, but he doesn't trust their current possibly-Forcystus-controlled status.

Council of Ten Thousand Gods is a group of allied divine pantheons. Their membership used to be significantly different, but large swaths of their former members were killed by Deraglio, Bill the Marmoset, and Ouettzer. The surviving pantheons rallied around a Chinese-Heavenly-Bureaucracy-styled one and an Egyptian-styled one, though they have a lot of minor pantheons rolled in and are trying to expand. Their main enemies were Bill the Marmoset, Deraglio, and the Source Guardians, but most of those individuals are dead, retired, or missing, leading to the recent activity increase by the Council. Teams in this that they openly oppose are Cort's Commandos, Error City, Institute for the Refinement of Rational Civilization, Ordo Forcystus, Pillars of Glory, Sanctum of the Tide-Key, Society of the Viper, Speed Masters, The Enemy, though their degree of opposition to those groups varies. Other groups that they support to some degree (but do not have a formal event-system-based alliance with) include Fae Host of Queen Dendraeymuir, Imperial Homeworld War Expiditionary, The Heaven Architects, and The Veil Render.

Phalerin is not a member of the Council of Ten Thousand Gods, but is on moderately good terms with them. They're fine with him and would give him a Disc (or several) of their resultant Nexus if he wanted them. He's just too good-aligned to formally align with them when they skew more LN-ish and allow evil pantheon members equal standing and weight in the overall decision-making process.

Teams Phalerin most likes would (assuming they aren't lying about overall intent) The Heaven Architects and Cort's Commandos. Teams that he'd be overall-fine with beyond that would include Council of Ten Thousand Gods, Nexus Administrative Bureau, IZ HUGO BEKKLER!, Hero Force, Imperial Homeworld War Expiditionary, Fae Host of Queen Dendraeymuir, Cataloguers of Infinity, and kiiiinda Bascaradine Corporation.

Is there particular additional information you're looking for?


Wriggle Nightsparrow wrote: Infoblurb for whatever it matters:

Lili, Darston, and TSG are slated to join. Lili owes the Nihilarchitects, TSG is strongly leaning Bekkler, Darston is very much TBD.


Geddoe42 wrote: What are the Heaven Architects rewarding BA members for joining them?


Lord Gadigan wrote: (11:09:10 PM) [yogurtrunsfreenow]: (scamper922) Gad, which team is most opposed to Valcont?!
(11:10:54 PM) lordgadigan: Draconics -> Holy Imperial War Expiditionary
They aren't directly joinable, so the next few on that list are probably Cort's Commandos, Nexus Administrative Bureau (when acting normally), The Heaven Architects, and Hero Force.


Lord Gadigan wrote: Heaven Architects are likely to provide celestial/angel/deva abilities, paladin-style gear, nonbase-element attunements and abilities, and possibly official Kriele knighthood if you want that. In Geddoe's specific case, they'd be able to improve his Angelic Demigod stuff, granting him more portfolios and associated powers.


Geddoe42 wrote: Geddoe will join under the Heaven Architects, will post stats when they are called for.


Draconics wrote: Okay, done waffling.

-Nira will heed the call of her employer! Bascaradine.

-Vashna, still unsure of his goals since Amon's death, decides to opt for the Heaven's Architects. His grudge against Gilingman for kill-stealing, desire to be the counter-force, wish to devastate Valcont in this, and synergy with his trump card put him in line with what they've got.

-Zweirugi, if able to get the abilities to level in time, will follow Vashna. Kind of Obvious.

-The Roulette Master is going to choose at random, can someone please roll me a number!!
1- Bascaradine Corporation
2- Cataloguers of Infinity
3- Fae Host of Queen Dendraeymuir
4- IZ HUGO BEKKLER!
5- Nexus Administrative Bureau
6- Pillars of Glory
7- The Heaven Architects
8- The Nihilarchitects


Geddoe42 wrote: 4


Lord Gadigan wrote: (11:46:02 PM) lordgadigan: "Why do the Heaven Architects oppose the Veil Render?"

They're resonably convinced that it's evil and running some manner of cunning long-play where it ends up replacing either Kriele or Harkala. It has pulled some shady, cheaty stuff in the past and has manipulated events to get non-evil people it wanted dead shuffled out of the picture. They opposite it a lot less than the other 'oppose' options, but they don't trust it and would fight its team if they ran into each other.


Lord Gadigan wrote: (11:14:54 PM) lordgadigan: (11:14:27 PM) [yogurtrunsfreenow]: (scamper922) also, at the moment Harkala > Kriele or vice-versa?
It's extremely hard to tell from PC / Nexus resident positions.


Lord Gadigan wrote: (11:09:10 PM) [yogurtrunsfreenow]: (scamper922) Gad, which team is most opposed to Valcont?!
(11:10:54 PM) lordgadigan: Draconics -> Holy Imperial War Expiditionary
They aren't directly joinable, so the next few on that list are probably Cort's Commandos, Nexus Administrative Bureau (when acting normally), The Heaven Architects, and Hero Force.
(11:12:36 PM) [yogurtrunsfreenow]: (scamper922) .......
(11:12:41 PM) [yogurtrunsfreenow]: (scamper922) Is, uh
(11:13:01 PM) [yogurtrunsfreenow]: (scamper922) Oh, OH, does . . . .let's say, Vashna know people on that team?
(11:13:34 PM) lordgadigan: Haha. Donna isn't on it. He hasn't met anyone on it directly, but they very well may have heard of his role


JTL9000 wrote: Which faction(s), if any, does Selereth support? And which is she the most opposed to?


Lord Gadigan wrote: Teams Selereth most likes would (assuming they aren't lying about overall intent) include The Heaven Architects, Pillars of Glory, Nexus Administrative Bureau (though she thinks Forcystus likely has control there), IZ HUGO BEKKLER!, Imperial Homeworld War Expiditionary, and Hero Force. She'd also be generally okay with Cort's Commandos, Fae Host of Queen Dendraeymuir, Cataloguers of Infinity, Council of Ten Thousand Gods, The Nihilarchitects, The Veil Render, and Bascaradine Corporation. She openly opposes Error City, Institute for the Refinement of Rational Civilization, Omnipresent Council of Archtyrants, Ordo Forcystus, Society of the Viper, and The Enemy. She doesn't like the end goals or general intent of Daemonic Heirarchy of Fulsome Industry or Speed Masters, but is considering them less-threatening than the above.


Wriggle Nightsparrow wrote: Lili is formally reiterating her unconditional support of the Nihilarchitects in this endeavor, in adherence to their previous contract. This applies whether they're being upfront about their goals or not; she agreed to work for them and is going to work for them. She takes her promises very seriously indeed, and would like to meet with them (in what can be an unstatted it-happened off screen thing if that is more convenient) to discuss who their enemies in this, if any, are, what their specific goals/subgoals are, and how she can best set her abilities and assets to accomplishing them.

Darston makes a roaring announcement that while he has not decided on a team, he relishes the chance to meet members of the Hero Force and Pillars of Glory in righteous combat on the field of battle. May the worthy take the throne!


Draconics wrote: Vashna, who may spread elsewhere if he's confident enough power is on the Heavens Architects to defeat Valcont should they encounter him, would likewise enjoy hearing more of what the Nihilarchitects are about.


Lord Gadigan wrote: The Pillars are equally looking forward to the battle against Darston should they meet in this event on different teams! They'd also be quite glad to have him aboard and working alongside them; he is a worthy warrior in their eyes.

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

The Nihilarchitects are working on analyzing creation and gaining the power to make unreal things real; they seek to move from 'Control of nothingness' to wide scale 'Creation ex-nihilo' (which they can already do on a much more limited scale and with funky restrictions). The Nihilarchitects don't have too many specific enemies in a larger sense, though they have concerns regarding what would happen to Echo Providence if Ordo Forcystus, Cort's Commandos, or the Order of the Viper won this, so they are opposing those teams. They picked up the Imperial Homeworld War Expeditionary as a direct, formal ally, and they consider its help a major additional asset. They can offer Vashna improvement of his Null abilities and stuff that mixes them with Life and his weird Life-element-Undead shtick should he assist them here; they can also offer him unusual tricks to build off of his fictional self-insertion that take advantage of Null and other elements of his skill set.

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

I'm going to be doing some parts of this quest off-screen. The intent is to move them all to be public once the megaquest is over, but I think there's value in stuff being hidden instead of visible to all teams. It lets people set up plans with less potential for targeted counter-prep, and it lets tricks and traps (as well as surprise team compositions) in the event itself remain hidden so that everyone encounters them on in-character terms. Note that I'm ready to drop this approach at any point that it seems to be notably slowing things down, though.
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: (10:27:06 PM) [yogurtrunsfreenow]: (driftwood153) Wow, seems like nobody like's Cort's Commandos
(10:27:12 PM) [yogurtrunsfreenow]: (driftwood153) There's a lesson there, somewhere.
(10:28:11 PM) [yogurtrunsfreenow]: (caelzeph) He's kinda going full Knight Templar
(10:28:41 PM) [yogurtrunsfreenow]: (caelzeph) And it'd be reaaallly easy for him to slip from 'Let's get rid of all the bad discs that invade others and kill people' to 'these discs are bad because I say so'.
(10:32:26 PM) [yogurtrunsfreenow]: (driftwood153) I dunno, it's got shades of "THE SMALLFOLK ARE REBELLING"
(10:32:27 PM) [yogurtrunsfreenow]: (driftwood153) haha
(10:33:04 PM) [yogurtrunsfreenow]: (driftwood153) "Wow, things are not okay for people like us! The Powers that Be aren't serving our best interests, so let's become our own!"
Literally any faction with an ounce of power: Man, screw THOSE guys
(10:33:30 PM) [yogurtrunsfreenow]: (scamper922) DEUS VULT
(10:36:35 PM) [yogurtrunsfreenow]: (driftwood153) Well, then again, apparently Selereth's cool with them, so there's that.
(10:37:47 PM) [yogurtrunsfreenow]: (jtl9000) Evening
(10:38:12 PM) [yogurtrunsfreenow]: (scamper922) yo
(10:39:30 PM) lordgadigan: Celas is correct to a point about the 'smallfolk are rebelling' bit. That's a good half of why the Council of 10,000 Gods isn't liking Cort (the other half being the removal of their less-good-aligned pantheon members' temples and stuff from Nexus).
While they're purge-the-evil to a point, they're more on-point about that than Radiant Templars or Mike Helios; Cort is legitimately trying to keep good-but-spooky things from getting caught in the crossfire. That being said, he's still planning on removing a lot of things from Nexus and is a threat to people like Lili, for example.
(10:40:04 PM) [yogurtrunsfreenow]: (caelzeph) Tolva disapproves!
(10:40:22 PM) lordgadigan: Indeed. Tolva would also be on Cort's purge-list.
(10:40:53 PM) lordgadigan: Anathema would too.
Celas, contrarily, wouldn't.
(10:41:43 PM) lordgadigan: Though how effective Cort's purge would be against BA members is entirely in question
(10:41:45 PM) [yogurtrunsfreenow]: (scamper922) but would Vashna? :D
(10:41:49 PM) [yogurtrunsfreenow]: (driftwood153) Well, I have been trying to keep them seperate. Eventually Path and I are going work out how to do with the Ultimate Showdown between our good and evil teams and it will be glorious.
(10:43:19 PM) lordgadigan: Hah! Vashna is up in the air enough that I lean no with his present self; some older bits of Vashna's backstory would tilt him into the evil pile, but he hasn't done anything notably evil recently. Plus Vashna is fighting Valcont. Cort approves of that.
(10:43:30 PM) lordgadigan: Hah, that showdown shall likely be awesome
(10:44:01 PM) [yogurtrunsfreenow]: (jtl9000) I don't know who I'll side with, it'll depend which characters, if any, I can get to 79 in time.
(10:44:03 PM) [yogurtrunsfreenow]: (driftwood153) (Like, what I've always tried to go with with Celas is that he's a generally good guy who will pick up any weapon to destroy someone who crosses a line. A shield is worthless without a sword sorta mentality. Don't hobble yourself to shiny limitations. Philosophically speaking, he'd hate Kit. Anathema was supposed to be the sword, but took on more of a life of her own than I expected.)
(10:44:44 PM) [yogurtrunsfreenow]: (driftwood153) (This also relates to why he and Geddoe butt heads while being so similar in both attitude and goals, haha)


Lord Gadigan wrote: Choices from a Mime: Choice 1

Each PC entering this must choose a Treasure Acquisition Style:

1) Cautious-
* Decreases the amount of loot that drops for that PC
* Sometimes forbids the PC from acquiring specific drops obtained by the rest of the team or the team as a whole
* Reduces the odds that the PC's loot will be dropped on-death or retained by the thief if stolen

2) Piles of Loot-
* Increases the amount of loot that drops for that PC
* Increases the odds that the PC's loot will be dropped on-death or retained by the thief if stolen

3) Gambler-
* No loot drops for the PC during the quest
* If the PC wins the entire Megaquest, final drops are greatly increased
* Increases the odds that the PC's loot will be dropped on-death or retained by the thief if stolen


Lord Gadigan wrote: Choices from a Mime: Choice 2

In the majority of major battles in the event, though not all of them (with there being both specific battle exceptions and some power-based exceptions), members of each group in conflict in the location the battle is taking place in will be spatially separated from one another and battles between a single member of each side will take place one after another until one of the sides is eliminated. Special circumstances may add additional restrictions or change styles.

Each Team entering this must choose a Team Battle Style. BA Members, Enigma Men, Fated Ones, and Faction Leaders on the team must agree on the style. Here are the options:

1) Mob-
* The member chosen for each battle is randomized from the team's remaining members.

2) Vanguard-
* A single member is chosen to be the team's Vanguard. This member is selected for each battle, one after another, until they triumph or perish.
* The chosen member may not be switched in the middle of a string of consecutive battles but may be changed between such strings.
* If the Vanguard dies, a new Vanguard is immediately chosen.

3) Rotating-
* At the start of the quest, an ordered list of team members is selected.
* When a battle occurs, the next team member in order is always selected.
* Dead people are skipped in rotation.
* When everyone in the order has battled, the order rotates back to the start.

=============================================================================

OOC Notes: This is why I told you not to go full support-build, Geddoe. People can still buff and heal each other between battles, but most of the time, when fighting, you won't be together.

Note that I'm doing this in fair part to keep the battles before the grand finale from getting overly-complex. Having less PCs and NPCs in each at a time helps prevent battles from stalling or taking ages to process.


Lord Gadigan wrote: (7:16:25 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) Question - How will it work during PVP? Let's say I choose Piles of Loot, but someone chose Cautious, but i defeat them and really wanted to loot them. OR in case 2, they beat me
(7:17:17 PM) lordgadigan: Good question!
It balances between the two choices. If one PC chooses each of the two, it becomes 'normal'. If both choose Cautious, nothing is getting looted. If both choose Piles of Loot, it's highly likely that the loser will drop everything they have.


Lord Gadigan wrote: (7:17:37 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Same question regarding teams. We have one Gambler, two Piles of Loot, and one Cautious
(7:17:57 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Additional query regarding bound/unstealable items
(7:18:34 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) This is getting exciting
(7:19:04 PM) lordgadigan: Drops would be calculated based on who won the individual battles. See the battle styles post for more clarity there.
Piles of Loot is making them stealable normally, though at lower odds than things without those restrictions. Recall that Bound Artifacts frequently are set to specifically transfer on major battle wins/defeats, though, so some of them may have *increased* drop odds regardless.
(7:19:12 PM) lordgadigan: Group battles would average out where they happen


Lord Gadigan wrote: (7:19:53 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) Also for clarification purposes. Let's assume 2 teams meet to battle, but the two particular members choose not to fight each other. how does that work?
(7:20:06 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) ^
(7:20:06 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) like in the case of groups that have similar aligned objectives
(7:20:25 PM) [yogurtrunsfreenow]: (scamper922) huh, so Aura builds that aren't summon based kinda got dunked
(7:20:27 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) My version of that: It may be asking you to reveal more than you're comfortable with, but will things be locked in cage-match style and will fleeing from superior force be an option?
(7:20:55 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Mass-augumentation ones where each team member is part of a gestalt whole, yes
(7:21:04 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) Heavenly Architects: Other groups that they support to some degree (but do not have a formal event-system-based alliance with) include Cort's Commandos, Hero Force, Pillars of Glory, and Imperial Homeworld War Expiditionary.
(7:22:11 PM) lordgadigan: On what happens when allied teams meet: The Mime specifically isn't saying, and is only smiling at that one.
Faction heads who are talking seem to be generally under the impression that at least some cooperation, mutual-non-aggression will be on the table, though.

Aura builds without summons: Yeah, not what you normally want here.

Fleeing: May sometimes be possible. May sometimes not. Depends on in-quest circumstance.
(7:22:14 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) Also - can we not post our choices in the main thread. I feel like it would be a bad idea to let people know who is lootable on each team and whatnot
(7:22:29 PM) lordgadigan: Valid. I'll let people post them in private subforums if they wish to


Lord Gadigan wrote: (7:23:09 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) Especially the fight type - if you knew a team selected vanguard and you had scanned a team you may be at an advantage to know what you are expecting
(7:23:38 PM) lordgadigan: Indeed. I'm leaning towards letting *most* of this quest be offscreen until all posted at the end
(7:23:42 PM) lordgadigan: I want there to be hype in main chat
(7:23:47 PM) lordgadigan: But I don't want any builds or strats ruined
(7:23:47 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) oh for sure


Lord Gadigan wrote: (7:28:31 PM) [yogurtrunsfreenow]: (scamper922) if a PC dies with a re-rez, are they still in combat or rotated around?
(7:28:44 PM) lordgadigan: Variable by re-rez type and speed.


Lord Gadigan wrote: (7:29:00 PM) [yogurtrunsfreenow]: (scamper922) true, with Vanguard it's a lot easier to solo-claim rewards
(7:29:56 PM) [yogurtrunsfreenow]: (scamper922) actually, this also fucks up Zweirugi a lot too, hrrmmmm
(7:30:13 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) <Character looted>
(7:31:08 PM) [yogurtrunsfreenow]: (scamper922) true
(7:31:10 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) and vanguard likely lets you steamroll the beginning areas depending on who you select, but that also makes everyone else sit around doing nothing
(7:31:39 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) or alternatively you select your weakest members and kill your whole team until you find people who can fight >.>
(7:31:50 PM) [yogurtrunsfreenow]: (scamper922) I think any team choosing Vanguard would be solely because they've an Evil Baker entity loaded on their team
(7:32:02 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) same assumption
(7:33:10 PM) [yogurtrunsfreenow]: (scamper922) I guess I'd need to see how the interaction worked, since if Zwei can sneak into Vashna's fight in sword-form, that'd be a plus. if it shunted him I need to really buff him AND find Vashna another weapon on caliber
(7:33:53 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I assume you could probably declare him as in sword-form from the getgo
(7:33:58 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) And lock him in as that
(7:34:04 PM) [yogurtrunsfreenow]: (scamper922) but then is he stuck like that?
(7:34:12 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) One would think
(7:34:26 PM) [yogurtrunsfreenow]: (scamper922) since he might be the first Sub-character entering into one of these?
(7:34:40 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) ...Yes, I think he is
(7:34:49 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Not the first sub-character to come out of one, but the first going in
(7:34:54 PM) lordgadigan: I'll go ahead and say that
(7:34:56 PM) lordgadigan: Zwei as a sword
(7:35:00 PM) lordgadigan: Is one of the examples of a power
(7:35:05 PM) lordgadigan: That gets around the battle structure most of the time
(7:35:18 PM) [yogurtrunsfreenow]: (scamper922) hmmmmmm
(7:35:28 PM) lordgadigan: If he detransforms, he's probably getting forced into the battle style after whatever battle he fights in as both a sword and a dude
(7:35:32 PM) lordgadigan: But yeah, he's a valid trick


Lord Gadigan wrote: (7:35:36 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That opens up a lot of weird avenues in this, like declaring all your team as pets
(7:35:36 PM) [yogurtrunsfreenow]: (scamper922) ack
(7:35:58 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) that was actually something i was curious about
(7:36:16 PM) lordgadigan: Not possible in here under normal circumstances. The Mime's loot rules are playing with what can and can't be claimed, and that means your team can't be pet-claimed normally


Lord Gadigan wrote: (7:36:38 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) What about a teamwide oneman fusion?
(7:36:45 PM) [yogurtrunsfreenow]: (scamper922) so really, the push for getting him to 79 wasn't really all that necessary unless I want to be risking him in a solo fight and void Vashna a weapon at the same time
(7:36:50 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) what if you have abilities like a diety domain of harems or absolute control over a subtype of creatures?
(7:37:30 PM) lordgadigan: Teamwide Oneman -> That's funky. It's nebulously allowed, but be prepared for stuff to get funky if something screws with your character-links.
(7:37:34 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I like the idea, I'm just poking holes in it. It's kinda what I do
(7:37:43 PM) lordgadigan: Zwei at 79 -> He's a character. He has to be 79 to enter this.
(7:38:05 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) How do actual pets interact with this?
(7:38:11 PM) lordgadigan: Powers to claim pets -> Can work. Depend on the circumstance. I don't want to answer those things too much before the quest itself.
(7:38:33 PM) lordgadigan: Actual pets -> They're with you in your fights. (Nearly always at least). They stick with owners in the battle styles.
(7:38:38 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) well im glad i leveled my pets to 79 regardless.
(7:38:46 PM) lordgadigan: I'm not trying to force petless solo fights, just less-complicated fights


Lord Gadigan wrote:
Question posed: Will mass pre-buffing of stats via items at the beginning of the Megaquest be necessary to have a top-tier build?



Answer:

Normal buffs and actions in fights matter more.
Aggressive prebuffing can count as a rather strong initial buff that helps the overall build, but it doesn't have nearly the same degree of weight it would in a statted thread like a Boss Rush.

Bear in mind that the Level/value/rarity of powers/gear is being considered more than their straight-statwise-trickiness in this, so a Level 5 thing's drop that allows a resurrection loop is going to *suck* compared to a Planetary's version of the same thing and could be overwhelmed by stronger stuff despite being mechanically trickier.

That said, there's some things that just hit way above their telegraphed weight-class narratively: Fog Boots, certain quest items, the Whip of the Cavern Dwellers, etc.


Lord Gadigan wrote: On a note brought up by an earlier question and general conversation about the quest.

Potent battles will grind at you. As you expend special powers, lose HP (and heal it back), and resurrect yourself, your remaining reserves of power, life, and chance will degrade.

If you win them handily, you won't be worn down much, if at all. If you are tossed to the brink of defeat and scramble back through vast expenditure of power, you'll be worn down more.

This is the same general trend as with normal quests, where healing loses potency as it gets used more and more, and where resurrecting someone the fifth time is far harder than the first.

This is already a thing and not quest-specific, but I feel like it warrants specific mentioning given everything that's being discussed.

There are some in-quest things (whose exact nature is hidden) that can undo this grinding down and restore individuals to full fighting potency.

Bear in mind: The NPCs, with one or two notable exceptions involving team-powers or high-end special abilities, are subject to this too. (And I plan to be using some huge status-and-location-tracking spreadsheet to help me along with keeping everything properly accounted-for.)


Draconics wrote: With things that hit other battlespaces, how does that work here?

EDIT: Or those of us with skill sets to move to other battlespaces ...

Double-EDIT: Are buffs/summon slots working like min-quests/dungeons for this or?
If Piles of Loot chosen and said PC looses, is their own gear more or less likely lost versus gear they already looted?

Triple-EDIT: How does this work for end-of-battle? Is one match-up a battle or one battle-royale?

QUADRA-EDIT: Do combo moves work across bubbles at all?


Geddoe42 wrote: And how likely are pets to be looted compared to other things?


Draconics wrote: How does boss forms even work in this context?

EDIT:
-Without the abilities, can people hear/see/communicate with regards to other battles?
-If someone flips sides while in one of these, how does that even work? Does it end with the two on one side or is it suddenly Highlander? Are these to death or to defeat?


Lord Gadigan wrote:
With things that hit other battlespaces, how does that work here?



With people at Level 79, it is generally expected that at least some of the battles in this will be hopping across battlespaces. That means that standard battlespace hopping and cross-battlespace travel will not, in standard environments of the Megaquest, allow intervention of blipped-out PCs who aren't in the current fight. The blipped-out PCs are essentially in stasis out there.

There may, however, be some areas or conditions where this bends and people will be able to engage from across battlespaces. Areas of the Megaquest are likely to play by different rules from one another, so while I'm giving an explanation of what's generally the case, some subsets of PCs are likely to wander weird places.

EDIT: Or those of us with skill sets to move to other battlespaces ...



Same.

Double-EDIT: Are buffs/summon slots working like min-quests/dungeons for this or?



I'm working with friendlier versions of them. They offer rough guidelines of what can be easily maintained over long periods. People can go over a bit so long as they're remaining thematic with their arrangements of stuff and keeping things managable and able-to-be-easily-referenced.

What I don't want to deal with is an army of 20,000 individually-important dudes of a bunch of different non-unique summon types that have different actions and start-of-battle responses synergizing with different buffs that are on different members of the same entity type running some sort of complex action-sharing build based on vomited goat heads, people blinking out of battle on odd-numbered rounds, and a constantly-shifting set of turn-order-determining stats.

In other words, I'm fine with someone doing a summon-army build or a buff-build, but I want to deal with focused, manageable versions of them that are capable of pulling out a bunch of ace trump-cards but that don't need all of their pile of trump cards referenced every round. Be creative, be impressive, be clever, but make sure that on top of that, you're organized. The better you're able to stay organized and able to respond to my reference-questions, the easier things in general will be.

That kinda went off on a tangent, though. Use slots as a guideline; things above them will decay, with more things above them decaying more. Battles in close succession to one another (i.e. multiple fights against the same team of opponents by someone playing Vanguard) are more likely to keep excess buffs up between fights.

If Piles of Loot chosen and said PC looses, is their own gear more or less likely lost versus gear they already looted?



Loot acquired in-quest has a higher loss-on-death chance, but its presence isn't going to block the possibility of losing a PC's own gear.

Triple-EDIT: How does this work for end-of-battle? Is one match-up a battle or one battle-royale?



Depends on what the effect is.

In general, it's treated kind of like a Boss Rush, where an individual matchup is a battle, but things can cascade from one fight in a team-versus-team to the next.

Your super move lasts for a whole battle-royale against a team. An 'encounter', essentially. (And since I haven't confirmed it yet, you can add a note or fake-ability to your sheet about it as a reminder, but it's a megaquest-specific power and isn't going in the real ability shop).

QUADRA-EDIT: Do combo moves work across bubbles at all?



Depends on the move, the people, and the circumstance. I'm kind of wondering what you're considering here since the ones I'm initially thinking of are Vashna + Mr. Freshness and Nira + Maids, and I would figure they'd be within the same bubble most of the time.

And how likely are pets to be looted compared to other things?



Moderately less likely to be looted. Moderately more likely to be event-killed and irritating (but likely not near-impossible, it's not like you're normally fighting a bunch of Master Entombers) to resurrect.

How does boss forms even work in this context?



Kinda funkily, but this is probably one of the better places to launch them. You lose the versatility and gear of your normal build to turn into a beefy powerhouse in combat. Enemies can still fight them in the solo fights (since uniques are typically statted as bosses anyway), but it tilts battle in a different direction and gives you a different toolset to fight enemies.

I'd let someone start battle in bossmode.

There's also the slim possibility of someone slipping into a special version of bossmode in a few instances, but that's something that'd be handled on-the-fly in the more-unlikely-than-not event that one of the triggers for it happens.


Lord Gadigan wrote:
-Without the abilities, can people hear/see/communicate with regards to other battles?



By default, no, people can't see into the other battles their team is having.

That's one of the restrictions that is more able to be gotten around via abilities, though, and there's potentially areas where view-battle is specifically in-play.

-If someone flips sides while in one of these, how does that even work? Does it end with the two on one side or is it suddenly Highlander? Are these to death or to defeat?



Depends on the circumstances. Results will play out when it happens.


Lord Gadigan wrote: (11:03:42 PM) [yogurtrunsfreenow]: (scamper922) I meant for the 'til end of battle more for things outside that super ability, to make it obvious, 'You're All Dead!'
(11:04:42 PM) [yogurtrunsfreenow]: (scamper922) since I've never really used it in RP, does it just keep going, forever?
(11:05:45 PM) lordgadigan: Looking at it, it looks like it repeats against all targets each round
(11:06:05 PM) lordgadigan: In a standard fight-chain, you'd only be hitting the enemy you're directly facing, and their summons/pets
(11:06:21 PM) lordgadigan: If you somehow were targeting multiple, you'd already be in a funky version of the battle system for the quest
(11:06:32 PM) [yogurtrunsfreenow]: (scamper922) So really, one bubble at present
(11:06:37 PM) lordgadigan: So by and large, You're All Dead! would just be in effect for a single bubble
(11:06:38 PM) lordgadigan: Yeah
(11:06:44 PM) [yogurtrunsfreenow]: (scamper922) ouch, okay
(11:06:48 PM) lordgadigan: Though under weird circumstances it could propagate
(11:07:08 PM) lordgadigan: In an unusual sense, that helps it
(11:07:17 PM) lordgadigan: It forces it to be a trump card, which gives it more narrative weight
(11:07:24 PM) lordgadigan: Than spamming it each battle
(11:07:42 PM) lordgadigan: (Reference the 'meteors every attack' blurb for why that matters)


Lord Gadigan wrote: (11:08:31 PM) [yogurtrunsfreenow]: (scamper922) I gotcha, was just wondering how much I can even push it's unique "All enemies" bit if this is the setup the quest is going to be in
(11:09:31 PM) lordgadigan: You may have a few opportunities to catch a lot of things in it
(11:09:34 PM) lordgadigan: Keep an eye out
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: (11:26:02 PM) [yogurtrunsfreenow]: (scamper922) so to clarify, where bosses prior required a team of equal level, they're more solo-able for this? to where outplaying them is a real possibility?
(11:26:40 PM) lordgadigan: Alright, time to bring in some usually-hidden modifiers
(11:26:48 PM) lordgadigan: A normal unique person has a floating x10 modifier.
(11:26:54 PM) lordgadigan: A normal boss has a x15.
(11:26:56 PM) lordgadigan: Some have a x20
(11:27:01 PM) lordgadigan: Sucky people for their level have a x5
(11:27:23 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Mastermind. What's that?
(11:27:30 PM) lordgadigan: Hold, will answer soon
(11:27:34 PM) lordgadigan: Other things, like subtypes, artifacts, overcrashes, subtypes of used skillsets
(11:27:34 PM) [yogurtrunsfreenow]: (caelzeph) A problem.
(11:27:36 PM) lordgadigan: Also play into this
(11:27:42 PM) lordgadigan: All of this
(11:27:45 PM) lordgadigan: Along with Level difference
(11:27:49 PM) lordgadigan: Plays into the odds of things working
(11:28:00 PM) lordgadigan: Two people on even footing, rolls are 50/50
(11:28:05 PM) lordgadigan: Tactics, weaknesses, etc
(11:28:07 PM) lordgadigan: Swing it
(11:28:11 PM) lordgadigan: Each Level of difference
(11:28:14 PM) lordgadigan: Is about a 5% shift
(11:28:38 PM) [yogurtrunsfreenow]: (scamper922) I mean, I really just want to verify that the RM's boss forms won't just shoot himself in the foot, since normally the one would be worth the 5 rounds wind-up and removing the rest of the team, and it's much harder to tell if that'd mean anything here thematically since the cost is waived, kinda like the meteors thing
(11:28:39 PM) lordgadigan: A boss fighting a solo standard of similar tier and build quality, would have a 75-25 advantage
(11:28:47 PM) lordgadigan: Assuming tilt isn't otherwise affected by things
(11:28:56 PM) lordgadigan: Being a boss is better, by standard, than not being a boss
(11:29:02 PM) lordgadigan: In this the wind-up
(11:29:03 PM) lordgadigan: Isn't a thing
(11:29:04 PM) lordgadigan: You can
(11:29:06 PM) lordgadigan: Start as a boss
(11:29:24 PM) lordgadigan: It's a good alternative hand to play if you aren't running on Artifacts/Overcrashes/High-Tier-Subtypes
(11:29:39 PM) lordgadigan: Bear in mind that being heavy on Fortune, it's essentially T2 in some ways
(11:29:43 PM) lordgadigan: Even if the entity subtype isn't
(11:30:24 PM) lordgadigan: The specifics are wibbly at times. Some people are good against bosses. Some people are bad against bosses. Boss-modes typically have more HP, but less of an armada of different types of 'heavy punch'
(11:30:29 PM) lordgadigan: But again, varies by boss
(11:30:47 PM) lordgadigan: RM's boss form is high Level and has some narrative momentum
(11:30:50 PM) lordgadigan: From being in the Ascension
(11:30:56 PM) lordgadigan: Being in it isn't a bad decision from him
(11:31:08 PM) lordgadigan: This is a good place to be in bossmode
(11:31:12 PM) lordgadigan: Usually
(11:31:35 PM) lordgadigan: It might be a bad call to try it against something with a high-end trick build, like an Immortal or something running an invincibility-nest
(11:31:49 PM) lordgadigan: Since it wouldn't have the proper tricks, and the Immortals would likely be weighing in as 'bosses' narratively already
(11:31:55 PM) lordgadigan: Does this help clarify?
(11:32:13 PM) [yogurtrunsfreenow]: (scamper922) that aspect at least, yeah
(11:32:21 PM) lordgadigan: Okay, good to hear
(11:32:23 PM) lordgadigan: I'll post this
(11:32:27 PM) lordgadigan: Ah
(11:32:29 PM) lordgadigan: Before I do
(11:32:30 PM) lordgadigan: Mastermind
(11:32:31 PM) lordgadigan: Is
(11:32:34 PM) lordgadigan: Tier 6.
(11:32:40 PM) lordgadigan: It's a Plot Foe's subtype
(11:33:14 PM) lordgadigan: The boss itself probably has a x(Aggressively high) multiplier
(11:33:19 PM) lordgadigan: Too
(11:33:26 PM) lordgadigan: It's something for a team of people at their top to fight
(11:33:32 PM) lordgadigan: And shouldn't be in normal battles
(11:33:45 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) This leaves a lot of wiggly room. TSG vs RM. 75 vs 25?
(11:34:11 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Assuming TSG is just straight going in "I am strong, here are deadly bullets"
(11:34:20 PM) [yogurtrunsfreenow]: (scamper922) pffttt, I think my odd there would be a lot shittier with recent developments
(11:34:38 PM) lordgadigan: There's a lot of wiggly room out there.
(11:34:46 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I use the example partially because they're on the same team
(11:35:06 PM) [yogurtrunsfreenow]: (scamper922) Keep in mind that you've bullets that reset the round on miss
(11:35:11 PM) lordgadigan: TSG has T3 bullets, is he using those? Does he have synergy for them? What skillsets is he using to augment his attacks? Is he using the Cosmos Darkener?
(11:35:52 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) TSG is a "Golem (T1)" who keeps killing stuff radically outside his "bracket" as defined by this
(11:36:21 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Is merely having access to T3 gear its own bump, or do you need like Infinity Designer to count as that
(11:37:11 PM) lordgadigan: Because his gear and skillsets put him outside the T1 bracket. He's got Master in a T2 class. He's got deep investment in other T2 stuff. That puts him at T2. He's got the strongest 'normal' weapon in PC hands. That gives weight. He has a T3-equivalent bonus-powers ability, T3 items (albeit not the classes for them), and a base stat that's through the roof.
(11:37:14 PM) lordgadigan: All of this counts in there
(11:37:35 PM) lordgadigan: T3 bullets are better than not T3 bullets, but subpar compared to someone running a full Infinity Designer build
(11:37:38 PM) lordgadigan: There are
(11:37:39 PM) lordgadigan: LOTS
(11:37:41 PM) lordgadigan: Of moving parts
(11:37:57 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) So like. How does that rank up against an actual boss?
(11:38:03 PM) lordgadigan: I do not want to (and frankly cannot in a reasonable time chunk) account for *every* power and how it plays into matchups
(11:38:06 PM) [yogurtrunsfreenow]: (caelzeph) I can't tell if you're stressing over this or hyped
(11:38:10 PM) lordgadigan: Haha
(11:38:10 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Of course
(11:38:19 PM) lordgadigan: Moreso hyped, slightly stressed, but not in a bad way
(11:38:23 PM) lordgadigan: How does that rank? Depends on what you're using, how you're using it
(11:38:27 PM) lordgadigan: How the skillsets match up
(11:38:33 PM) lordgadigan: Boss alone doesn't beat all that
(11:38:36 PM) lordgadigan: But the boss isn't just a boss
(11:38:39 PM) lordgadigan: It's a boss with randomized powers
(11:38:45 PM) lordgadigan: From a power that itself is useful
(11:38:50 PM) lordgadigan: This sort of thing is part of why
(11:38:58 PM) lordgadigan: I have people declare the attacks and defenses they focus on each round
(11:39:03 PM) lordgadigan: And what abilities and items play into those the most
(11:39:12 PM) lordgadigan: I factor the highlights most into calculations
(11:39:17 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I'm assuming any important NPC (Mayene, Foyc, etc) is going to be counting as a boss. Do they get weirdo multipliers for being a Divine or Immortal? Are they like x90?

(11:39:23 PM) lordgadigan: Also including elements of other things I know about the builds
(11:39:38 PM) [yogurtrunsfreenow]: (scamper922) given the Golem is solo and the RM's boss mode apparently specialized in fighting multiple foes, on top of the reset bullets, I can't imagine a scenario outside of desperate chance where the RM pulls the win there
(11:39:46 PM) lordgadigan: The subtypes and boss-status play alongside each other ,but not as a straight tilt-multiplier here
(11:39:51 PM) lordgadigan: This is RP, not mechanics
(11:39:58 PM) lordgadigan: And so people have the subtype tilt
(11:40:00 PM) lordgadigan: As the big tilt
(11:40:03 PM) lordgadigan: But they're uniques
(11:40:06 PM) lordgadigan: Not specifically as bosses
(11:40:10 PM) lordgadigan: Even though they clearly are bosses
(11:40:10 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I probably just don't get it, haha. For me that sort of numerical thing raises more questions for me than it answers
(11:40:14 PM) lordgadigan: So the boss-ness
(11:40:16 PM) lordgadigan: Of them applies more
(11:40:19 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Ok
(11:40:22 PM) lordgadigan: When fighting a Pc
(11:40:24 PM) lordgadigan: Who is
(11:40:25 PM) lordgadigan: A boss
(11:40:27 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That's an important distinction
(11:40:30 PM) lordgadigan: Because it lets them cancel the 'boss'
(11:40:35 PM) lordgadigan: Which isn't a standard status on a PC
(11:40:42 PM) lordgadigan: Although Pcs are narratively unique
(11:40:46 PM) lordgadigan: Which gives them a lesser version of boss
(11:40:47 PM) [yogurtrunsfreenow]: (caelzeph) Narrative Weight > Mechanical Weight
(11:40:50 PM) lordgadigan: At the flat unique weight
(11:41:01 PM) lordgadigan: So a PC, as a boss, has an advantage over less-boss NPCs
(11:41:11 PM) lordgadigan: And the 'boss' ness of an NPC is a minor boost factor normally
(11:41:20 PM) lordgadigan: But factors more in situations where it's an effect-cancel
(11:41:26 PM) lordgadigan: Normally the weight on the NPC
(11:41:31 PM) lordgadigan: Would come more from their other elements
(11:41:37 PM) lordgadigan: Because those are their *highlights*
(11:41:41 PM) lordgadigan: As opposed to 'boss'
(11:41:47 PM) lordgadigan: Which is more default and nebulous for them
(11:41:53 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) The distinction is that something sitting there guarding a door is an actual "Boss". Some faction head hyperlethal NPC doesn't get "boss" on top of everything else
(11:41:55 PM) lordgadigan: As opposed to RM, who is going into it as a defined status
(11:42:17 PM) lordgadigan: Correct.
(11:42:23 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That makes the prospect of fighting them less daunting
(11:42:29 PM) lordgadigan: Beware the 'Elite' sitting on unique NPCs, though
(11:42:35 PM) lordgadigan: That *does* stack and isn't normal
(11:42:43 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) So uh
(11:42:48 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) They sort of are bosses
(11:42:49 PM) lordgadigan: There's only a few of them, but it means they're above-and-beyond compared to what their subtype-multiplier would indicate
(11:44:03 PM) lordgadigan: Moreso I'm telling you to fear a T1 Elite NPC as though it were at least T2. Possibly T3.
Forcystus, Bekkler, The Enemy *aren't* elite. I've been sticking it on lower-Tier things that are supposed to be able to fight higher-Tier things
(11:44:42 PM) lordgadigan: We good for now?
(11:44:50 PM) lordgadigan: I'm going to post this and get ready for bed if we are
(11:45:29 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) System < > O (sphere accounting for my net total understanding)
(11:46:03 PM) lordgadigan: So is that a 'you're close, but don't fully understand the system'?
(11:46:35 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I won't keep you up though. Thanks for shining some light on how you do things. I think my jimmy-rigged version of things I've been going off is radically wrong in a number of ways, but that it works pretty well as things stand.
(11:46:59 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Sort of a "newton mostly understood physics" thing
(11:47:26 PM) lordgadigan: Thank you. We can talk about this more later since I want to help people be more on-point and understand things more. I think you've been doing well with Noix quests and you understand a larger percentage of stuff than you're feeling like you do at the moment


Lord Gadigan wrote: Argleglarglebargle: Can't get ready for bed fully yet, I've had a revelation about (at least some of) the info you all are missing.

I need to talk to you all (not tonight) about the geomancy of dungeon bosses, the Stars-Have-Aligned Principle and how it relates to event bosses, and how wandering bosses differ.

That should clear up some of the confusion, I think. Not everything under the hood, but a piece of it that's relevant here. Have me do the talk in public, though, so it makes it onto the site and people can read it. Things have been better understood in general since I started doing that with 'how combat works' and 'why you should use weapons in attacks when you're a caster' and 'don't use the same attack over and over' and other such talks.


Lord Gadigan wrote: Also the versatile-adventurer-to-dungeon-boss spectrum


Lord Gadigan wrote: (7:07:08 PM) lordgadigan: Hello
(7:07:10 PM) lordgadigan: People around?
(7:07:16 PM) [yogurtrunsfreenow]: ("Overreacting" fruedestruction) YES I AM
(7:07:20 PM) [yogurtrunsfreenow]: (xcom102a) i am. but bus
(7:07:21 PM) [yogurtrunsfreenow]: (daveishere55) I exist
(7:07:26 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Here's four
(7:07:32 PM) lordgadigan: Four indeed
(7:07:35 PM) lordgadigan: Let's talk about bosses!
(7:07:37 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Here's on.. Here's Tw... Her's Thr...
(7:07:44 PM) lordgadigan: Since that was the floating thing from last night that didn't get fully explained
(7:07:49 PM) [yogurtrunsfreenow]: ("Overreacting" fruedestruction) ?
(7:07:53 PM) lordgadigan: First topic on the docket about them
(7:07:59 PM) lordgadigan: Ah, did you miss the stuff from last night?
(7:08:02 PM) lordgadigan: It's in the megaquest thread
(7:08:10 PM) lordgadigan: We were talking about bosses and how they work in RP threads
(7:08:14 PM) [yogurtrunsfreenow]: (xcom102a) i did. had work, tomorrow is finished up verlialityity
(7:08:34 PM) lordgadigan: So, first topic on the docket about bosses
(7:08:41 PM) lordgadigan: Dungeon bosses and their relation to Geomancy
(7:08:56 PM) lordgadigan: Dungeon bosses are designed for teams of PC-styled opponents to fight
(7:09:13 PM) lordgadigan: The 'dungeon' part of dungeon bosses is important, though
(7:09:24 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) And often have anti-one-person moves, I think it's worth noting
(7:09:25 PM) lordgadigan: It's one of the examples of 'circumstances matter' that I keep referencing
(7:09:30 PM) lordgadigan: Indeed they do
(7:09:46 PM) lordgadigan: If you fight a dungeon boss in a dungeon, it feeds off of the dungeon's geomancy and area mana patterns
(7:09:55 PM) lordgadigan: To benefit from the full weight of its 'boss' status
(7:10:02 PM) lordgadigan: If you take one of those out of the dungeon, though
(7:10:10 PM) lordgadigan: And stick it on some squad of big monsters to attack a place
(7:10:15 PM) lordgadigan: It isn't benefitting from dungeon geomancy
(7:10:20 PM) [yogurtrunsfreenow]: (xcom102a) brb, dinner and interesting. I remember we discussed beign able to redecorate a dungeon to weaken a boss, or alter spawn tables in rp threads, a long long time ago
(7:10:28 PM) lordgadigan: And while still having a boss-ish build in some respects (we'll get to those respects in a bit)
(7:10:31 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I've kind of learned that particular distinction. They kinda lock out, auto-beat, or infinistall one or two people (Examples include Jebadiah and his Dead Sky Nail and Doc Cat)
(7:10:32 PM) lordgadigan: It isn't in full-on mode
(7:10:51 PM) [yogurtrunsfreenow]: ("Overreacting" fruedestruction) Has Gad (character) made any statement about the possibility of new Nexii being made?
(7:10:59 PM) lordgadigan: So, on to the second part of this
(7:11:04 PM) lordgadigan: Ah, I'll answer that first
(7:11:09 PM) lordgadigan: No. In-character Gad hasn't.
(7:11:17 PM) lordgadigan: Well
(7:11:19 PM) lordgadigan: Hasn't on-screen
(7:11:34 PM) lordgadigan: There's a Homeworld War Expiditionary out there that may have contact with an avatar body
(7:11:57 PM) lordgadigan: The Mime and Faction Leaders seem to be implying the new-Nexus-creation possibility, though
(7:12:01 PM) lordgadigan: Back to the bosses
(7:12:04 PM) lordgadigan: Second part
(7:12:13 PM) lordgadigan: Related to the dungeon boss thing
(7:12:23 PM) lordgadigan: Sometimes, a major boss shows up in some sort of event or encounter
(7:12:26 PM) lordgadigan: And fights like a boss
(7:12:31 PM) lordgadigan: Despite not being in a dungeon
(7:12:34 PM) lordgadigan: What's in play there
(7:12:38 PM) lordgadigan: Isn't normally Geomancy
(7:12:45 PM) lordgadigan: But instead Fate / Fateweaving
(7:12:50 PM) lordgadigan: But it pulls the same purpose
(7:13:02 PM) lordgadigan: And so long as 'The Stars Have Aligned' and whatever quest/event is going on
(7:13:04 PM) lordgadigan: The boss is
(7:13:05 PM) lordgadigan: Yet again
(7:13:13 PM) lordgadigan: In full-on team-requiring boss-mode
(7:13:23 PM) lordgadigan: So an obvious question-extension of this stuff is
(7:13:39 PM) lordgadigan: 'I have Geomancy and Fate classes, can I stop the bosses / empower the bosses?"
(7:14:58 PM) lordgadigan: The answer is generally 'not when it matters'. If you're a Level 79 Master Geomancer / Master Destiny Weaver, you can screw with the modes of bosses under 60, for instance. There's exceptions and with proper planning / circumstances, you could use some geomantic or fate-based build to screw with a boss (or empower one), but that'd be a quest in itself (just from an unusual route) and isn't always an option
(7:15:20 PM) lordgadigan: So, next part of this
(7:15:46 PM) lordgadigan: Key to boss styles and powerings for NPCs (and PCs, although they have a different base-point)
(7:15:57 PM) lordgadigan: Is the sliding scale of being an adventurer versus being a dungeon boss
(7:16:42 PM) lordgadigan: The more you are on the adventurer end, the more flexability you have. The more on the dungeon boss end, the more raw power you have in one big defined block that opponents have to work around.
(7:16:57 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) So
(7:17:06 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Maylene + Crew are adventurers in this
(7:17:18 PM) lordgadigan: We're getting towards that
(7:17:33 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Who may, may be able to pull some shenanegans that puts them in boss placement somewhere
(7:19:07 PM) lordgadigan: PCs start waaaaaaay down on the adventurer end. You can gain abilities from different classes; you aren't only in normal ones, you can branch into funky alt-timeline ones and get powers from other people's powersets. You can not only equip items, you can equip all subtypes of items and aren't in a proficiency set. You're based in a place that gives you tons of travel opportunities, and you have respawn on top of stuff.
(7:19:47 PM) lordgadigan: Dungeon bosses are at the other extreme end. They not only have a fixed build, they have a fixed location and fixed behavior patterns. The most extreme of them can't comprehend negotiation and just fight things that show up and sit in place otherwise.
(7:20:56 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Strong ones rarely if ever (from encountered stuff) fall into that last category
(7:20:59 PM) lordgadigan: An NPC going on a quest actively, swapping its gear around within an allowed subset of power things, is on the adventurer side of the spectrum, but closer to the middle than the PCs.
(7:21:00 PM) lordgadigan: An NPC sitting in a castle but with latitude to determine how it acts toward visitors is on the dungeon boss side, but again, closer to the center.
(7:21:24 PM) lordgadigan: So it's a sliding scale, and actions that people take / powers they choose to use control position on it.
(7:21:33 PM) lordgadigan: RM's boss ability shifts him fairly far down the boss-side.
(7:22:09 PM) lordgadigan: Forcystus started around the middle. He gravitated toward the adventurer end when people took out Corruption and forced him to start adapting his skillset and plans. He shifted to a more-versatile mode, but lossed some boss-ish aspects in the process
(7:22:20 PM) lordgadigan: He's still a Fiend, and that's what you have to worry about more than a nebulous 'boss' status
(7:22:29 PM) lordgadigan: But he's on a team, and with a recently-changed setup
(7:22:35 PM) lordgadigan: Which pushes him more towards the adventurer end
(7:23:17 PM) lordgadigan: Does this help
(7:23:20 PM) lordgadigan: Clarify some missing bits?
(7:23:48 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Helps clarify some missing bits but leaves a lot of loopholes open on the higher end of things
(7:23:53 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Shall I outline a few?
(7:23:59 PM) lordgadigan: The high-end enemies in this are still high-end, but they're in teams in an environment that makes them appropriate for solo-parts instead of team fights
(7:24:02 PM) lordgadigan: Yes, please do
(7:24:36 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Let's use Knot as an example since that's pretty well known by everyone. Where would Funkenstein fall?
(7:24:47 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) In his trek through there
(7:25:27 PM) lordgadigan: From what I remember, which may at this point be flawed or missing some big aspect of things that I've just happend to forget over time, I'd place him very close to the PC end of the spectrum. He's essentially in the same place BA Members are
(7:25:36 PM) lordgadigan: He was also off-camera for nearly the whole thing
(7:26:00 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Ok, that was a mostly baseline question
(7:26:05 PM) lordgadigan: *nod*
(7:26:06 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Let's move to a trickier one
(7:26:34 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) How do NPCs whose powersets are by definition very or infinitely dynamic react to this?
(7:26:38 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Examples:
(7:27:16 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Mayele (can freely and at-whim shift her gear around to whatever she wants)
That Reality Administrator Guy the RM fought
High-End Dreamshaper people
(7:27:29 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Doc Cat
(7:27:51 PM) [yogurtrunsfreenow]: (scamper922) Wooo, aim finally on my phone
(7:27:54 PM) lordgadigan: Hello
(7:27:57 PM) lordgadigan: We're discussing bosses
(7:28:08 PM) lordgadigan: I'm going to post this once it gets finished or I get called away
(7:28:17 PM) lordgadigan: Alright, going down that list
(7:33:45 PM) lordgadigan: NPCs with wide builds that allow a lot of stuff start at the middle-point of the scale.

Maylene can equip a ton of stuff and change her build around, but doesn't have full PC versatility. That puts her on the PC side.
Maylene, in this, is on a team. That shifts her towards the PC end.
Her team is using an alternate advancement mechanic (which hasn't been formally announced yet, but I'll vaguely mention here since it's relevant). That shifts them all back towards the Dungeon Boss end.
She ends up staying somewhere in the middle-to-center portion of the PC side of the spectrum.

The guy RM fought with the world loom is at the middle of the spectrum. He had a moderate amount of freedom to act and was trying to break out of that, but he still had a limited build that used alchemy and the world loom.

High-end Dreamshapers, if that's all they have, would fall around the middle, tilting in one direction or the other based on their themes and where they're allowed to be / what they're allowed to do.

Doc Cat, by default, is floating in the mid range of the boss side due to having a wide-but-very-theme-focused build and being associated with a massive-scale 'antagonist organization' that went up against Ascendants.
When he went Plot Foe mode, he dropped into the intelligent, hyper-dangerous, floating-way-above-the-right-side-of-the-spectrum Megaquest Boss Mode. It's even more team-mandatory than a dungeon boss, but it's something that exists outside normal, common categories and inherently is designed to break the spectrum.
(7:35:31 PM) lordgadigan: Let me again say that this spectrum is emphatically NOT the number one thing you should be considering when determining what NPCs you can fight in a matchup
(7:35:40 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) So it literally is versatility that defines this weird scale here
(7:35:59 PM) lordgadigan: It's a prime influencing factor, yes
(7:36:06 PM) lordgadigan: Their subtype tier, the presence of overcrashes, the hype they have, etc, are what you should be paying the most attention to
(7:36:13 PM) lordgadigan: And what I think people have been paying the most attention to
(7:36:20 PM) lordgadigan: I'm just trying to reveal more of the inner workings of stuff
(7:36:21 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) GET HYPE
(7:36:23 PM) lordgadigan: Since people had questions
(7:36:24 PM) lordgadigan: Haha
(7:36:40 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) A Progress & Dream style boss could never be a full boss (and benefit from the power boost associated)
(7:36:57 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Just because it's able to react to waaaaay too much and is less conditional
(7:37:09 PM) lordgadigan: And I'll note that 'potential versatility and ability to act outside a narrow theme' is more important to the slide scale than 'versatility in terms of having a lot of powers within your powerset'
(7:37:22 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) On the flipside, something like an Abomination would inherently swing way towards the boss side of the scale just because of how it's set up
(7:38:04 PM) lordgadigan: The Progress and Dream build could be if it was a literal dungeon boss or Plot Foe or something, but it'd be much less likely to be if it was anyone outside a Megaquest end event / Ascension who had the ability to choose what stuff to be.
(7:38:13 PM) lordgadigan: But yes, build swings in directions
(7:38:35 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Ok
(7:38:45 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Follow up questions to all ths
(7:38:51 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) "How does this matter"?
(7:39:19 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) It seems like sitting on a throne and declaring you won't leave it gives you a nebulous power boost
(7:39:43 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) This quest is also specifically 1v1-ing things, by mandate of the person running it
(7:40:12 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Given everything you've said, it seems like it's mostly irrelevent to the quest as it stands
(7:41:49 PM) lordgadigan: Not a ton at all. People already know that dungeon bosses and megaquest endbosses take teams to fight. People already have a general idea of how powerful NPCs of different types are against PCs.

I mean, yes, sitting on the throne, declaring you won't leave, having the actual intent not to leave, and being there for a while would give you a nebulous power boost when defending that place / fighting people there, but in most senses it'd be minor unless you literally stripped away your ability as a PC to just up and end the thread and leave. Again, the potential to do something else is in many senses more important than actually doing something else (though the pretense and act-setup do help a bit).

Correct. It's essentially irrelevant to this quest, excluding for the RM choosing whether or not he's using bossform. I'm not detailing this because I think it's important to people winning fights. I'm detailing it because I thought it was something people wanted to know / were confused about.
(7:42:38 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) You're already probably responding but another little bit tacked onto this: How is the "meant to be fought by a team" going to interact with "all standard fights are solo"? Those two seem directly contradictory, and since the NPCs and such are floating in the middle it boils down to "NPCs (NPC BA members aside) are going to be by default stronger than you because they're meant to be fought by teams"

(7:45:38 PM) lordgadigan: This quest's setup isn't 'meant to be fought with a team'. Very few things in it are set up like that, and there's the open possibility that some things in it will be fought as a team.
Non-BA-member NPCs are closer to the middle of the spectrum than BA Members. That means that aspects of their builds (may, it really depends on individual focus / specialization, and isn't true of all NPC/PC matchups) may have more focused oomph than aspects of PC builds, but the PCs conversely have more cards in their hand to play and can hit weaknesses better / shift styles better / adapt to specific foes better. I think you're already aware of these general build differences in a general sense, though.
It's going to be PC vs NPC fights as per standard for one-on-one PC versus NPC fights. They weren't broken before, and this quest setup / the new info shouldn't be breaking them now. It's just another info layer.
(7:46:14 PM) [yogurtrunsfreenow]: (xcom102a) interesting
(7:46:25 PM) lordgadigan: This really isn't something to worry about for the megaquest. It's info on dungeon boss design and info explaining why NPCs who would fight whole teams at the end of quests focused on them are instead in one-on-one battles where a lone PC can fight them
(7:47:05 PM) lordgadigan: I mean, if there was a 'fight Hugo Bekkler' quest, he'd be a boss at the end due to narrative event fate stuff, and he'd take a (small) team of appropriate PCs (as opposed to an 8-person dungeon run team).
(7:47:14 PM) lordgadigan: But here, he's on a team, and expected to be in one-on-one fights
(7:47:16 PM) lordgadigan: At least potentially
(7:47:35 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Right. Generally makes a whole lot more sense today than yesterday to me at least (with accompanying implications), maybe because you're explaining it better and maybe because I'm less out of it
(7:47:52 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) One implication here is that NPCs and PCs are going to be on nebulously even grounds in this
(7:48:10 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) As opposed to that old addage that a proper PC vs NPC fight is 8v1
(7:48:51 PM) [yogurtrunsfreenow]: ("The Real Path" pathaky@hotmail.com) More even grounds conceptually anyways
(7:48:53 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Also makes since given the model of Knot, though I expect there'll be a lot less "this enemy is important, so it's 20 levels over you to make the fight even. Go."
(7:49:06 PM) lordgadigan: Yeah, I think it's a mix of the two. What info was missing from my previous explanations clicked in my head after I gave the info last night, and I wanted to make sure I got it in today.

And correct, PCs and NPCs are on nebulously even ground here.

This that I'm explaining right here is the reason why there was the 'A proper PC vs NPC fight is 8v1' info, but that it only seemed to be in play *some* of the time (which I think confused people since the 'why' wasn't stated)
(7:49:51 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Since it's related: How does Elite react to all of this, if at all? My understanding of it is that it traditionally exists to elevate non-unique stuff to "a good fight for something unique" status
(7:49:56 PM) lordgadigan: Yeah, we're hoping to avoid that mess this round.
That's not to say that there aren't some aggressively high-Level NPCs in there, but a lot of the most-important are actually hovering around PC Level (Bekkler, Forcystus, The Enemy, Tsayyik are all 80)
(7:50:20 PM) lordgadigan: That is what it does for non-unique elites, yes (and is by far the most common application of it).
(7:51:01 PM) lordgadigan: There's a handful (under 5) things in this quest with Elite on them that are unique. That means they're bizarrely powerful for their subtype, and you should treat them as though they're a Tier or two higher. It's a warning tag, essentially.
(7:51:12 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) 'k
(7:51:33 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) If you're around for a bit, would you mind me detailing something I think has flown under your radar to a point?
(7:51:59 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Related to the quest in a big way, not related to the boss thing at all, related to relative-power discussions
(7:52:03 PM) lordgadigan: Well, I'm going to get called for dinner prep at some point (and probably other family stuff), but I'm fine with you going ahead and us seeing if we can finish it
(7:52:23 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Abilities, and the attainability of them
(7:52:31 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) aka, what is reasonable at various levels
(7:52:43 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) One sec, finding some reference info
(7:53:36 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Let's take a potent NPC and start with this
(7:53:38 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) "Her primary classes are Reaper, Shadow Blade, Swordsman, Combatant, Scholar, Slayer, Lawbringer, Controller, Operative, Assassin, Dominator, Puppeteer, Reality Auditor, Spy, Protector, Priest, Rune Mage, Artificer, Enchanter, Diviner, Warrior, Monk, Wanderer, Channeler, Geomancer, Scientist, Technomancer, Umbramancer, Necromancer, Healer, Mentalist, Wizard, Veilwalker, Ninja, Kensei, Puppet Master, Tyranny's Instrument, Deathless One, Roboticist, Evermason, Mechanist, Weirdworker, Conjurer, Shadow Duke, Nullifier, Existence Eater, Ebon Chancellor, Aetheric Voyager, Heir of Dust, Ruin Bringer, High Judge, Wonderworker, Mind Lord, Geistly Legate, Temporal Primarch, Destiny Weaver, Gambler, Esoteric Wiseman, Living Legend, Genesis Architect, Unbound Guru, Elemental Researcher, Engineer, Crafter, Jeweler, and Clothier. Her Patron Deity is the Fulsome Industry Pantheon, most notably including Mausmangarde and Full-Rullsoth. She has the artifact 'Reaperglass Implements', the artifact 'Fulsome Masterplan', and the artifact 'Anathema Crown'. She has the overcrash 'Absolute Deathblow' and the overcrash 'Entropic Sunrise'. She is a Deity. She has won the Megaquest 'Blinding the Father's Eye'. Her list of accomplishments is long, basically entirely jam-packed with success, and not something fully viewable at the moment. You get the impression that she's the most outright-dangerous person listed thusfar detailed from the list despite being below those last two in terms of straight-up Fame. A random award she possesses is 'Slapped a Possessed Monkey'."
(7:53:42 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Let's break this down
(7:54:15 PM) lordgadigan: FYI: I'm not spoiling how much she has in those classes pre-megaquest.
(7:54:27 PM) [yogurtrunsfreenow]: ("Overreacting" fruedestruction) Is it safe to assume that the Census doesn't really have a level cap?
(7:54:33 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I'm not asking you to, I'm detailing what is a reasonable setup
(7:54:46 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Based on actual RL info on PC access to classes
(7:54:49 PM) lordgadigan: The Census doesn't have a cap that's relevant to PCs anytime soon
(7:54:53 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) /the various timeframes
(7:54:58 PM) [yogurtrunsfreenow]: ("Overreacting" fruedestruction) Figured as much
(7:56:40 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Highest-end abilities: Reality Auditor, Existance Eater

Nonstandard: Tyranny's Instrument, Nullifier, Aetheric Voyager, Heir of Dust, Ruin Bringer, High Judge, Wonderworker, Geistly Legate, Temporal Primarch, Destiny Weaver, Gambler, Esoteric Wiseman, Living Legend, Genesis Architect, Unbound Guru, Elemental Researcher

Base: Reaper, Shadow Blade, Swordsman, Combatant, Scholar, Slayer, Lawbringer, Controller, Operative, Assassin, Dominator, Puppeteer, Spy, Protector, Priest, Rune Mage, Artificer, Enchanter, Diviner, Warrior, Monk, Wanderer, Channeler, Geomancer, Scientist, Technomancer, Umbramancer, Necromancer, Healer, Mentalist, Wizard, Veilwalker, Ninja, Kensei, Puppet Master, Deathless One, Roboticist, Evermason, Mechanist, Weirdworker, Conjurer, Shadow Duke, Ebon Chancellor, Mind Lord, Engineer, Crafter, Jeweler, and Clothier
(7:57:27 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Pretty hefty list there, and actively defined as pretty much top-of-braket. Not by any stretch something that should be taken as "what anyone properly prepared should have" since they're clearly far above and beyond, but let's analyze it anyway
(7:57:43 PM) lordgadigan: Right
(7:57:53 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Let's leave off the highest-end for now
(7:58:29 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) There are 16 nonstandard abilities and 48 standard ones
(7:59:46 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Let's look at the bottom first
(7:59:56 PM) lordgadigan: (brb, proceed while I'm away)
(8:07:48 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) PCs have the ability to shave a lot of time off getting to T3 in standard things, but that's where things hit a bit of a literal wall. We only have so much time to do stuff. Admittedly, over a long period one can be reasonably expected to pick up "freebies" in assorted classes, whether outright abilities, name tiers, or bonus weeks. This expands their set.

That said, Adept in general takes a little under a year to achieve, Expert closer to three years, and Master something around six. All considered, let's examine the most successful PC to date (Darston, nebulously, I think) one could expect a PC to have Master in something, a handful of assorted Experts (3ish), and 10-ish Adepts. That's assuming quite a number of freebies, universal activity, etc. The numerous experts and Adepts are only, in that instance, possible to to both tremendous bonus week aquisition and a number of linked classes all operating in unison. Keep in mind this is the high-end outlier of what absolute success looks like.

I'll caveat the above by saying certain things (Volatilis and his multiple heads effectively learning things at five times the speed with five times the weeks, successful character fusions...) allow these standards of normalicy to be bypassed.

What I've heard a lot is how most higher-end people at level 79 need a Master to stay "competative". This is a hair's breath from impossible with PCs and the way they operate; we simply don't have <time> to learn that much. Anyone getting it in anything is either a gimmie or reducing the required weeks per ability to one and mass-farming it. Either way, it's an enormous achievement for a character. Hell, even Expert is a really significant achievement only a small number of PCs that have been around for years have managed. Taking that to be the case, I think if the above PC models "darston with more success" they would have a scattering of Experts, one or maybe two Masters, and a pretty wide assortment of Adepts.
(8:08:03 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That's the base classes, let's move on to examining nonstandard ones
(8:08:52 PM) lordgadigan: (back)
(8:09:01 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) <typing>
(8:12:20 PM) [yogurtrunsfreenow]: (driftwood153) (under a year for Adept? It's a minimum of 114 weeks for most classes, we can usually shave off about 30 from Bonus Weeks. Not to detract from what you're saying, because you're hitting one of my favorite points, so carry on, please.)
(8:12:23 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) These, by and large, can be obtained one of two ways. You can either be given an entry toe-hold into the class and advance from there or be painstakingly worked towards, requirng about the amount of work (which provides its own abilities) to obtain as getting Adept in a base class, possibly a little less. They're pretty rewarding because they both give you an unusual direction and they sort of nessessitate a wide base of support classes to enable advancement in them.

Aside from that, and the support classes slowly requiring buildup in them to continue/get good stuff, they advance pretty much the same way as base classes. Long time's required to do most stuff, but they can feasibly be advanced.

Looking back at the NPC, they have either existed for hundreds of subjective years or have experienced rather unmitigated success in their various undertakings and have a vast support network enabling them (second is heavily implied)
(8:12:48 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Celas: I'm assuming using every trick in the book here to advance
(8:13:05 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) aka, week-discounting things and buying your way in whenever and wherever possible
(8:13:08 PM) [yogurtrunsfreenow]: (driftwood153) (I know, I just wanted to point out that you're lowballing it, a lot.)
(8:13:16 PM) [yogurtrunsfreenow]: (driftwood153) (For perspective)
(8:13:46 PM) [yogurtrunsfreenow]: (driftwood153) (That your example is best-case and should be regarded as such for where you're going with this)
(8:14:38 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) So that sort of covers base and non-base. This very admittedly gets easier the more you get your toe in the door, but every nonbase class entry requires something between a year or two of advancement to get in (or, again, is simply roundabout obtained)

(8:14:59 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That moves us to the T3 things, the real shake-everything-up classes
(8:21:42 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) These are, far and away, impossible to obtain through traditional "hard work" and universally require some work-around to get (Progress being the exhemption; that was T2 and only took like twoish years to pick up). Having two is nearly unheard of and makes the person a superlative threat.

I feel it should be noted that they operate weirdly when it comes to advancement, though. Let's use some actual examples.

Dreamshaper and Infinity Designer are actually possible to advance in because you decided to make them such. They operate like standard T2 classes, for whatever reason, and can be moved forward in a something approaching a normal pace.

Clipboard has a scattering of radically-more-expensive-than-usual abilities that make attaining T3 in it possible, though very hard, if you have the base ability.

The other appearing-on-the-PC-side versions (Weapon of Legend, Enigma Man, Hero, Villain, <Classname: Holy One>) are just flat out unable to be advanced past the doorstop and some one-offs, likely partially because you have judged them both too powerful for standard PC toolbags at present for balance reasons and because you don't have infinite time and dedication to this (We have been working on fixing this. Your isolation room is currently in the process of being built and your clones are growing nicely.)

All said, they should generally not be judged like traditional abilities and simply having the entry level version should be treated like a pretty grand accomplishment.

(8:24:37 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Why's all this matter? Why'd I type all this out?

Well, if you look at where PCs fit into the overall power structure and setting the are rather universally lowballing what I think you gauge as "where people should be". By, like, a lot. Maybe don't give your NPCs five Master-level things and expect PCs to be matching that because we just straight can't (looking at you, Ganfo).

NPCs are singularly created at certain fixed levels of power determined by you whenever you like and sort of work off a different system entirely since everything they do is either on-creation or offscreen (and circumvents the actually-have-to-put-time-in thing, enabling them to take advantage of the infinite opportunities/dangers of the BA)
(8:26:42 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) I'll note: I don't thinks are broken. Not at all. Maybe not optimal on the PC advancement side, but they work. The ability system in general works. Just take account what is actually possible when judging PCs and why they lack a bunch of different nonstandard schools. There's also no problem with powerful NPCs hanging around; they're fun, challenging, and give us something to watch and match against. I think it's important you have some sort of quasi-realistic picture about what we can do within the bounds of the system we operate in, though, and that NPCs should reflect that.
(8:27:22 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Also, again, I examined both the highest outlier for success on the NPC side and the highest outlier on the PC side
(8:27:47 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That is absolutely something to remember here. We're talking about the best of the best and not everyone should reflect that. Celas rather exhemplified this.
(8:28:09 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) That concludes my little spiel on abilities. Anything to add, fellow PCs?
(8:28:29 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) (Exhemplified? Outline? Provided more reference to explain?)
(8:29:14 PM) [yogurtrunsfreenow]: (driftwood153) That is absolutely, brilliantly, perfectly stated
(8:29:40 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Sometimes I can express things better than other times
(8:30:19 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Haha, nice! Got all that out in half an hour. Kinda feel like I wrote a paper
(8:30:30 PM) lordgadigan: Indeed!
(8:31:03 PM) lordgadigan: So, I'll try to keep things in mind even if I make no guarantees about what's going to happen
(8:31:08 PM) lordgadigan: We have however hit
(8:31:13 PM) lordgadigan: Time for me to leave to prep dinner
(8:31:15 PM) lordgadigan: I'm going to post things
(8:31:20 PM) lordgadigan: Thank you all for your questions and your time
(8:31:22 PM) [yogurtrunsfreenow]: ("o" wriglenigtsparow) Righto


Pathaky wrote: Right, I've dilly-dallied enough.

Nole, rather predictably, is joining with:

The Heaven Architects
- With the arrival of Kriele and separation of the twin dark Ascensions, our multiverse has been afforded a great opportunity.
- Through victory here, we can spread the power of good throughout existence, creating bastions of righteousness to ward against any manner of darkness that threatens innocent life.
- We can also work to spread nonbase elements through reality, empowering Kriele and giving her an edge in the cosmic contest against Harkala.
- Help us build not one Heaven, but many, replicating and becoming beacons that illuminate the path to a greater future.


Lord Gadigan wrote: If people are prepped enough and enough people have cap-broken, I'm up for starting this on the 26th. I have a 4-day weekend starting then, and it'd be a good kickoff point.

If people think that an additional prep weekend and week would be significantly beneficial to them (particularly in terms of cap breaking and getting more PCs into this), we can delay till June 2nd, but I'm in favor of moving ahead with starting this if people are able.


Lord Gadigan wrote: Going ahead and posting this since it's coming up in chat:

When you post your stats, post your items for a single character in one post, then post your abilities for that character in the next post. Don't worry about modified stats here initially.


Lord Gadigan wrote: To expedite completion of cap-breaking:

If you successfully complete the Task of Versatility, you can end the thread after getting confirmation of your successful completion instead of having it take additional time. Failure still takes the full time block.

This only applies during this pre-megaquest prep period.

I'm posting this here since I don't want it in any specific prep thread.


Draconics wrote: Whoop-whoop!

I was waffling before, but now that the chips have fallen and the hour is nigh, Vashna is signalling he'll be on the Heaven's Architects. (along with Zweirugi)


Celas wrote: On much the same vein, Celas is (surprise!) going for the Heaven Architects as well.


Lord Gadigan wrote: Time for NPC BA Members to declare affiliations:

Aemendyl Dessiyanter has joined on the Fae Host of Queen Dendraeymuir Team.
Aikhra Morvauhl has joined on the Daemonic Heirarchy of Fulsome Industry Team.
Charles Eckermann has joined on the Omnipresent Council of Archtyrants Team.
Doreen Justice has joined on the Hero Force Team.
Itraiya Yevash has joined on the Council of Ten Thousand Gods Team.
Lord Crime has joined on the Speed Masters Team.
Ortellos has joined on the Bascaradine Corporation Team.
Overlord Vaeros Callamargh the Unmatchable has joined on the Pillars of Glory Team.
Reyna & Turakiel has joined on The Heaven Architects Team.
Riotous Doctor Funkenstein has joined on the Nexus Administrative Bureau Team.
Tjormod the Arcane has joined on the The Nihilarchitects Team.


Lord Gadigan wrote: For the people who have multiple PCs in this, I have decided that I'm going to want a separate thread in your private subforums for each when we get to that step. I'm still working on the format I want those threads in, but I'm making an early call on that part.


Lord Gadigan wrote: Announcements From a Mime: Segment 1

The event will be split into three primary stages. Each of those stages will consist of one to three subsections, which may consist of any number of sub-areas. More information about these stages and subsections will be revealed later (we wouldn't want people over-preparing for specific goals, after all).

One early piece of information that will be revealed, however, is that you Arena Members will be important to your team's success. Most teams cannot initially pass from Stage 1 to Stage 2 or from Stage 2 to Stage 3 without either a Battle Arena Member, a Fated One, an Enigma Man, an Artificial Battle Arena Member, or a Faction Leader. Should you perish and your faction have no backup, it will be left stranded (assuming no unusual events take sway to move it elsewhere).

The Tide Key Sanctum is an exception to this rule. They will not be advancing through traditional means, as that would a bit one-sided in their favor. They are instead granted the Rising Tide as their Faction Power (each faction has at least one of those), and they will be automatically progressing through stages as time passes. Consider their presence a warning not to dilly-dally overmuch.


Aeromage wrote: Now Volatilis has leveled, it can join the party! They declare their intent to join with Hugo Bekkler's group.

Should it be required, Wriggle and Draconics both have permission for Volatilis-piloting in case of my absence.


Wriggle Nightsparrow wrote: Darston declares for the Veil Render. He announces that he personally supports the goals of the Chroniclers, Heaven Architects, Cataloguers of Infinity, Fae Host of Queen Dendraeymuir, Hugo Bekkler, and the Pillars of Glory but decided on his current course after consulting with the Veil Render. He announces himself as looking forward to meeting powerful foes on the field of combat and promises a "strong arm and a memorable fight" for anyone encountering him.

TSG declares for Bekkler. TSG then spends about a day creating and sending out a variety of different pieces of "art" created by gluing different types of pasta to sheets of material ranging from paper to Orihalcum to cloth to yak-hide. Each contestant TSG can identify as entering the megaquest recieves one. The art ranges wildly in quality, depicts various objects (often maces, axes, and basic pieces of armor) or scenes, and can often be determined to having been made in commemoration of various historical acts (Quibbilious Riffleshanks stabbing a screaming goblin through the eye as carp watch ominously on Disc 2275 or Markus K screaming while engulfed in Camel Fire, frantically trying to put it out, in the middle of the Impossible Knot's second layer for example).

The Omnipresent Council of Archtyrants specifically gets a piece composed of duck feathers and Chiocciole on a Gatewood backing depicting the battle of Lili's Shielding Golem, Prince Charming val'Charmingston XXVIII, Nole Patriccson, Reyna & Turakiel, Math Crusader Allie, Master Mausley, Jalchiyr Isariyo, Lord of Fallen Butterflies, The King of Bears Is Not Present, Presently, and Daring Captain Battleboat against Doctor Catastrophe and Archtyrant Some Drunken Panda at the conclusion of the megaquest Cutting the Impossible Knot. It is addressed to Doctor Catastrophe and has a higher level of detail than the others.

The fates and futures associated with these pieces, to those who scan them, provide a playback of the scenes referenced, along with a timestamp, statement of TSG having been the author, and one-word comment on the quality of the piece ranging from "Terrible" to "Masterwork" (though he might not actually succeed at making any masterwork pieces). The scenes are selected randomly across history and many of them reference things TSG has never interacted with.

There is no overarching scheme, plot, or plan associated with the pasta-art; TSG just decided to send everyone in the contest random pieces of art. The creations are intended to be permanent, though often very low level; this can be moved to a player quest if need be and is intended purely for flavor. PCs can get either non-stated items or nothing, at gad's preference. Undeliverable pieces end up wherever they end up, being delivered as close as possible to the participant (in their room or place of residence where they cannot be directly reached, as close to that as can be managed otherwise).


Lord Gadigan wrote: This is advance warning to start getting your stats together. You still have tomorrow, Wednesday, and Thursday for prep, and I'll try to be around some Thursday evening, but I'll be showing up after work and won't be doing full days. People may want to start getting gear lists together and figuring out how to work with their present setups.


Lord Gadigan wrote: (10:56:35 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) i had a question about timing of the megaquest. if we are starting friday - is it going to be evening time? and what about through the long weekend?
(10:56:59 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) i've got a floating comp day and can take friday or tuesday with no issue depending on timing xD
(10:57:02 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) im pumped

Probably afternoon / early evening. I have Friday off, and I intend to keep going through the long weekend. There's almost inevitably going to be family activities that jump in and take part of the time, but I plan to be active on all four days of it.


Pathaky wrote: Roy scrambles in and scrawls his name on the Veil Rendo's ticket.

"I'm in! I'm in!"


Lord Gadigan wrote: I'm going to declare it acceptable to bring pets/summons with #'d stat values into this. I don't want to force mods to focus on statting those in these last couple days instead of finishing their own prep.

I'm also going to declare it acceptable to bring partially-levelled artifacts into this, as there may be some of those sitting around and I don't want the half-updated state to become a reason to be unable to bring stuff in (things that are fully not-updated, though, go in at the lower Level).


Lord Gadigan wrote: I have created an example thread showing what I'd like to see as the format of the individual PC-threads in your private subforums for the megaquest. One per character, even if they're on a team. I used Dessiyanter as an example to give a lower-end showing of a Level 79 Battle Arena Member (as compared to Aikhra Morvauhl and the other high-end ones from the thread Volatilis was in); she's still Level 79, with all that entails, but I'm reasonably sure any of the PCs entering this could take her in a fight unless she got particularly lucky.

You don't have to make the threads yet, but I wanted to give people time if they thought it would take them a couple days to put them together since we're starting Friday.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: (11:51:30 PM) lordgadigan: Gah
(11:51:32 PM) lordgadigan: Dessiyanter got
(11:51:45 PM) lordgadigan: Edit-screwed while I was closing tabs. I apparently had her twice and hit the wrong one at one point
(11:51:47 PM) lordgadigan: Or something
(11:51:52 PM) lordgadigan: I'm removing her till I can fix it tomorrow


Lord Gadigan wrote: Dessiyanter has been fixed and the example thread is visible again.

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

What people in general are probably not aware of is that there are a large number of secret prep threads happening. I'm likely not going to be able to hit all the prep before this launches, but I'll be making an effort tonight to do another big burst of stuff before the primary quest goes live tomorrow and everything closes.


Celas wrote: Because I didn't formally post it before, Anathema's joining on the Veil Render team!

Both Celas and Anathema will join the lootpact.


Lord Gadigan wrote: I'm declaring 'no new prep player threads' at this point. Still doing a bit more prep on the remaining floating Combos, secret player threads, and (if it moves quickly enough) Ghoulface.


Lord Gadigan wrote: Teams are locked in. Prep that I'm involved in is now officially done.

Please post your stats here and launch your respective hidden threads in the approved format. You have until I launch this shebang tomorrow (later today) to finalize prep from other sources like battle threads and the Shop.


Lord Gadigan wrote: I'm not actually starting yet (or ending the prep period), but I'm now around.

I'm doing my own prep and creating that big tracking spreadsheet I've mentioned in chat a few times.

It's kind of surprising seeing the numbers actually roll out and having the 13 PCs involved only joining 5 teams (with The Heaven Architects getting a whopping 5)!


Lord Gadigan wrote: Folks can't cross-team buff here. You're being restricted to your individual team prep-areas as this launches.


Lord Gadigan wrote: My spreadsheet is set up. I'm currently tracking the location, affiliation, status, and key stats of 215 notable entities involved in the Megaquest. More may get added to the tracker as things progress, but that should be the bulk of notable folks accounted for.


Lord Gadigan wrote: (12:43:34 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) where are our prep areas? is there a common place to talk? i dont even know what battle mode our group chose
(12:46:09 PM) [yogurtrunsfreenow]: (one_winged_angel49@hotmail.com) also - in our team of 5 - who is autoing who?
(1:02:19 PM) lordgadigan: Prep areas vary by group.
Groups of allied PCs are going to get shared chats for semi-non-private stuff; I just haven't made them yet.
Your group hasn't chosen a battle mode yet. That'll be the first thing to do when launching.
I have no idea what you all set up for auto'ing. If you all don't come up with some other structure, whoever joined each team first can auto the rest of it since that'd be the only way to have joined it without talking to them and met the megaquest's written rules on autoing.


Lord Gadigan wrote: I'm now working on the explanation of the event itself from the Mime. Still not closing non-RP prep yet.


Lord Gadigan wrote: Announcements From Cordelia: Segment 1

Welcome, one and all, to the greatest show in all the planes! Welcome to the event that will decide the salvation or ruin of Nexus (and the many worlds it links to)! Welcome, adventurers, mercenaries, and faction partisans to the Crisis Across Infinite Nexii!

Mimechiavelli has granted me the honor of helping emcee this event and explain to you all just what you'll have to do to seize the prize within Flameforge and gain the power to make, reshape, or annihilate Nexii of your own.

The first stage contains two substages. Now-surrounding Nexus are multiple proto-Nexii that Mimechiavelli and I created with the Flameforge. Stage 1 takes place out in those.

Stage 1, Substage 1 takes place in an outer ring of proto-Nexii tailored to your teams. Each can access two other proto-Nexii in the outer ring and two in the stage-two ring, but the gates to the stage 2 rings have to be activated using a special switch-setup located somewhere in the proto-Nexus. The proto-Nexus will probably have something extra-nasty in there to kill you when you get there, but hey, flipping the table and killing it should be the fun part!

Stage 1, Substage 2 takes place in the inner ring of proto-Nexii. Somewhere in the proto-Nexus is a portal to Nexus itself. That's your goal! There will, of course, be complications. Once upon a time, our host was a mere mortal mime crime-lord. Back in the day, Mimechiavelli had a gang, the Unoriginal Gangsters. One of its members will serve as a final trial for you to overcome before you can make it to Stage 2. You can beat a non-unique gang member, right?

You may have noticed (assuming you aren't blind or asleep or stuck in your Inn room being a NEET all day or something) that Nexus is on lockdown. That's because Stage 2 takes place on its Discs! Use the elevator to travel around and obtain the pieces to a special key that will let you use the elevator to access Flameforge!

Stage 2, Substage 1 takes place on a random disc that the elevator will drop you off on. What trials you have to face depend on what disc you land on. Maybe you'll get lucky! Maybe you'll die horribly! The fun's in watching the show play out.

Stage 2, Substage 2 takes place on a disc hand-picked for your team to battle its way through. The disc is guaranteed to be one that opposes your overall quest goals bitterly. It's more fair (and more fun) to give them a chance to slaughter you and stop you from winning, after all. Give no quarter! Eliminate them all and raze the disc to the ground!

Stage 2, Substage 3 takes place on a specially prepared challenge-disc. We've got those set up to be dangerous and hard-to-navigate. The discs will each have a hand-picked supervillain guarding the third Key-Piece.

Get the key together and you can head to Stage 3, Flameforge. I think that's enough on the early spoilers, though. You'll get to find out what's lurking in Nexus's fiery heart when you get there (assuming you survive that long).

Now get out there and show me some bloody havoc and unrepentant murder!


Lord Gadigan wrote: The event is explained, my setup is together, and the time I said I'd be starting around has been reached. I'm calling an end to running more prep stuff, statted stuff included. Gather your loot and get your stats finalized.


Lord Gadigan wrote: We can start this as soon as a team's members are posted in here (and have their secret threads set up).

Nira is currently looking like the most-likely bet to start with.


Draconics wrote:
Lord Gadigan wrote:Nira is currently looking like the most-likely bet to start with.



Fine with this, but I'm also at work for another hour and a half. Just getting stats in between tasks.


Lord Gadigan wrote: Aha, noted. Thanks for the heads-up.

==================================================

A reminder when giving me actions in battles in this:

Please list what you're doing, bold abilities used, note what weapon / other notable items you're using, note your best relevant abilities (but not all of them) and note what defensive measures you're taking that round (with most-relevant stuff similarly mentioned). This format covers your bases, helps me reference what's most-important in your huge builds, and helps keep you from getting smacked due to my missing some of your defenses.


Lord Gadigan wrote: (2:13:55 PM) [The Heaven Architects]: (pathaky@hotmail.com) So, we're just posting gear, or gear + abilities in the megaquest thread?
(2:20:01 PM) lordgadigan: Both.
(2:20:17 PM) lordgadigan: If you bought secret stuff in secret threads
(2:20:19 PM) lordgadigan: It can stay secret
(2:20:23 PM) lordgadigan: Otherwise all of both

For your convenience, please click here to skip the statblocks and continue straight to the body of the Megaquest.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Pathaky wrote:Nole Patricsson (Pathaky)
Holy One, Level 79 BA Member

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Attack With Finesse
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Ranged Overdrive- (Active Ability, Attack) Based on AGI. Uses Ranged Attack bonus. This action costs an amount of MP to perform equal to (User's Max MP * .25) in additional to any other costs. Does double normal damage. Spells that give Ranged Attack bonuses are compatible with this attack. This attack's element is the user's element if none of the user's equipped items give a Ranged Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Ranged Attack bonus.

Abjurer:
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
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 Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP

Alchemist:
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Infuse Acid- (Technique Ability, Alchemist) Possessor may use Infuse Acid in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Acid element damage.
Infuse Air- (Technique Ability, Alchemist) Possessor may use Infuse Air in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Air element damage.
Infuse Earth- (Technique Ability, Alchemist) Possessor may use Infuse Earth in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Earth element damage.
Infuse Electrical- (Technique Ability, Alchemist) Possessor may use Infuse Electrical in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Electrical element damage.
Infuse Fire- (Technique Ability, Alchemist) Possessor may use Infuse Fire in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Fire element damage.
Infuse Ice- (Technique Ability, Alchemist) Possessor may use Infuse Ice in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Ice element damage.
Infuse Magic- (Technique Ability, Alchemist) Possessor may use Infuse Magic in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Magic element damage.
Infuse Water- (Technique Ability, Alchemist) Possessor may use Infuse Water in conjunction with a Use an Item or Metacombine action, so long as no other technique is used. All Flat damage of one selected base element generated by one consumable possessor uses as part of this action is changed to Flat Water element damage.
Potion-Filled Pockets- (Passive Ability, Alchemist) Possessor may bring 10 unequipped Potion consumables or Alchemy spells if possessor has a Clothing or Light Armor equipped at the start of the thread.

Architect:
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Armor-Piercing Implementation- (Technique Ability, Architect) Possessor may use 'Armor-Piercing Implementation’ in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack pierces 200 Defense.
Arrange Decor- (Technique Ability, Architect) Possessor may use 'Arrange Decor' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 40) that gives its possessor a base element that is chosen at the time of this buff's application.
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Build- (Active Ability, Architect) Possessor may spend an action to conduct an attack that has Mind as its Prime Attribute, that uses Melee Attack bonus, that is the user's element if none of the user's equipped items give a Melee Attack bonus (Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus), that only affects Large Structures, that Heals.
Can-Opener- (Technique Ability, Architect) Possessor may use 'Can-Opener' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and inflicts a debuff that provides -100 Defense that stacks 4 times.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Code Implementation- (Technique Ability, Architect) Possessor may use 'Code Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has an Tool equipped. Said attack gains +100 Melee Attack and becomes solely Technology element.
Debilitating Implementation- (Technique Ability, Architect) Possessor may use 'Debilitating Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Implementation- (Technique Ability, Architect) Possessor may use 'Deft Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +5% To Hit.
Dual Tool-Wielding- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has two Tools or a Tool that is a Weaponx2 equipped
Impact Implementation- (Technique Ability, Architect) Possessor may use 'Impact Implementation' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains +100 Melee Attack and becomes solely Physical element.
Implementation Mastery- (Passive Ability, Architect) Technique Abilities from the Architect class whose name includes 'Implementation' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Install Zonal Properties- (Technique Ability, Architect) Possessor may use 'Install Zonal Properties' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action may attach a non-stacking buff to each of its targets that is either willing or (both lower Level than this action's performer and below Level 60) that causes its possessor's presence to count as the presence of a Zone of a base element chosen at the time of this buff's application.
Make Bricks- (Passive Ability, Architect) All Property items owned by possessor are worth 5,000 more Gold (if already worth at least 20,000) for Guild purposes
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
Reinforce Walls- (Technique Ability, Architect) Possessor may use 'Reinforce Walls' in conjunction with a 'Build' action so long as no other technique is used and possessor has a Tool equipped. Said action gives its targets a buff that stacks 5 times that provides +200 Defense.
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped
Tool Wielding II- (Passive Ability, Architect) +25 to all stats when a Tool is equipped, +50 Melee Attack when a Tool is equipped

Artifice:
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Enchanted Item Creation Discovery: Confer Acid Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Acid Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Air Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Air Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Earth Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Earth Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Fire Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Fire Resistance'
Artificer's Enchanted Item Creation Discovery: Confer Magic Resistance- (Passive Ability, Artificer) When possessor creates an Enchanted Item Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Magic Resistance'
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

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

Bard:
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Bardic Music Casting I- (Passive Ability, Bard) Bardic Music spells cost possessor 20 less MP to cast
Bardic Music Casting II- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Focused Bardic Music Casting- (Passive Ability, Bard) Bardic Music spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Bardic Music
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual

Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

Beastmaster:
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Can Speak to Frogs- (Passive Ability, Beastmaster) Possessor's Animal and Aquatic allies whose name includes 'Frog', 'Toad', or 'Tadpole' gain +200 MIN, to a max of 300,000 MIN

Blessing:
Access Higher Self (Nole)- (Active Ability, Blessing)- Possessor may spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Nole's Higher Self (Level 20 Version), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Nole's Higher Self (Level 20 Version) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Nole's Higher Self (Level 20 Version) between battles, Any guild that possessor is a member of gains access to 1 copy of Nole's Higher Self (Level 20 Version) as a boss for its guild-run dungeons
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.

Botanist:
Adept Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Plant summon, Possessor's unmodified stats increase by 200 points if possessor is an Plant
Advanced Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 60% Charm Resistance
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Augment Photosynthesis- (Passive Ability, Botanist) Whenever possessor's Plant pets or summons regenerate HP or MP, they regenerate an additional 5,000 points
Aura of Reblossoming- (Stance Ability, Botanist) While possessor is in this stance, possessor's Plant pets and summons regenerate 50,000 HP at the start of each round
Automatic Plant Weakness Exploitation- (Passive Ability, Botanist) Possessor may treat the weaknesses of Plants below Level 20 as though they were double their normal values as an effect that does not stack with other effects that multiply weaknesses
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 20% Charm Resistance
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Defensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 Defense
Defensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +250 Defense
Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Evergardener- (Passive Ability, Botanist) Possessor's Plant pets obtain +50,000 to all stats if possessor is Level 40 or greater
Exploit Plant's Weakness- (Technique Ability, Botanist) Possessor may use Exploit Plant's Weakness in conjunction with a Melee Attack, Ranged Attack, or Magical Attack action so long as no other technique is used. Said action treats the weaknesses of Plants below Level 20 that it targets as being double their normal value as an effect that does not stack with other multipliers of weaknesses.
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions.
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more.
Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON.
Fortifying Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to give said source a non-stacking buff that provides +6,000 HP and obtain a 30% chance of inflicting Stat Boost: CON Boost on said source.
Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'.
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage.
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets.
Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Offensive Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 50 points
Offensive Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have the Damage values of their abilities increased by 500 points
Plant Calling I- (Passive Ability, Botanist) Possessor's Plant summons gain +20 to all stats
Plant Calling II- (Passive Ability, Botanist) Possessor's Plant summons gain +200 HP
Plant Calling III- (Passive Ability, Botanist) Possessor's Plant summons gain +500 MP
Plant Calling IV- (Passive Ability, Botanist) Possessor's Plant summons gain +2,000 HP and +4,000 MP
Plant Calling V- (Passive Ability, Botanist) Possessor's Plant summons may not be unsummoned by sources below Level 5
Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +20 to all stats
Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 to all stats
Plant Loyalty Communing- (Passive Ability, Botanist) Possessor's Plant pets and summons gain 40% Charm Resistance
Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Plant Traits- (Passive Ability, Botanist) Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's Agility is multiplied by .75, and possessor gains immunity to Impaired. This ability only takes effect if possessor is an Plant.
Produces Nectar- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor is targetted by an action that buffs possessor, possessor may choose to heal the source of said buffing for 500 points of Flat Earth element HP Healing.
Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty.
Speed-Focused Plant Communing I- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Plant Communing II- (Passive Ability, Botanist) Possessor's Plant pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats

Channeler:
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic Channeling Attunement- (Passive Ability, Channeler) All Channeling spells can transfer 50 more HP or MP
Basic 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 Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Channeling Casting II- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Focused Channeling Casting- (Passive Ability, Channeler) Channeling spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Channeling
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points

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

Commander:
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 10 less MP to cast
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast

Controller:
Great Healing Force- (Technique Ability, Controller) Possessor may use 'Great Healing Force' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Force equipped. Said action gains +(100* Possessor Level) Magical Attack and 'Heals'.
Holy Power Externalized- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level * (5 - the number of negative status effects possessor is afflicted with, minimum 0)) Magical Attack while wielding a Force, Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may count as including the casting of an additional Divine Magic spell if possessor has a Force equipped

Defender:
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Defensive Stance- (Stance Ability, Defender) +50 Defense

Diplomat:
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped

Diviner:
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner- (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
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
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 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
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 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
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

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
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
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
Forest's Shelter- (Passive Ability, Druid) Possessor is Immune to individuals below Level 20 if the terrain or phantom terrain is Forest
Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Grass-Growing Footsteps- (Passive Ability, Druid) Whenever possessor performs a Switch Rows action, possessor's Plant allies are healed for 5,000 points of Earth-element HP Healing
Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Improve Sap Stickiness- (Passive Ability, Druid) Possessor's Druid Magic spells and Plant allies have their Paralyzed: Sticky infliction chances increased by 15%
Inscribe Bark With Protective Magic- (Passive Ability, Druid) Possessor's Plant pets and summons gain +2,000 Defense as a non-stacking effect
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itsel

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

Enchanter:
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchantment Casting I- (Passive Ability, Enchanter) Enchantment spells cost possessor 20 less MP to cast
Enchantment Casting II- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast
Focused Enchantment Casting- (Passive Ability, Enchanter) Enchantment spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Enchantment
Good at Cleaning- (Passive Ability, Enchanter) Possessor regenerates 15 MP whenever possessor removes a debuff from a source below Level 20 from an ally
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic

Eternal Champion:
Adept Hope Synchronization- (Passive Ability, Eternal Champion) Amounts of Hope element Damage possessor deals are increased by 10,000 points, Hope 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 Hope element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +500 Defense against Hope
Apprentice Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats for each Hope element item equipped, Possessor's Hope element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope
Basic Command of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element pets and summons gain +50 to all stats
Basic Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +50 Defense against Hope
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Hope Resistance- (Passive Ability, Eternal Champion) Possessor gains 1% Hope Resistance
Basic Understanding of the Heart of Hope- (Passive Ability, Eternal Champion) Possessor's Hope element allies gain +10 to all stats
Basic Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +50 to all stats while in a Zone of Hope
Control of Hope- (Passive Ability, Eternal Champion) Possessor has a 20% chance of being able to cancel the actions of Hope element individuals below Level 20, with things that would occur before and after said actions still occurring
Empowered By Hope- (Passive Ability, Eternal Champion) If possessor is Hope 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 Hope
Eternal Champion- (Passive Ability, Eternal Champion) Possessor ignores (1 * (Possessor Level/5), rounded down)% Hope Resistance, Possessor ignores Hope Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Hope Manipulation- (Passive Ability, Eternal Champion) Possessor may choose one of the following at the beginning of each round if Hope element: Create a Zone of Hope, Remove a Zone of Hope created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Hope by either possessor or a source below Level 20, Add Hope to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Hope element on a Hope element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Hope, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Hope, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Hope element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Hope to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Hope, 5% Hope Resistance, or +50 Defense against Hope and 1% Hope Resistance until the end of the round as a non-stacking buff
Improved Defenses Against Hope- (Passive Ability, Eternal Champion) Possessor gains +5,000 Defense against Hope
Improved Zonal Acclimation of Hope- (Passive Ability, Eternal Champion) Possessor gains +1,000 to all stats while in a Zone of Hope
Improved Zonal Hope Empowerment- (Passive Ability, Eternal Champion) Possessor gains +500 to all stats while in a Zone of Hope, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Hope
Nourished By Hope- (Passive Ability, Eternal Champion) If possessor is Hope element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Hope
Ratified Knowledge of the Firmament, As Viewed Through the Lens of Hope- (Passive Ability, Eternal Champion) Possessor may treat Hope as a base element
Unified Knowledge of Light and Hope- (Passive Ability, Eternal Champion) Possessor may count Eternal Champion abilities possessor possesses as Radiant Hierophant abilities (including for prerequisite purposes), Possessor may count Radiant Hierophant abilities possessor possesses as Eternal Champion abilities (including for prerequisite purposes)
Zonal Hope Control- (Passive Ability, Eternal Champion) Possessor may, at the start of each round, choose one Zone of Hope that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80


Geomancer:
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Celestial City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Celestial City
Attuned to Terrain: Concordant City - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Concordant City
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Divine Domain - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Divine Domain
Attuned to Terrain: Domain of Balance - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Balance
Attuned to Terrain: Domain of Elemental Air - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Air
Attuned to Terrain: Domain of Elemental Earth - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Earth
Attuned to Terrain: Domain of Elemental Water - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Elemental Water
Attuned to Terrain: Domain of Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Void
Attuned to Terrain: Elysian Wilds - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Elysian Wilds
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Extradimensional Arena - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Extradimensional Arena
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Heavenly Fields - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Heavenly Fields
Attuned to Terrain: Imperial Heavens - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Imperial Heavens
Attuned to Terrain: Primordial Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Primordial Void
Attuned to Terrain: Realm of Magic - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Realm of Magic
Attuned to Terrain: Silent Hallways - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Silent Hallways
Attuned to Terrain: Spirit Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Spirit Realm
Attuned to Terrain: Storehouse of Wonders - (Passive Ability, Geomancer) Possessor gains +10,000 to all stats if the terrain or phantom terrain is Storehouse of Wonders
Attuned to Terrain: Sunforge - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Sunforge
Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Plains
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to Terrain: Tropical Island - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Tropical Island
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is SwampPhantom Terrain Link Established: Abyss of Time- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss of Time
Phantom Terrain Link Established: Alien Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Alien Domain
Phantom Terrain Link Established: Astral Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Astral Void
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Celestial City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Celestial City
Phantom Terrain Link Established: Concordant City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Concordant City
Phantom Terrain Link Established: Cosmic Junkyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Junkyard
Phantom Terrain Link Established: Cosmic Web- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Web
Phantom Terrain Link Established: Crystal Isles- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Crystal Isles
Phantom Terrain Link Established: Dark Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Realm
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Divine Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Divine Domain
Phantom Terrain Link Established: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Phantom Terrain Link Established: Domain of Elemental Air- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Air
Phantom Terrain Link Established: Domain of Elemental Earth- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Earth
Phantom Terrain Link Established: Domain of Elemental Fire- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Fire
Phantom Terrain Link Established: Domain of Elemental Water- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Elemental Water
Phantom Terrain Link Established: Domain of Void Cages- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Void Cages
Phantom Terrain Link Established: Dreamland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dreamland
Phantom Terrain Link Established: Elysian Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Elysian Wilds
Phantom Terrain Link Established: Endless Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Endless Desert
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Extradimensional Arena- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Extradimensional Arena
Phantom Terrain Link Established: Faerie Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Faerie Kingdom
Phantom Terrain Link Established: Fell City- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Fell City
Phantom Terrain Link Established: Frozen Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Cosmos
Phantom Terrain Link Established: Gear Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Gearwork Cosmos
Phantom Terrain Link Established: Grid Domain- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Grid Domain
Phantom Terrain Link Established: Heavenly Fields- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Heavenly Fields
Phantom Terrain Link Established: Hellscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hellscape
Phantom Terrain Link Established: Hive-Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hive-Realm
Phantom Terrain Link Established: Imperial Heavens- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Imperial Heavens
Phantom Terrain Link Established: Land of the Dead- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of the Dead
Phantom Terrain Link Established: Land of Mist and Poison- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Mist and Poison
Phantom Terrain Link Established: Land of Seasons- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Land of Seasons
Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Phantom Terrain Link Established: Mindscape- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mindscape
Phantom Terrain Link Established: Mirror Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mirror Realm
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Plains
Phantom Terrain Link Established: Plane of Living Flesh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Plane of Living Flesh
Phantom Terrain Link Established: Primordial Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Primordial Void
Phantom Terrain Link Established: Sea of Madness- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sea of Madness
Phantom Terrain Link Established: Shadow Kingdom- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Shadow KIngdom
Phantom Terrain Link Established: Silent Hallways- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Silent Hallways
Phantom Terrain Link Established: Spirit Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Spirit Realm
Phantom Terrain Link Established: Storehouse of Wonders- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Storehouse of Wonders
Phantom Terrain Link Established: Sunforge- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Sunforge
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Phantom Terrain Link Established: Tropical Island- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Tropical Island
Phantom Terrain Link Established: Twisting Nightmare- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Twisting Nightmare
Phantom Terrain Link Established: Untamed Wilds- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Untamed Wilds
Phantom Terrain Link Established: Void of Endings- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Void of Endings
Phantom Terrain Link Established: Wellspring of Life- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Wellspring of Life
Phantom Terrain Link Established: White Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to White Void
Phantom Terrain Link Established: World Tree- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to World Tree
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.

Gunner:
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Dual Gun-Wielding- (Passive Ability, Gunner) Possessor gains +50 Ranged Attack if possessor has two Guns or a Gun that is a Weaponx2 equipped
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.

Healer:
Adept Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 10,000 less MP to cast, Helaer Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Healer Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Assemble A Medical Team- (Passive Ability, Healer) Once per thread when possessor gains an action from possessor's 'Emergency Healing Procedure' ability, possessor may choose any number of willing allies who possess the ability 'Healer' or the ability 'Doctor' and give each of them an action after said action that may only be used to perform a non-offensive action that targets only individuals who were targeted by said action
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 Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster 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
Can Treat Ruin Syndrome- (Passive Ability, Doctor) Whenever possessor would kill an Agony element individual that is not 20 or more Levels greater than possessor, possessor may instead leave it at 1 HP, remove all of its Agony-element abilities, and change its element to Life.
Diagnosis Master- (Passive Ability, Healer) Possessor is aware of the full text of all debuffs on individauls in the same battle as possessor that come from sources below Level 80 who are not 20 or more Levels greater than possessor
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.
Doctor Nole's Custom Treatment- (Technique Ability, Healer) Possessor may use 'Doctor Nole's Custom Treatment' as part of a non-offensive 'Magical Attack' or 'Attack with Finesse' action that involves possessor casting a Healer Magic spell. Said action heals an additional 250,000 HP if it would otherwise heal HP and cures any one debuff from a source below Level 80 than is not 20 or more Levels greater than said action's performer.
Emergency Healing Procedure- (Passive Ability, Healer) Once per thread when possessor acquires a buff from possessor's 'Sound a Critical Medical Alert' ability, possessor may choose to immediately gain an action that may only be used to perform a non-offensive action that targets only individuals who said buff would naturally boost possessor's HP Healing towards
Establish Field of Resurrective Light- (Active Ability, Healer) Possessor may spend an action to attach an effect to a Zone of Light that does not stack across zones or on the same Zone that resurrects an individual who died while in said Zone due to a source of lower Level than said effect's creator at the start of each round
Exorcismal Surgery- (Technique Ability, Healer) Possessor may use 'Exorcismal Surgery' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action that is non-offensive or that targets an individual who is considered a transformation due to an action involving an ability named 'Possess' or Constant Effect named 'Auto-Possess' so long as said action does not involve any other technique, so long as possessor possesses the ability Doctor, and so long as possessor has a Void or Light element Sword or Knife equipped. Said action de-transforms any instance of transformation present on its target coming from an ability named 'Possess' or Constant Effect named 'Auto-Possess' that comes from a source below Level 80 that is not 20 or more Levels greater than said action's caster. Said action also unmarks its target as being Haunted providing said marking comes from a source that is either below Level 80 and 20 Levels below said action's caster.
Extended Critical Medical Alert- (Passive Ability, Healer) Buffs created by possessor's 'Sound a Critical Medical Alert' ability last until the end of battle
Greater Healing- (Passive Ability, Healer) Wehanever possessor would Heal HP, possessor Heals an additional 2,500 points
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,
Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points
Improved Stat Damage Healing- (Passive Ability, Healer) Whenever possessor would Heal Stat Damage, possessor heals an additional 50 points of each type
Paramedic Stance- (Stance Ability, Healer) Possessor may, whenever an ally is affected by an offensive action but not killed by it, immediately heal said individual for (500 x possessor level (to a max of level 80)) HP, this is done at a cost of 1% of possessor's max MP each time possessor uses this ability, Possessor gains +500 AGI for turn-order-determining purposes if AGI is one of possessor's turn-order-determining stats while an ally is injured.
Plague Cure- (Technique Ability, Doctor) Possessor may use 'Plague Cure' in conjunction with a 'Magical Attack' action that is non-offensive so long as no other technique is used, so long as possessor is Level 40 or greater, and so long as possessor casts a Healer Magic spell as part of said action. Said action gains '5% cures Plague'.
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
Salvation-Preserving Resurrection Warding- (Passive Ability, Healer) Once per thread, when possessor resurrects an individual, possessor may choose to place a buff on said individual that makes said individual unable to take Damage, obtain debuffs, or obtain negative status effects from sources of equal Level to or lower Level than possessor
Sound a Critical Medical Alert- (Passive Ability, Healer) Once per round when one of possessor's allies is reduced to below 15% of its Max HP, has more than 50% of its non-Stat-Damage-counting value of any stat worth of Stat Damage in said stat, is afflicted with a major negative status effect, or is afflicted with a debuff from an equal or higher Level source, possessor may choose to obtain a buff that lasts until the end of the round, does not stack, raises the Level of sources of debuffs that can be removed with debuff-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, raises the Level of sources of status effects that can be removed with status effects-removing effects that are restricted in the Level of source they can effect debuffs from that possessor targets said individual with by 1 Level, to a Max of Level 80, Increases the amount of HP Healing possessor deals to said individual by 50,000 points, and increases the amount of stat point healing possessor deals to said individual by 500 points
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
The Great Healer- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, non-unique individuals below possessor's Level who are below Level 100 cannot cause Damage to be counted as unhealable by possessor
Treat Element-Melting- (Technique Ability, Healer) Possessor may use 'Treat Element-Melting' in conjunction with a 'Heal', 'Treat', 'Magical Attack', or 'Melee Attack' action that involves possessor casting a Healer Magic spell, is not offensive, and does not involve any other technique. Said action may change its target's element from 'Melted' to any one base element and may change the element of any of said target's items from 'Melted' to any one base element
Triage Stance- (Stance Ability, Doctor) While in this stance, possessor is aware of how much Damage is present on each of possessor's allies, even if possessor would normally be denied said information.

Heavenly Protector:
Heaven Fractal Mind-Defenses- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, possessor gains 5,000 Defense against MIN Damage and may deal 500 Flat Light or Psychic or Spatial element MIN Damage to and/or inflict Confusion on any entity that attempts to deal it MIN Damage (to a max of 20 times per entity per round)
Heaven-Light Fractal-Tendrils- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, at the start of each round and at least one Empowered Constellation is present, possessor obtains a buff that stacks 8 times that causes its possessor to count as having an additional Light & Hope & Energy element Whip equipped that provides +(100 * Possessor Level) Melee Attack and Magical Attack and allows its possessor's 'Melee Attack' actions to use Spirit or Mind as their Prime Attribute. At the start of each round, each such buff that was not obtained on said round generates a buff that stacks 200 times per buff that it is on and 1,600 times overall and places it on itself, with said secondary buff increasing the quantity of Melee Attack and Magical Attack bonus points that the buff it is attached to provides by 100 points and that provides +100 MIN.
Foul Worlds Crumbling Away- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, At the start of each round, possessor may destroy a Zone, Terrain, or Phantom Terrain created by a lower-Level source and, if said destruction was successful, create a Zone of Light or Air or Hope
Mind of the Alien Heaven- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Demons, Devils, Daemons, Darkspawn, Outer Terrors, and Forbidden Magic sources that are not 20 or more Levels greater than possessor cannot inflict Confusion or Insanity on possessor.
The Unfolding Sky of Heaven- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Possessor gains + (10,000 * Possessor Level) HP, Possessor's presence counts as the presence of an additional Empowered Constellation that possessor created (that does not count against the total number of Empowered Constellations that possessor may create), Possessor creates a Zone of Light or Air or Hope at the start of each round, Individuals who target possessor with attacks have a (Possessor Level * 3)% chance of being afflicted with Confusion if they are not Angels, Celestials, Devas, Fantasmics, Aisurii, or Holy Ones

Heir to the Future:
Apprentice Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Apprentice Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Technology's Dominion- (Passive Ability, Heir to the Future) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Technology
Basic Defenses Against Technology- (Passive Ability, Heir to the Future) Possessor gains +50 Defense against Technology
Basic Technology Resistance- (Passive Ability, Heir to the Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to the Future) Possessor gains +25 to all stats if Technology element
Basic Weaponization of Technology- (Passive Ability, Heir to the Future) Quantities of Technology element damage dealt by possessor are increased by 50 points
Defenses that Utilize Technology- (Passive Ability, Heir to the Future) Possessor gains +500 Defense if possessor has any Technology-element items equipped that provide a Defense bonus
Heir to the Future- (Passive Ability, Heir to the Future) Possessor ignores (1 * (Possessor Level/5), rounded down)% Technology Resistance, Possessor ignores Technology Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Partial Channeling of the Wrath of Technology- (Passive Ability, Heir to the Future) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Antimatter
Technology Manipulation- (Passive Ability, Heir to the Future) Possessor may choose one of the following at the beginning of each round if Technology element: Create a Zone of Technology, Remove a Zone of Technology created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Technology by either possessor or a source below Level 20, Add Technology to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Technology element on a Technology element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Technology, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Technology, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Technology element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Technology to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Technology, 5% Technology Resistance, or +50 Defense against Technology and 1% Technology Resistance until the end of the round as a non-stacking buff

Jeweler:
Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped

Kensei:
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

Lawbringer:
Apocalypse of the Plague Rats- (Technique Ability, Lawbringer) Possessor may use 'Apocalypse of the Plague Rats' in conjunction with an 'Overdrive' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a unique Mace weapon called '*Caduceus of the Rat King' as part of said action. Said action gains +300,000 Melee Attack, gains +300,000 Magical Attack, has its chances of inflicting Plague increased by 50%, gains 2 hits against 1,000,000, and counts as involving 2,000,000 Animals.
w/ Subspace-Pocketed- This item may be brought into threads unequipped, its carrier may unequip up to 1 item from a slot that this item could go in at the start of a battle, this item may be equipped at the start of a battle, Applied Enchantment
Unsealed Overcrash: Origin of Decay- (Technique Ability, Lawbringer) Possessor may use 'Unsealed Overcrash: Origin of Decay' in conjunction with a 'Melee Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or overcrash is being used, and possessor has a unique Mace weapon called '*Caduceus of the Rat King' equipped. Said action gains +300,000 Melee Attack, gains +300,000 Magical Attack, may become solely Devastation or Toxin element, and inflicts an instance of Plague that cannot be cured by entities below Level 99 that are below its performer's Level (with this modification be replicated by said status effect's self-infliction). Said action sets its user's MP to 0 for the remainder of the thread.

Magewright:
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped

Monk:
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

Paladin:
Apprentice Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Holy Magic spells that buff stats do so by 50 more points per such stat
Basic Holy Magic Attunement- (Passive Ability, Paladin) All Holy Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Holy Magic spells that buff stats do so by 5 more points per such stat
Disease-Neutralizing Touch- (Passive Ability, Paladin) 15% Disease Resistance, Possessor's Lay on Hands ability cures Disease
Freeing Touch- (Passive Ability, Paladin) 15% Paralysis Resistance, Possessor's Lay on Hands ability cures Paralysis
Healing Touch- (Passive Ability, Paladin) 15% Impaired Resistance, Possessor's Lay on Hands ability cures Impaired and 1,000 additional HP
Holy Sword- (Passive Ability, Paladin) Possessor gains +50 Melee Attack with Light element Weapons against Demons, Daemons, and Devils, Possessor gains -200 Melee Attack with all weapons against Angels, Devas, Celestials, and Holy Ones
Lay on Hands- (Active Ability, Paladin) Possessor may spend an action to heal a target for 50 HP per possessor Level a number of times per thread equal to possessor's Level
Paladin- (Passive Ability, Paladin) Possessor's Damage-dealing actions that involve the casting of Holy Magic spells deal (500 + 100 * Possessor Level) additional Damage, Holy Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast
Paladin's Grace- (Passive Ability, Paladin) Possessor gains +50 AGI, 15% Paralysis Resistance, and 5% Dodge if possessor has at least 3 Holy Magic spells equipped, this AGI bonus is increased to +150 if any foes are Demons, Daemons, Devils, Darkspawn, or Undead
Poison-Neutralizing Touch- (Passive Ability, Paladin) 15% Poison Resistance, Possessor's Lay on Hands ability cures Poison
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
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
Restorative Touch- (Passive Ability, Paladin) 15% Stat Drain Resistance, Possessor's Lay on Hands ability cures Stat Drain and heals 50 points of stat damage from any combination of stats

Prophet of the Brightest Heavens:
Adept Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain an Holy One summon, Possessor's unmodified stats increase by 2,000 points if possessor is an Holy One
Apprentice Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Assumption of the Essence of the Holy One- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to become the subtype Holy One
Basic Prophet of the Brightest Heavens Knowledge- (Passive Ability, Prophet of the Brightest Heavens) Possessor's Holy One pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Formshift: Holy One- (Stance Ability, Prophet of the Brightest Heavens) Possessor's subtype becomes Holy One
Holy One Traits- (Passive Ability, Prophet of the Brightest Heavens) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to one third possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at one third level, then possessor's HP is multiplied by 3 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 3 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 3 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 3 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 3 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 3 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 3 as an effect that does not stack with other Defense multiplying effects, possessor's Critical Chance is multiplied by 3 as an effect that does not stack with other Critical Chance multiplying effects, possessor's Dodge is multiplied by 3 as an effect that does not stack with other Dodge multiplying effects, possessor's (To Hit - 100, Minimum 100) is multiplied by 3 as an effect that does not stack with other To Hit multiplying effects, possessor's Resilience is multiplied by 3 as an effect that does not stack with other Resilience multiplying effects, possessor's attack bonuses are multiplied by 3 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 3 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Minor Status Effects and Immunity to Moderate Status Effects. This ability only takes effect if possessor is a Holy One.
Holy Vitality- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, gains +200,000 HP
Prophet of the Brightest Heavens- (Passive Ability, Prophet of the Brightest Heavens) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Holy One pet only, This ability provides +500 HP and +100 to all stats of possessor's Holy One pets and summons per Level of possessor
Sin-Eater- (Passive Ability, Prophet of the Brightest Heavens) If possessor is a Holy One, whenever possessor kills a target possessor gains a number of Sin Points (to a max of 240 Sin Points) (which do not count as a buff and cannot be removed by sources below Level 100) equal to (1 * the number of Warlock, Pactmaker, Torment Master, and Dominator abilities possessed by said target) + (1, if target's subtype is Daemon, Illuminated, or Hollow-Soul) + (5 * the number of Villian, Prophet of the Blackest Abysses, Puppet Master, Enslaver, Puppeteer, and Vile One abilities possessed by said target) + (5, if target's subtype is Fiend) + (1/5 * the number of High Judge, Lawbringer, Litigamancer, Diplomat, Noble, Conjuror, Binder, Lightbearer, Necromancer, Rune Mage, or Mentalist abilities possessed by target, rounded up) + (1/25 the number of Summoner abilities possessed by target, rounded down) + (1, if target's element is Agony or Psychic) + (5, if target's element is Corruption or Evil) - (1, if target's subtype is Deva) - (1 * the number of Hero, Prophet of the Brightest Heavens, Champion of the Upper Realms, Healer, and Genesis Archiect abilities possessed by target) - (1/25 * the number of Chef and Cook abilities possessed by target) - (5, if target's subtype is Holy One) - (5, if target's element is Good or Life), Possessor may obtain a max of 240 Sin Points, Possessor, if a Holy One, obtains + (5,000 * the number of Sin Points (to a max of 240 Sin Points) possessor possesses) to all stats, Possessor's Level, if possessor is a Holy One is reduced by (the number of Sin Points (to a max of 240 Sin Points) possessor possesses / 10, rounded down) less Levels by the ability 'Holy One Traits'
Wings of Melek Taus- (Passive Ability, Prophet of the Brightest Heavens) Possessor, if a Holy One, obtains +999,999 Magical Attack, +999,999 AGI, +999,999 SPI, Charm Immunity, 40% Dominion Resistance, +90,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, 40% Light Resitance, 40% Darkness Resistance, 30% Human Resistance, Possessor's 'Overdrive' actions cost 5% of their user's Max MP instead of 25%, possessor may deal 900,000 Flat Fire & Light & Glory element Damage to the first individual each round to conduct an offensive action that targets their wielder each round, Possessor is Immune to row-shifting effects from sources below Level 80, Possessor's actions are unable to be skipped by minor or moderate status effects, Paralysis Immunity, possessor's turn-order-determining stat sum is not be able to be unwillingly changed by sources below Level 80, possessor's actions are unable to be unwillingly controlled by sources below Level 60

Protector:
Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
Armored Mobility- (Passive Ability, Protector) Possessor gains +30 AGI while wearing Light Armor
Armored Movement- (Passive Ability, Protector) Possessor gains 5% Dodge while wearing Light Armor
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Don Armor Quickly- (Passive Ability, Protector) Possessor may, when conducting a non-offensive action, equip a single Light Armor item
Light Armor Use I- (Passive Ability, Protector) Possessor gains +25 Defense and +200 HP while wearing Light Armor
Light Armor Use II- (Passive Ability, Protector) Possessor gains +50 Defense and +500 HP while wearing Light Armor
Light Armor Wearer I- (Passive Ability, Protector) Possessor gains +5 to all stats when possessor has a Light Armor equipped
Smooth Dodging- (Passive Ability, Protector) Possessor's Smooth Maneuver technique also provides +5% Dodge as part of its buff
Smooth Maneuver- (Technique Ability, Protector) Possessor may use Smooth Maneuver in conjunction with a Switch Rows action, so long as no other technique is used and a Light Armor is equipped. User gains +50 AGI as a buff that lasts 3 rounds and stacks 3 times.

Ritualist:
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

Scholar:
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
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
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
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 Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

Scientist:
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Analytical- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 99
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Artifical Intelligence Programmer- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +150 MIN
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Hypertech Casting I- (Passive Ability, Scientist) Hypertech spells cost possessor 20 less MP to cast
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Psychologist- (Passive Ability, Scientist) Possessor gains +200 MIN
Psychiatrist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the start of each round
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Therapist- (Passive Ability, Scientist) Possessor may cure one ally of Charm or Confusion at the end of each round
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped
Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage

Shadow Blade:
Aerial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aerial-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Adept Knife Training- (Passive Ability, Shadow Blade) Knife weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Knife Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Knife
Alien-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Alien-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Angel-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Angel-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Angel-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Animal-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Animal-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Animal-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Aquatic-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Aquatic-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Armor-Piercing Stab- (Technique Ability, Shadow Blade) Possessor may use 'Armor-Piercing Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack pierces 200 Defense.
Backstab (2)- (Technique Ability, Shadow Blade) Possessor may use Backstab in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +45 Melee Attack, Backstab has no effect if used after target has taken an action unless its user is in its target's row formation.
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Bio-Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Bio-Horror-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bloodletter- (Technique Ability, Shadow Blade) Possessor may use Bloodletter in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +10 Melee Attack and a 5% chance of inflicting Wounded: Bleeding
Celestial-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Celestial-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Celestial-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Charging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Charging Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Critical Stab- (Technique Ability, Shadow Blade) Possessor may use 'Critical Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +5% Critical.
Cthonian-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Cthonian-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Cthonians and gains +5% To Hit against Cthonians.
Daemon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Daemon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Daemon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Demon-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Demon-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Demon-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Demons and gains +25% Critical against Demons.
Devil-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Devil-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Devil-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Devils and gains +25% Critical against Devils.
Deft Stab- (Technique Ability, Shadow Blade) Possessor may use 'Deft Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +5% To Hit.
Eye-Remover- (Technique Ability, Shadow Blade) Possessor may use Eye-Remover in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Blind
Hamstring- (Technique Ability, Shadow Blade) Possessor may use Hamstring in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +25 Melee Attack and a 20% chance of inflicting Impaired: Slow
Horror-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Horror-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Human-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Human-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Human-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Humanoid-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Humanoid-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Monster-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Monster-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Monsters and gains +25% Critical against Monsters.
Nerve Strike- (Technique Ability, Shadow Blade) Possessor may use Nerve Strike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +70 Melee Attack and a 20% chance of inflicting Pain
Outsider-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Outsider and gains +5% To Hit against Outsider.
Outsider-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Outsider-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Outsider and gains +25% Critical against Outsider.
Paralytic Stab- (Technique Ability, Shadow Blade) Possessor may use 'Paralytic Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Shapeshifter-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shapeshifter-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Undead-Hunting Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Hunting Stab' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Undead-Bane Stab- (Technique Ability, Shadow Blade) Possessor may use 'Undead-Bane Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +750 Magical Attack and +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Stab Mastery- (Passive Ability, Shadow Blade) Technique Abilities from the Shadow Blade class whose name includes 'Stab' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.

Other: Subspace Architect:
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Spawn Table Pruning- (Passive Ability, Other: Subspace Architect) When first entering a random dungeon, possessor may name an entity below Level 20 that is normally fightable for drops on the Enemy List; whenever that enemy would be encountered as a result of an encounter roll for the random dungeon, it instead is not present
Force Respawn- (Passive Ability, Other: Subspace Architect) Up to once per room, up to (possessor's Level) times per dungeon run, if possessor is in a Random Dungeon, possessor may choose, upon entering a room and learning its contents, assuming no enemy in said room is of greater Level than possessor, reroll all enemy spawn rolls for the room, replacing the encountered enemies with the newly rolled ones
Furniture-Powered- (Passive Ability, Other: Subspace Architect) Possessor's unmodified stats are increased by 50 if possessor is carrying at least 5 Antiquities worth at least 5,000,000 Gold each
Harmonious Arrangement- (Passive Ability, Other: Subspace Architect) If possessor is carrying at least 15 Antiquities worth at least 20,000,000 Gold and is at least Level 40, possessor is Immune to entities below Level 20 and possessor's Antiquities cannot be stolen or destroyed by entities below Level 60
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Improved Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 40 that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 60 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Knowledge of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Multidimensional Blueprint-Drafting- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure summons gain +10% Dodge
Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
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
Six-Second Fortress- (Active Ability, Other: Subspace Architect) Possessor may spend an action to summon a Large Structure from the Enemy List that is below possessor's Level and normally fightable for drops, Max 1 summoned
Spatial Feng Shui Control- (Passive Ability, Other: Subspace Architect) Whenever an individual below Level 20 that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 40 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor

Summoner:
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summon HP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 HP
Basic Summon MP Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1,000 MP
Basic Summon Mind Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 MIN
Basic Summon Spirit Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 SPI
Basic Summon Strength Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 STR
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Fast Summons- (Passive Ability, Summoner) Once per thread, at the start of battle, if none of possessor's opponents are 5 Levels or more greater than possessor, possessor may cast a non-offensive Summoner Magic spell
Focused Summoner Magic Casting- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Summoner Magic
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Resummon- (Passive Ability, Summoner) A number of times per thread up to possessor's Level, when one of possessor's summons is (killed or unsummoned) by a source that isn't greater Level than possessor, possessor may summon an entity on the Enemy List that is normally fightable for drops that is the same entity on the Enemy List as the unsummoned or killed entity
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Summoner Magic Casting I- (Passive Ability, Summoner) Summoner Magic spells cost possessor 20 less MP to cast
Summoner Magic Casting II- (Passive Ability, Summoner) Summoner Magic spells cost possessor 200 less MP to cast
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats
Zonal Summoning- (Active Ability, Summoner) Up to once per battle, if possessor is in a Random Dungeon, possessor may spend an action to summon a chosen encounter from the current zone of the random dungeon possessor is in, provided that all enemies in said encounter are below Level 60 and fightable for drops on the Enemy List, choosing the number of summons of each type summoned from random ranges in said encounter, Max 200 summoned
Zonal Summoner- (Passive Ability, Summoner) If possessor is in a Random Dungeon, possessor may, at the start of each round, summon an entity that is below Level 60 that is normally fightable for drops that appears on the encounter table of the zone of the Random Dungeon that possessor is in, Max 200 summoned

Swordsman:
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.

Technomancer:
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped

Transmuter:
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Cyclic Transmutation of Light and Hope- (Passive Ability, Transmuter) Possessor may change the element Light in possessor's actions to the element Hope, possessor may change the element Hope in possessor's actions to the element Light
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

Wanderer:
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

War Mage:
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Lesser Cosmic Thunderclap Burst- (Technique Ability, War Mage) Possessor may use 'Lesser Cosmic Thunderclap Burst' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action gains +4,000 Magical Attack, gains +4,000 Melee Attack, may gain '100% inflicts Impaired: Deaf', gains '80% may inflict Electrocuted', may gain the element Electrical, may gain the element Sonic, and causes targets below Level 40 who are 20 or more Levels below caster's Level to skip their next action as a non-stacking debuff
Napalm Spell- (Technique Ability, Other: War Mage) Possessor may use 'Napalm Spell' in conjunction with a 'Magical Attack' action so long as an War Magic Technique spell is cast and no other technique is used. Said action gains the element Fire, gains +300 Melee Attack, and gains a 50% chance of inflicting an instace of Bruning that (cannot be cured by sources below Level 30 for 5 rounds).
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Torpedo Reverberation Strike- (Technique Ability, War Mage) Possessor may use 'Torpedo Reverberation Strike' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a War Magic spell is cast. Said action deals 50,000 Flat Water or Sonic element Damage to its target at the start of the next round.
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast

Warrior:
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
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
Hasty Arrival- (Passive Ability, Warrior) Possessor obtains +300 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round that possessor is present in a battle
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Physical Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Physical element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Physical element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Physical element, up to 10 times per round

Weirdworker:
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Has Wished for Boundless Constitution- (Passive Ability, Weirdworker) +2,000 CON
Has Wished for Boundless Mind- (Passive Ability, Weirdworker) +2,000 MIN
Has Wished for Boundless Spirit- (Passive Ability, Weirdworker) +2,000 SPI
Has Wished for Boundless Strength- (Passive Ability, Weirdworker) +2,000 STR

Wizard:
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) 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 Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
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.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast

Other: Radiant Hierophant:
A Beacon Across All Darkness- (Passive Ability, Radiant Hierophant) If possessor is Light element possessor's allies may not be prevented by individuals who are not 20 or more Levels greater than possessor from entering the battlespace that possessor is in
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Emanate Light- (Passive Ability, Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element Damage to up to 10 targets
Empowered By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Mind Restore at the start of each round if possessor is in a Zone of Light
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Light Empowerment- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Ratified Knowledge of the Firmament, As Viewed Through the Lens of Light- (Passive Ability, Other: Radiant Hierophant) Possessor may treat Light as a base element
Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Card Mystic:
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Card Wielding I- (Passive Ability, Card Mystic) +5 to all stats when a Card is equipped
Card Wielding II- (Passive Ability, Card Mystic) +25 to all stats when a Card is equipped, +50 Magical Attack when a Card is equipped
Charming Deal- (Technique Ability, Dominator) Possessor may use 'Charming Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Charm.
Deft Deal- (Technique Ability, Card Mystic) Possessor may use 'Deft Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +5% To Hit.
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Solar Being-Hunting Deal- (Technique Ability, Card Mystic) Possessor may use 'Solar Being-Hunting Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +200 Magical Attack and +200 Ranged Attack against Solar Beings and gains +5% To Hit against Solar Beings.


Misc:
*Soul Linked to that of Carlos Alvarez, Warrior-Psychic- (Passive Ability, Friendship) Possessor may, once per month in the ability shop, choose to gain 4 bonus weeks that are any combination of Psychic, Mind Lord, Protector, Matrix Keeper, General, Warrior, and Lancer; if possessor does so, Carlos Alvarez gains new powers related to possessor's skillset as an RP effect
Used 4 Times as of August 30, 2016

Wreathed in Divine Radiance- (Passive Ability, Auramancer) If possessor is Light element and has at least 1 Light element Aura, at least 2 Divine Magic spells, and at least 2 Healer Magic spells equipped, whenever possessor is targeted by an offensive action, possessor may choose to either have a (Possessor Level)% chance of inflicting Awestruck on the source of said action at the end of said action or a (Possessor Level - Target Level)% chance of inflicting Smitten on the source of said action, Possessor gains +(Possessor Level * 100) Defense against Light while possessor has a Light-element Aura equipped, Possessor obtains 20% Divine Magic Resistance
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Form of Mind-Dulling Mist- (Stance Ability/Active Ability, Veilwalker) While in this stance, possessor gains 50% Dodge and and possessor's damage-dealing attacks deal an additional 1,000 MIN damage, possessor may spend an action while in this stack to gain a buff that gives caster 98% Dodge so long as caster opts to perform no offensive actions, with said buff vanishing immediately if its possessor performs an offensive action, that does not stack, and that lasts 5 turns, with said action only being able to be performed once every 7 rounds
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Partook of the Candied Wish-Stars- (Active Ability, Permanent Item Effect) Possessor may spend an action to replicate an action performable by any entity on the Enemy List of Level 80 or Lower that is of equal Level to or lower Level than possessor that is normally fightable for drops as though an instance of said entity were performing said action, This ability may not be used in combos
Shadow-Babylon Master Key Essence- (Passive Ability, Gatekeeper) Has no effect yet, because it references a place that does not yet exist
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Yellow King's Fickle Favor- (Technique Ability, Herald of Lunacy)- Possessor may use 'Yellow King's Fickle Favor' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as a spell with a Magical Attack bonus is cast as part of said action and so long as possessor is Level 40 or greater. Said action gains +18,000 Magical Attack, deals 5,000 MIN damage, has a <0-15%, determined randomly at the beginning of every battle and unknown to the player> chance of inflicting Insanity, and causes user to have a <1-5%, determined randomly at the beginning of every battle and unknown to the player> chance of being inflicted with Insanity by a level 100 source on use if user is below level 85, may cease to function or function differently outside some mod-run worlds, sometimes has RP effects, This ability may not normally be used in combos outside of mod-run worlds
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Energy Synchronization- (Passive Ability, Countess of Power) Possessor gains +25 to all stats if Energy element
Basic Clothier Proficiency- (Passive Ability, Clothier) Possessor gains +3 to all stats for each Shoes, Boots, Hat, Scarf, Gloves, Cloak, or Belt possessor has equipped
Basic Counselor of Faerie Knowledge- (Passive Ability, Counselor of Faerie) Possessor's Fae pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Vehicle User- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Golomancy Attunement- (Passive Ability, Golomancer) All of possessor's Golomancy summons gain +200 HP and +20 CON
Basic Master of Monsters Knowledge- (Passive Ability, Master of Monsters) Possessor's Monster pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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.
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Weapons:

--Heaven's Word- (Weapon, Sword, Good & Light & Sonic & Air, 225,000,000 Gold) +775,000 Melee Attack, +775,000 to all stats, +7,750,000 HP as a non-stacking bonus, Wielder's 'Melee Attack' and 'Melee Overdrive' actions gain 'May Heal', 20% may inflict Smitten, Wielder may spend an action to resurrect an individual killed by a source below Level 80 and may, at said time, choose to remove any number of debuffs from sources below Level 80 from said individual, Wielder must be a Holy One and must either have the ability 'Holy One Traits' active (and be Level 40 or greater at the time of its activation) or must be Level 40 or greater

--Glorious God-Surgeon's Knife- (Weapon, Knife, Light & Glory, 450,000,000 Gold) +450,000 Melee Attack, +450,000 AGI, +450,000 SPI, 180% Critical, 280% To Hit, Wielder's 'Melee Attack' and 'Attack With Finesse' actions gain 'May Heal HP' and 'May resurrect targets who were not killed by a source that is either above Level 98 or 20 or more Levels greater than wielder', Wielder's actions may remove 1 debuff from a source (that is a Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Hollow Soul, Darkspawn, or Outer Terror, or that is Corruption element) that is below Level 99, 300% may inflict or cure Wounded, 200% may inflict Awestruck, +180% Critical if wielder has the ability 'Doctor' and the one of the abilities 'Phoenix Rebirth', 'Phoenix Bearer', 'World Healer', 'Miracle Worker', 'Eternal Caduceus', 'Living Legend', or 'Wonderworker', Wielder's allies deal 500,000 additional points of HP Healing the first time they deal HP Healing each round, Diseased Immunity, Wounded Immunity, 10% Instant Death Resistance, Wielder's 'Melee Attack' and 'Attack With Finesse' actions may inflict a non-stacking debuff on targets below Level 80 that causes its possessor's stats to decrease by 5% of their value (not counting the debuff) at the start of each round (with the decrease becoming part of the debuff's penalty additively) and that causes its possessor's actions to have a 20% chance of failing, Wielder must be Level 60 or greater and must possess at least 2 of the abilities 'Adept Divine Magic Attunement', 'Adept Healer Magic Attunement', and 'Adept Knife Training'

Armor:

--Most-Exalted, Ancient Solar Warlord's Glory-Gilded Orihalcum Armor- (Armor, Heavy Armor, Glory & Light & Fire & Earth, 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, 20% War Resistance, 100% Awestruck Resistance, 60% Burning Resistance, 60% Entombed Resistance, Divine Magic, Catastrophe Magic, Wizard Magic, and Astral 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 Glory 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:

--Ever-Resplendent Holy Wings of Light and Victory- (Accessory, Bioaugmentation, Light & Triumph, 300,000,000 Gold) +300,000 Defense, +300,000 to all stats, +60,000 to wielder's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking effect, 130% Resilience, 130% Dodge, +3,600,000 HP as a non-stacking bonus, +3,600,000 MP as a non-stacking bonus, 40% Light Resistance, 40% Hope Resistance, Awestruck Immunity, 30% Major Negative Status Effect Resistance, Wearer's actions may become solely Light element, Wearer may deal 3,000,000 Flat Light element Damage to all opponents at the start of each round, Wearer may deal 3,000,000 Flat Light element Damage to each individual who targets wielder with an action at the end of each such action, If an source below Level 80 would deal wearer Light element Damage, said Damage (including Stat Damage or Defense Damage) is converted into healing, Wearer ignores the the Light Immunity, Resistance, Reflection, and Absorption of individuals below Level 80, 'Overdrive' actions that are solely Light or Light & Triumph element cost wearer '5% Max MP' instead of '25% Max MP', Wearer may treat Light as a base element, Individuals below Level 99 may not prevent wearer from resurrecting individuals or changing the element of individuals, this item may not be destroyed or stolen by sources below Level 99, Wearer is Immune to individuals below Level 60, Wearer may spend an action to Defeat all opponents below Level 80 who are 5 or more Levels below wearer, Wearer must be Level 60 or greater and must be a Holy One, Wearer cannot be a devout worshipper of Harkala Gillingman

--~*Serenity's Adamant Ideal- (Accessory, Other: Relic, Good, X Gold) +999,999 Defense, +999,999 Melee Attack, +999,999 Magical Attack, 160% Critical, 160% Resilience, +<Wielder's Level / 2>% Critical, +<Wielder's Level / 2>% Resilience, Wielder gains +X to their turn order determining stat (where X = their turn order determining stat, for turn order determining purposes), to a max of +9,999,999,999, wielder gains a 15% resistance to the subtypes Demon, Devil, Daemon, Darkspawn, Horror, Demented, Fallen, Eroded, Infernal, Mementos of Ruin, Thrallspawn, and Warshard, possessor gains a 30% resistance to the subtypes Arch-Demon, Arch-Devil, Arch-Daemon, Outer Terror, Arch-Abyssal, Arch-Demented, Arch-Eroded, Arch-Fallen, Arch-Infernal, Arrangements of Ruin, Lord of Thrall, and Tyrant-Shard, possessor gains a 45% resistance to the subtypes Serpent Blessed, Fiend, and Abomination, wielder gains 30% Evil resistance, wielder has the damage they deal to entities they resist through this item multiplied by the resistance they would gain to them through this item, damage and negative status effects dealt to entities that wielder would have at least a 30% resistance to through this item cannot be healed, ignored, or shrugged off by sources below wielder's (level + 20, to a max of level 200) as if coming from a (the higher of wielder's level or level 100) source, this item cannot be lost, stolen, destroyed, or have it's text or element altered by sources below level 200 aside from itself, this item possesses the subtype Gloves, wielder must fit two out of the four following criteria: be on a mod-run world, be at least level 79, be a tier 3 subtype or element, and possess the ability 'Basic Good Synchronization', this item sometimes radically changes power set with the death of it's wielder or in response to certain actions of it's wielder as an RP effect, this item may adapt to counter the power set of beings of overwhelmingly evil intentions as an RP effect (Bound to Nole until June 28, 2017)

--Emblem of the Hero- (Accessory, Trinket, Hope & War, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, +200,000 to all stats, +2,000,000 HP as a bonus that stacks 5 times, +2,000,000 MP as a bonus that stacks 5 times, 200% To Hit, 100% Critical, 100% Dodge, 100% Resilience, Wearer's per-item Melee Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat, Wearer must be Level 40 or greater

--Valkyrie's Helm- (Accessory, Helm, Air & Light & War, 61,000,000 Gold) +61,000 Defense, +61,000 Melee Attack, +61,000 STR, +61,000 CON, +61,000 SPI, 80% Dodge, 80% Resilience, Wielder must by Level 40 or greater

--*Mind-Implanted Research System- (Accessory, Other: Mystic Infusion, Technology & Progress, 150,000,000 Gold) Wielder gains +1,000 to all stats and +500 additional MIN at the start of each round as a buff that stacks 50 times

Spells:
--Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
Default Slots:
--Blank- (Spell, Ethereal Magic, Aether & Void, 1,900,000 MP, 180,000,000 Gold) Target, if target is below caster's Level and below Level 80, has one Constant Effect, Passive Ability, or Ability with an MP cost greater than 0 lose its text, does not stack, Caster must be Level 40 or greater
--Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
--Ruinous Mageblade Strike- (Spell, Other: War Magic, Magic & Physical, 750,000 MP, 75,000,000 Gold) +75,000 Melee Attack, 150% may inflict Wounded: Maimed, 5% may inflict Crippled: Devastated, 'Melee Attack' actions that involve this spell may incorperate the casting of a single 'War Magic' or 'Wizard Magic' spell that is worth 20,000,000 Gold or lower that possesses a Magical Attack bonus, utilizing said spell's Magical Attack bonus as though it were an equivalent Melee Attack bonus and using it in lieu of whatever Melee Attack bonus said spell would otherwise possess, if any, Caster must be Level 20 or greater and must possess the ability 'War Mage'
--Doom Missile Hurricane- (Spell, Other: War Magic, Darkness & Destruction & Air & War, 650,000 MP, 65,000,000 Gold) +65,000 Ranged Attack, +65,000 Magical Attack, 1 hit against 2,000,000, deals 1/2 Damage, 15% inflicts Instant Death, This action repeats itself at the start of each round if none of caster's other actions have repeated on that round, Caster must be Level 20 or greater and must possess the ability 'War Mage'

Sword-Art Slots:
--Sun Sword Strike- (Spell, Sword Arts, Light & Fire, 190,000 HP, 190,000,000 Gold) +190,000 Melee Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's Fire-element, Light-element, or Solar Being allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater and must have a Sword equipped
--Heaven's Judgment Slash- (Spell, Sword Arts, Fire & Glory, 2,000,000 HP, 200,000,000 Gold) +600,000 Melee Attack, 150% inflicts Burning, 10% inflicts Smitten , This action may gain '1 hit against 50' and deal 1/2 Damage, This action ignores the the Fire Immunity, Resistance, Reflection, and Absorption of individuals below Level 80, Caster must be Level 40 or greater and must be a Holy One.
--Atomic Wave-Slash- (Spell, Sword Arts, Atomic, 170,000 HP, 70,000,000 Gold) +70,000 Melee Attack, 70% inflicts Poison: Irradiated, 1 hit against 600,000, Caster must have a Sword equipped
--Iaijutsu Strike- (Spell, Sword Arts, Air & Electricity, 300 MP, 290,000 Gold) Caster equips an unequipped weapon and immediately performs a single 'Melee Attack' action that includes no spells or techniques and that may only target one individual. Said attack deals an extra amount of damage of the same combination of elements it already deals in its standard damage equal to twice the Melee Attack bonus provided by the weapon that this spell equipped, to a max of 5,000,000 Damage.
--Chromatic Blade- (Spell, Sword Arts, Air & Earth & Fire & Water & Hope & Darkness & Magic & Technology & Physical & Psychic & Ice & Energy & Electrical & Acid, 25,000 MP, 25,000,000 Gold) Target Sword wielded by caster obtains +25,000 Melee Attack as a non-stacking buff and becomes solely any combination of base elements
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Geomancer Slots (x30):

Healer Slots:
--Cure-All- (Spell Aspect: Caduceus of the Prime Healer, Healer Magic, Light & Life, 1,000,000 MP, X Gold) +200,000 Magical Attack, Heals, Cures all debuffs and negative status effects from sources that are not 20 or more Levels greater than caster
--Harness Global Lifeflow- (Spell, Healer Magic, 3,000,000 MP, Life, 300,000,000 Gold) Caster gains a non-stacking buff that increases quantities of HP Healing its possessor deals by 3,000,000, Caster must be Level 60 or greater and must possess the ability 'Adept Healer Magic Attunement'
--Panacea Vaccine- (Spell, Healer Magic, Light & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Plague from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
--Doctor's Sudden Medical-Salvation-Rush- (Spell, Healer Magic, Air & Hope, 100,000 MP, 10,000,000 Gold) Caster's allies are cured of all negative status effects and debuffs with sources below Level 60 and regenerate 100,000 HP, Caster must be Level 45 or greater or (must be Level 20 or greater and must possess the ability 'Doctor')
--Greater Treat-Debuff- (Spell, Healer Magic, Light, 60,000 MP, 60,000,000 Gold) Caster cures all stacked instances of target debuff on target individual that comes from a source below Level 60, Caster must either be Level 40 or greater or must possess the ability 'Healer' or the ability 'Doctor'
--Restore Agility- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 AGI Damage
--Restore Constitution- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 CON Damage
--Restore Mind- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 MIN Damage
--Restore Spirit- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 SPI Damage
--Restore Strength- (Spell, Healer Magic, Magic, 1,000 MP, 1,000,000 Gold) Heals 1,000 STR Damage

Hope Slots:
--Create Constellation of the Rainbow Dragon- (Spell, Astral Magic, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid & Air & Hope & Darkness & Technology & Psychic & Physical, 60,000 MP, 30,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Rainbow Dragon', said empowered constellation causes all base element, Wood element, or Metal element element individuals on its possessor's side of battle to gain +15,000 to all stats as a non-stacking effect and makes Wood and Metal base elements
--Terrain Spell of the Sakura Forest: Magically Become Tall Due To Close Proximity To Blossoming Sakura Trees- (Spell, Geomancy, Hope, 20,000 MP, 2,000,000 Gold) Caster is afflicted with Elevated and deals full Damage to lower-Level individuals in the back row for one round, The terrain or phantom terrain must be Sakura Forest to cast this spell
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Light Slots:
--Growth through Righteousness: Supreme- (Spell, Celestial Magic, Light & Life, 60,000 MP, 60,000,000 Gold) Target obtains (+60,000 to all stats and +600,000 HP and MP) as a non-stacking buff if it possesses at least 3 Celestial Magic or Holy Magic buffs, Caster must be Level 40 or greater
--Purity of the Sword- (Spell, Sword Arts, Light, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster becomes solely any one element that it currently is
--Sun Arcana- (Spell, Arcanist Magic, Light & Fire, 190,000 MP, 190,000,000 Gold) +190,000 Magical Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater
--Word of Purity- (Spell, Celestial Magic, Light, 360,000 MP, 90,000,000 Gold) Target individual may not be afflicted with negative status effects by sources below Level 80 that are 10 or more Levels lower than caster as a non-stacking buff that lasts 2 rounds, Caster must be Level 20 or greater
--Shining Vitalization- (Spell, Healer Magic, Light, 140 MP, 110,000 Gold) +110 Magical Attack, Heals, Cures Fatigued, 50% inflicts Augmented: Improved Restoration, 50% inflicts Augmented: Improved Healing
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Geddoe42 wrote:Geddoe (Geddoe42)
Level 79
Archangel, Light
HP- 17,800
MP- 19,775
STR: 80 (1)
AGI: 712 (9)
CON: 712 (9)
MIN: 791 (10)
SPI: 3,699 (37)

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


Weapons-

*Dreamlighter- (Weapon, Gun, Light, X Gold) +(Wielder's SPI) Ranged Attack, ((Wielder's Level * 1.25, rounded down,) +100)% To Hit, (Wielder's Level)% Critical, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions use Spirit as their Prime Attribute, Wielder's Ranged Attack bonus cap is based on Spirit, Wielder's actions may become solely Light element, (Wielder's Level * 4)% inflicts Impaired: Blind, (Wielder's Level * 2)% inflicts Awestruck, (Wielder's Level/4, rounded down)% inflicts Smitten
w/ Dynaboosted- Wielder gains +275,000 to all stats, +10% To Hit, +10% Dodge, +10% Resilience, +10% Critical, Enchantment
w/ Magiburst- Wielder gains +275,000 Magical Attack, and wielder's Overdrive actions may become solely any one base element, Enchantment
w/ Geddoe's Gun's Enchantment- Wielder's 'Ranged Attack' actions incorporate wielder's Magical Attack bonus instead of wielder's Ranged Attack bonus, Quest Enchantment
w/ Coated in Asmalaung Oil- +2,500 Magical Attack, +2,100 SPI, 5% Magic Resistance, Affects Weapons, Smithing Technique
Ulashtu Zahannhossah- (Weapon, Staff, Light & Astral, 400,000,000 Gold) +400,000 Magical Attack, +400,000 CON, +400,000 SPI, +400,000 MIN, +4,000,000 HP as a non-stacking bonus, +4,000,000 MP as a non-stacking bonus, 180% To Hit, Wielder's 'Magical Attack' actions may Heal HP, Divine Magic, Healer Magic, Astral Magic, and Gate Magic spells cost wielder 3,000,000 less MP to cast, Wielder's Magical Attack actions may cure their targets of all minor and moderate negative status effects, 150% may inflict any one moderate status effect or Awestruck: Sealed, 35% Darkness Resistance, 35% Earth Resistance, 35% Magic Resistance, 35% Light Resistance, 35% Astral Resistance, Fatigued Immunity, Hexed Immunity, 50% Cursed Resistance, Up to 12 times per thread, wearer may choose to not be afflicted with a minor or moderate status effect that wearer would otherwise be afflicted with, Wielder may choose to change the element of any of wielder's actions that involves a Divine Magic spell to be solely Light element or, at the cost of 15,000 MP, to be solely Astral Element, Wielder may spend an action to resurrect a target that was killed by a source below Level 99 that is not 20 or more Levels greater than wielder, Wielder gains Smitten: Excommunicated Immunity against sources below Level 99, Wielder may spend an action to replicate the effect of any ability performable by an entity on the enemy list that is below Level 60, below caster's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Wielder gains 10 spell slots that may only contain Divine Magic spells, may not be used for purposes other than holding spells, and may not be converted into other types of slots, Wearer’s per-item Magical Attack bonus cap becomes 2x the relevant stat, Charm: Wanderlust Immunity, Wielder is afflicted with Elevated and Stat Boost: SPI Boost at the start of every round, Wielder counts as wielding an additional 'Holy Symbol', Wielder is immune to individuals below Level 60, If wielder possesses the ability 'Adept Divine Magic Attunement', the first time per thread that wearer is killed by a source below Level 99 that is not more than 20 Levels higher than wearer, wielder self-resurrects and is then healed for 10,000,000 points of Flat Light element HP Healing and MP Healing, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder's 'Overdrive' actions may gain '1 hit against any number of entities in wielder's battlespace', Wielder may summon an Angel below Level 80 that is normally fightable for drops on the Enemy List at the start of every round, Max 20 summoned, Wielder must be Level 60 or greater, must possess the ability 'Priest', and must be a devout worshipper of Phalerin
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Armor-
*Robe of the Solar Hierophant- (Armor, Robes, Light, 1,450,000,000 Gold) +1,450,000 Defense, +1,400,000 Magical Attack, +1,417,000 MIN, +1,410,000 SPI, +14,500,000 MP as a non-stacking bonus, +140,000 Defense against Stat Damage, 40% Light Resistance, 40% Fire Resistance, 40% Darkness Resistance, 40% Hope Resistance, 40% Destruction Resistance, 10% Base Element Resistance, +9,000,000 HP, 160% Resilience, 80% Dodge, Wielder's 'Magical Attack' and 'Overdrive' actions gain 190% To Hit, Wearer's actions may become solely Light element as an effect that overrides other effects that are not from sources of at least Level 80, Divine Magic spells and Astral Magic spells cost wearer 1,400,000 less MP to cast, Wearer has a 230% chance of inflicting Charm on each opposing Solar being at the start of every round, when an individual conducts an offensive action that targets wearer, wearer may, at the end of said action, deal 1,450,000 Flat Light element Damage to said individual, 160% inflicts Awestruck, 130% inflicts Burning, Awestruck Immunity, Burning Immunity, Wearer may Absorb Light from sources below Level 80, 200% Awestruck Resistance, 140% Burning Resistance, Wearer is Immune to individuals below Level 40, Wearer may reflect actions from sources below Level 40, 45% Wearer may reflect actions from sources below Level 60, 5% wearer may reflect actions from sources above Level 60 but below Level 80, Wearer gains +1,400,000 Defense as a non-stacking, non-capped bonus against Damage that comes from effects attached to Zones, Wearer may not be prevented from leaving battle or acting by individuals below Level 60, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 14,000,000 points of Flat Light element HP Healing and MP Healing, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wearer must be Level 60 or greater
w/ Defies the Devil's Paperwork- Wearer removes abilities and constant effects named 'The Devil's Paperwork' from all opponents below Level 100 that are not 20 or more Levels greater than wearer, Quest Enchantment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Accessories-
Highly-Customized Boots of the Fog-Shrouded Monster-Master- (Accessory, Boots, Air & Mystic, 275,000,000 Gold) +275,000 Defense, +200,000 Magical Attack, +275,000 to all stats, +2,750,000 HP as a non-stacking bonus, +2,750,000 MP as a non-stacking bonus, 80% Dodge, +12% Dodge, Wearer gains +275,000 additional AGI on turn 4, 40% Air Resistance, 40% Darkness Resistance, 30% Magic Resistance, Wearer counts as wearing an item named 'Fog Boots', Wearer gains 10% Resistance to summons below Level 80, Wearer's pets gain +20,000 to all stats as a non-stacking bonus, Wearer's offensive actions may gain a 30% chance of unsummoning non-unique targets below Level 90 that are below wearer's Level, Wearer may equip pets and summons up to 2 Levels higher than wearer, to a max of Level 99, as an effect that does not stack with other effects that raise wearer' Level for purposes of equipping pets and summons of any type, 10% Base Element Resistance, Wielder is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 80, Wielder takes half damage from non-unique sources below Level 90, Wearer must be Level 40 or greater
w/ Dynaboosted- Wielder gains +275,000 to all stats, +10% To Hit, +10% Dodge, +10% Resilience, +10% Critical, Enchantment
w/ Magiburst- Wielder gains +275,000 Magical Attack, and wielder's Overdrive actions may become solely any one base element, Enchantment
w/ Death-Choir- Whenever one of wielder's allies dies, wielder and up to 20 of wielder's pets and summons may gain +20,000 to all stats as a non-stacking buff, One per round, at the start of a round, wielder may choose to resurrect one of wielder's dead summons or pets that was killed by a source below Level 100 that is not 10 or more Levels greater than wielder, to a max of once per thread per pet or summon, Enchantment
w/ Supremely Deflective- Wielder gains a 25% chance of reflecting actions from sources below Level 90 that are of equal or lower Level, Artificer's Design
w/ Maximally Holy- Wielder gains +275,000 Defense, +275,000 SPI, and Smitten: Excommunicated Immunity, Anointment
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Circlet which Contains the Memories of the Stars- (Accessory, Crown, Light, 1,000,000,000 Gold) +400,000 Magical Attack, Wearer gains +200,000 Defense against Astral, Wearer gains +1,000,000 MP, Wearer gains 20 Spell slots that may not be exchanged for other types of slots, 35% Astral Resistance, Wearer's Astral Being pets and summons gain +10,000 to all stats as a non-stacking bonus that cannot raise their stats by more than 30% of their unbuffed amount, Wearer's per-item Magical Attack bonus cap becomes 2x the relevant stat if wearer has at least 10 Astral Magic spells equipped and has an Astral-element weapon equipped, Wearer may spend an action to scan the stats of all Astral Beings and Solar beings in battle, Wearer may spend an action to resurrect an Astral Being or Solar Being killed by a source below Level 100 that is not 20 or more Levels greater than wearer, Wearer may spend an action to inflict Instant Death on an Astral Being or Solar Being below Level 100 that is not 20 or more Levels greater than wearer
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Wandering Priest's Knotproof Cloak- (Accessory, Cloak, Glory & Astral & Spatial & Warding & Mystic, 500,000,000 Gold) +500,000 Defense, +500,000 SPI, +500,000 CON, 80% Resilience, +100,000 Defense against each base element as an uncapped bonus, Wearer gains 50% Resistance to individuals below Level 100 whose name includes 'Darston', Wearer is Immune to Instant Death from sources below Level 80, Wearer's Defense cannot be pierced by individuals below Level 80, Wearer does not take damage from moderate status effects (not counting sub-status effects), Charm: Wanderlust Immunity, Poison Immunity, Burning Immunity, Voidstruck: Torn Across Space Immunity, 40% Spatial Resistance, Wearer gains +50,000 Defense as a non-stacking, non-capped bonus against Damage that comes from effects attached to Zones, Divine Magic and Gate Magic spells cost wielder 150,000 less MP to cast as a non-stacking effect, 25% Light Resistance, 25% Earth Resistance, 25% Air Resistance, 25% Astral Resistance, 5% Undead Resistance, 60% Awestruck Resistance, 60% Voidstruck Resistance, Wielder's allies who are devout worshippers of the same deity as wearer gain +10,000 to all stats as a non-stacking bonus, Wearer gains 5 spell slots that may only contain Divine Magic spells, may not be used for purposes other than holding spells, and may not be converted into other types of slots, Wearer's 'Melee Attack', 'Ranged Attack', and 'Melee Overdrive' actions use SPI as their Prime Attribute, +500,000 HP if wearer possesses the ability 'Priest' as a non-stacking effect, Wielder may resurrect dead allies whose corpses have been consumed by sources below Level 80, Individuals below Level 80 may not prevent wearer from resurrecting allies who are devout worshippers of Phalerin, Wearer's turn-order-determining stat becomes SPI, Wearer is afflicted with Elevated and Stat Boost: SPI Boost at the start of every round, Wearer regenerates 50,000 HP per round, Wielder regenerates additional 20,000 HP per round while the terrain or phantom terrain is Desert, Wielder regenerates 5,000 HP per turn while the terrain or phantom terrain is not Desert, Wielder' allies, to a max of 200 such allies, have a 95% chance at the start of each round of being cured of Poison, Paralysis, Confusion, Stat Drain, and Disease (one roll curing all effects per ally), Wearer increases the number of turns past death an individual may be resurrected by wearer for time-sensitive resurrection spells, abilities, and effects, by five as a non-stacking effect, This item counts as a Holy Symbol, Wearer must be a devout worshipper of Phalerin, Wearer must possess the ability Priest, Wearer must possesses the ability Wanderer, Wearer must be Level 40 or greater
w/ Super-Woven- +5,000 Defense, 50% Resilience, This item cannot be destroyed by individuals below Level 80, Smithing Technique
w/ Opulent- This item is worth 4 times its prior value, Affects any type of possession, Smithing Technique
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Sublime Exorcist-Purifier's Archdevil-Expelling Bullets- (Accessory, Ammo, Light & Faith, 250,000,000 Gold) +250,000 Ranged Attack, +250,000 SPI, Wielder's 'Ranged Attack', 'Snipe', and 'Ranged Overdrive' actions may remove all debuffs with their targets as sources (chosen on a per-target-as-source basis) provided that said targets are below Level 95 and not more than 5 Levels greater than wielder, Wielder must have a Gun equipped to benefit from this item
Tome of Angels Wreathed In Glory- (Accessory, Tome, Light, 280,000,000 Gold) +280,000 Magical Attack, +210,000 Defense, +250,000 MIN, +280,000 SPI, +2,800,000 MP as a non-stacking effect, +1,000,000 HP as a non-stacking effect, 40% Magic Resistance, 40% Darkness Resistance, 40% Light Resistance, 10% Base Element Resistance, Wielder is immune to sources below Level 40, Wearer ignores Defense-piercing from sources below Level 40, Wielder takes half damage from non-unique sources below Level 60, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wielder self-resurrects and is then healed for 1,000,000 points of Flat Light element HP Healing and MP Healing, Wielder's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, 60% inflicts Awestruck, At the start of each round, wielder may summon 1 Angel or Arch-Angel from the Enemy List that is below Level 90 and is normally fightable for drops, Max 40 summoned, Wielder must be Level 40 or greater


Spells-
*Archbishop Samuel's Flawless Sealing Ritual- (Spell, Divine Magic, Light, 300,000 MP, 30,000,000 Gold) +30,500 Magical Attack, deals 1/(X/2, rounded down, minimum 1) times normal damage, where X is equal to the number of targets this spell is hitting, 1 hit against X (where X can be a number from 1 to 300), 80% inflicts Awestruck: Sealed on Undead, Demons, Daemons, Darkspawn, Devils, Horrors, Umbrals, Fiends, and Abstracts, 30% inflicts Awestruck: Sealed on other targets, One target Undead, Demon, Daemon, Darkspawn, Devil, Horror, or Umbral loses its next action if under level 30, cannot stop more than 3 actions in a row, Caster must have a patron deity to cast this spell, Demons, Daemons, Devils, Darkspawn, and Undead killed by this attack may not be resurrected by sources below Level 60, 60% inflicts Awestruck on Undead, Demons, Daemons, Darkspawn, Devils, Horrors, Umbrals, Fiends, and Abstracts, Pierces 15,000 Defense, May only be cast by individuals above Level 30
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Astral Ice- (Spell, Astral Magic, Ice, 75,000 MP, 30,000,000 Gold) +30,000 Magical Attack, 40% inflicts Frozen, may inflict 2 hits against 15 and deal 1/3 damage, Caster must be at least Level 39 with at least 9,000 MIN to cast this spell
Astronomer's Glorious Impact- (Spell, Astral Magic, Air & Magic, 75,000 MP, 55,500,000 Gold) +55,000 Magical Attack, 60% inflicts Awestruck, 60% inflicts Charm: Impressed, inflicts Fatigued: Stun, may inflict 1 hit against 30 and deal 1/2 damage, Caster must be at least Level 45 with at least 20,000 MIN to cast this spell
Atonement- (Spell, Divine Spell, Light, 20,000 MP, 20,000,000 Gold) Removes any one debuff on target from a source below Level 40, Cures Smitten: Excommunicated from sources below Level 60, Costs 5,000 XP to cast, Caster must have a patron deity, Has RP effects
Aura of Holy Restoration (Phalerin Variant)- (Spell, Enchantment, Water & Earth & Air & Light, 7,000 MP, 380,000 Gold) Caster gains an effect that makes it so that all of caster's allies regenerate 5% of their Max HP and Max MP at the start of each round, to a max of 50,000 HP and 50,000 MP, and have a 50% chance of being cured of Fatigued at the start of each round, stacks 10 times on caster, lasts until end of thread, Phalerin must be caster's Patron Deity
Awestrike- (Spell, Celestial Magic, Light, 1,000 MP, 500,000 Gold) Inflicts Awestruck
*Call Aluette, Celestial-Dragon-Riding Paladin- (Spell, Summoner Magic, Light, 20,000 MP, 300,000,000 Gold) Caster summons *Aluette, Celestial-Dragon-Riding Paladin, Max 1 summoned
Create Organni's Bread Basket- (Spell, Divine Magic, Light & Earth, 10,000 MP, 8,000,000 Gold) Creates 1 Organni's Bread Basket for 1,600,000 Gold and 50,000 XP
Create Zone of Fire- (Spell, Geomancy, Fire, 50 MP, 20,000 Gold) Caster creates a Zone of Fire which does not stack with Zones and may set the Phantom Terrain to Desert
Dark Prediction- (Spell, Divination, Darkness, 40 MP, 40,000 Gold) Caster selects a name (which can be any name) and a target, should said target, during the round after the current round, use an active ability with said name, said target has a 10% chance of being afflicted with Hexed the first time during said round that said target does so
Dreamsea of Wrath and Wonder- (Spell, Catastrophe Magic, Dream & Wonder, 1,600,000 MP, 200,000,000 Gold) +400,000 Magical Attack, May Heal, deals 1/2 Damage, 100% may inflict any one minor or moderate status effect, May remove any buffs and debuffs on targets from sources below Level 60, 1 hit against 2,000,000, Caster must be Level 40 or greater and must possess the ability 'Basic Dream Synchronization'
Dispell Elemental Fury- (Spell, Healer Magic, Light, 15,000 MP, 55,000,000 Gold) Cures 1 Moderate Status Effect, Caster must be at least Level 20
Falling Star of Divine Judgment- (Spell, Divine Magic, Light & Astral, 640,000 MP, 320,000,000 Gold) +320,000 Magical Attack, 120% inflicts Awestruck, 120% inflicts Voidstruck: Astral Echoes, 100% inflicts Fatigued: Stun, 5% inflicts Smited, Caster's per-item Magical Attack bonus cap becomes 2x the relevant stat for the duration of this action, this action may gain '1 hit against 500,000' and deal 3/4 Damage, This spell's caster may choose to count its name as being 'Starry Rain of Phalerin', This action ignores the Resistances, Immunities, and Reflections of individuals below Level 40, This spell also counts as possessing the subtype Astral Magic, Caster must be a devout worshipper of Phalerin, Caster must be Level 40 or greater
*Freeze the Stars- (Spell, Astral Magic, Ice, 2,000,000 MP, 1,000,000,000 Gold) Creates a Persistent Enchantment called The Stars Have Frozen; said Persistent Enchantment's removal condition is the spending of 500,000 actions by Solar beings over level 60, or the spending of 100 actions by Solar Beings who are above Level 80, or the spending of 1 action by an individual over Level 100; All Astral Beings and Solar Beings in this thread are afflicted with Frozen: Cubed at the start of every round, All individuals in this thread are afflicted with Frozen at the start of every round, All Astral Magic spells in this thread become solely Ice element, All Solar Beings in this thread become solely Ice element, All damage dealt by Solar Beings in this thread becomes solely Ice element; This spell takes 200 consecutive actions to cast, any individual above Level 80 may spend an action to make this spell uncastable so long as this spell's owner is of lower level than said individual and no individual of higher level than said individual has spent any actions to cast this spell, this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values; Though non-unique, copies of this spell should be tracked separately
Casting Count: 0
Geddoe's Superior Falling Star of Divine Judgment- (Spell, Divine Magic, Light & Astral, 640,000 MP, 550,000,000 Gold) +550,000 Magical Attack, 300% inflicts Awestruck, 300% inflicts Voidstruck: Astral Echoes, 200% inflicts Fatigued: Stun, 60% inflicts Smitten, Caster's per-item Magical Attack bonus cap becomes 2x the relevant stat for the duration of this action, this action may gain '1 hit against 20,000,000' and deal 3/4 Damage, This spell's caster may choose to count its name as being 'Starry Rain of Phalerin', This action ignores the Resistances, Immunities, and Reflections of individuals below Level 60, This spell also counts as possessing the subtype Astral Magic, Caster must be a devout worshipper of Phalerin, Caster must be Level 40 or greater
Greater Sunlit Mass Protection of Phalerin- (Spell, Divine Magic, Light & Air, 28,000 MP, 14,500,000 Gold) +1,000 Defense, +100 Defense against Stat Damage, inflicts Stat Boost: DEF Boost, Cures Fatigued, Cures Impaired, Cures Drowning: Dehydration, 1 hit against 5, stacks 10 times, lasts 50 rounds, caster must be a devout worshipper of Phalerin who is at least Level 20
Great Flood- (Spell, Divine Magic, Water, 75,000 MP, 55,500,000 Gold) +55,000 Magical Attack, 60% inflicts Drowning, 60% inflicts Drowning: Tide Trapped as an effect that lasts a max of 40 rounds, may inflict 1 hit against 30 and deal 1/2 damage, Caster must be at least Level 45 with at least 20,000 MIN to cast this spell
Great Wall- (Spell, Protection Magic, Magic & Earth, 6,000,000 MP, 99,000,000 Gold) Caster and all of caster's allies take half damage from sources below Level 60, lasts 5 rounds, Caster must be at least Level 40
Holy Meteorite- (Spell, Divine Magic, Air & Magic, 15,000 MP, 2,500,000 Gold) +2,500 Magical Attack, may inflict 1 hit against 5 and deal 1/2 damage, Caster must be at least Level 25 with at least 3,000 SPI to cast this spell
Ice Comet- (Spell, Astral Magic, Ice, 75,000 MP, 12,500,000 Gold) +14,500 Magical Attack, 30% inflicts Frozen, 60% inflicts Fatigued: Stun, may inflict 1 hit against 30 and deal 1/2 damage, Caster must be at least Level 39 with at least 9,000 MIN to cast this spell
Immaculate Resurrection- (Spell, Divine Magic, Light, 4,000,000 MP, 400,000,000 Gold) Resurrects target if target was not killed by a source above Level 99 that is not more than 20 Levels above caster, Caster must have a Patron Deity, must be Level 40 or greater, and must possess the ability 'Adept Divine Magic Attunement'
Improved Hedonist-Smiting Divine Meteorite Strike- (Spell, Divine Magic, Air & Fire, 60,000 MP, 21,500,000 Gold) +21,500 Magical Attack, 30% may inflict Awestruck, 30% may inflict Fatigued: Stun, may inflict 1 hit against 5 and deal 1/2 damage, Magical Attack actions targeting solely individuals who are afflicted with Poison: Drunk deal double damage (to a max of 5,000,000 additional Damage), Caster must be at least Level 25 with at least 3,000 SPI to cast this spell, Caster may choose for this spell to count as an Astral Magic spell instead of a Divine Magic spell, Caster must have a Patron Deity to cast this spell
Judgment of Ancient Heroes- (Spell, Holy Magic, Light & Glory, 800,000 MP, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Awestruck, Removes all debuffs with targets below Level 60 as their source, 1 hit against 2,000,000, Caster must be Level 40 or greater
*Keeper of Phalerin's Souls- (Spell, Divine Magic, Earth & Light, 300,000 Gold) 5% Target is resurrected with 1 HP and 1 MP 3 turns after casting, Consumes 1 Canopic Figure of Phalerin
Lesser Divine Sunburst- (Spell, Divine Magic, Light & Fire, 800,000 MP, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Burning, 100% may inflict Awestruck, 1 hit against 2,000,000, Caster must be Level 40 or greater
Meteorite- (Spell, Astral Magic, Air & Magic, 15,000 MP, 2,500,000 Gold) +2,500 Magical Attack, may inflict 1 hit against 5 and deal 1/2 damage, Caster must be at least Level 25 with at least 3,000 MIN to cast this spell
Meteorite- (Spell, Astral Magic, Air & Magic, 15,000 MP, 2,500,000 Gold) +2,500 Magical Attack, may inflict 1 hit against 5 and deal 1/2 damage, Caster must be at least Level 25 with at least 3,000 MIN to cast this spell
Meteorite- (Spell, Astral Magic, Air & Magic, 15,000 MP, 2,500,000 Gold) +2,500 Magical Attack, may inflict 1 hit against 5 and deal 1/2 damage, Caster must be at least Level 25 with at least 3,000 MIN to cast this spell
Meteorite- (Spell, Astral Magic, Air & Magic, 15,000 MP, 2,500,000 Gold) +2,500 Magical Attack, may inflict 1 hit against 5 and deal 1/2 damage, Caster must be at least Level 25 with at least 3,000 MIN to cast this spell
One Hundred Thousand Rays- (Spell, Hypertech, Technology, 1,416,000 MP, 12,515,000 Gold) +14,575 Magical Attack, +14,550 Ranged Attack, deals 1/20 damage, 100 hits divided among 100, this spell repeats itself as a Cast a Spell action that costs no MP, has a Prime Attribute of (SPI / 2), and does not have this repetition effect attached at the beginning of its caster's first action every round for 100 rounds, does not stack
Mass Greater Miraculous Cure- (Spell, Divine Magic, Light & Water, 800,000 MP, 200,000,000 Gold) 30% cures Plague, 1 hit against 100, Caster must be Level 40 or greater and must have a patron deity
Miracle- (Spell, Divine Magic, Light & Darkness, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Casster must have a Patron Deity, Has RP effects
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
Perfect Cleansing- (Spell, Divine Magic, Hope, 20,000,000 MP, 2,000,000,000 Gold) Caster cures a debuffs from sources below Level 100, Caster must be Level 79 or greater and must possess the ability 'Expert Healer Magic Attunement'
Phalerin's Mystic Starfall- (Spell, Divine Magic, Air & Light, 2,400 MP, 950,000 Gold) +640 Magical Attack, 3 hits against 5, Caster must be a devout worshipper of Phalerin above Level 15
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 640,000 MP, 160,000,000 Gold) +320,000 Magical Attack, 60% inflicts Devastated, deals 1/2 Damage, 1 hit against 4,000,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Reforge: Coat in Asmalaung Oil- (Spell, Artifice, Earth & Light, 30,000 MP, 9,300,000 Gold) Gives target Weapon the permanent Smithing Technique Coated in Asmalaung Oil, costs 15,000 XP, and 2,000,000 Gold
Restore Level Drain (Mass)- (Spell, Healer Magic, Light & Life, 250,000,000 Gold) Targets become immune to unwillingly losing Levels to sources below Level 60, Targets have all Levels that they lost unwillingly to sources below Level 70, with this effect moving any XP back from sources that gained XP from said Level loss and not occurring if said XP cannot be recovered, Caster must be Level 45 or greater
Reveal Constellation of the Mage- (Spell, Astral Magic, Astral & Magic, 300 MP, 120,000 Gold) Sets the Constellation of the Mage as an Empowered Constellation for caster, said constellation begins with a Phase of 1 at the start of every battle and has a Max Phase of 3, its phase resets between battles, its phase increases at the end of each round during which its posesssor conducted a Magical Attack action, It provides +50 Magical Attack per phase as a buff, It provides an effect that reduces the cost of spells cast by its possessor by 500 while its phase is full
Reveal Phalerin's Holy Constellation- (Spell, Astral Magic, Astral & Magic, 300 MP, 140,000 Gold) Sets the Holy Pilgrim as an Empowered Constellation for caster, said constellation begins with a Phase of 1 at the start of every battle and has a Max Phase of 3, its phase resets between battles, its phase increases at the end of each round during which its posesssor casts a Divine Magic spell, It provides its caster with +150 CON and +150 SPI per phase as a buff, It provides an effect that reduces the cost of Divine Magic spells cast by its possessor by 2,000 while its phase is full, with these effects only affecting devout worshippers of Phalerin, Caster must be a devout worshipper of Phalerin
Shared Life- (Spell, Channeling Magic, Light, 200 MP, 120,000 Gold) Two target allies of caster (caster included as a possible target) combine HP totals and share HP, does not stack, even if only recast on 1 of the two individuals involved
Starlit Mass Restoration of Phalerin- (Spell, Divine Magic, Light & Air, 1,950 MP, 1,300,000 Gold) +450 Magical Attack, Cures Fatigued, Cures Drowning: Dehydration, deals 3/4 damage, 1 hit against 5, caster must be a devout worshipper of Phalerin who is at least Level 10
Sunstrike- (Spell, Astral Magic, Light, 37,000 MP, 30,000,000 Gold) +35,000 Magical Attack, 30% inflicts Awestruck, May gain the element Fire and a 30% chance of inflicting Burning
Totemic Magic: Regeneration- (Spell, Shaman Magic, Light & Magic, 11,000 MP, 6,500,000 Gold) Places a buff on caster that heals all of caster's allies for 40,000 HP at the start of each round, does not stack on caster but stacks 10 times across healing effects
Touch of Pure Life- (Spell, Divine Magic, Light, 5,000 MP, 12,000,000 Gold) +12,000 Melee Attack, +12,000 Magical Attack, Heals HP, +12,000 HP, Target cannot be afflicted with Minor Status effects coming from sources below Level 30, May only be cast by individuals above Level 20, stacks 10 times, lasts 300 rounds, Caster must have a Patron Deity
Transcribe Text- (Spell, Artiface, Magic, 150 MP, 145,000 Gold) Creates a copy of target non-unique Book or Tome and gives said copy to a willing target, who may or may not choose to immediately equip it or replace a current piece of equipment with it, lasts 5 rounds, May be used to create more permanent copies of various texts in RP threads
Variable Fading Call: Eidolon- Gargenfyr, 'The Undying Knight'- (Spell, Summoner Magic, Light & Darkness, 40,000 MP, 20,000,000 Gold) Replicates the effect of any ability performable by a 'Gargenfyr, The Undying Knight' from the Boss List
Variable Fading Call: Noise Beetle- (Spell, Summoner Magic, Darkness, 10,000 MP, 1,000,000 Gold) Replicates the effect of any ability performable by a 'Noise Beetle' from the Enemy List
Void Flood- (Spell, Ethereal Magic, Void & Water, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Voidstruck, 100% may inflict Drowning, Either unsummons all target summons below Level 60 whose summoners are below Level 60 and below caster's Level or Removes all buffs on targets from sources below Level 60, 1 hit against 2,000,000, Caster must be Level 40 or greater
Void Gate- (Spell, Gate Magic, Void, 800,000 MP, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Voidstruck, Unsummons all target summons below Level 60 whose summoners are below Level 60 and below caster's Level, Removes all buffs on targets from sources below Level 60, 1 hit against 2,000,000, Caster must be Level 40 or greater
Volcanic Earth Rage- (Spell, Druid Magic, Earth & Fire, 800,000 MP, 200,000,000 Gold) +400,000 Magical Attack, deals 1/2 Damage, 100% may inflict Burning, 100% may inflict Entombed, 1 hit against 2,000,000, Caster must be Level 40 or greater
Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
World of Storms- (Spell, Shaman Magic, Electrical, 970,000 MP, 42,000,000 Gold) Creates a Persistant Enchantment called A World of Storms; said Persistant Enchantment's removal condition is the spending of 500,000 actions by individuals over level 20 who absorb Electrical or the spending of 100 actions by individuals who are above Level 80, or the spending of 1 action by an individual over Level 90; All instances of Electrical element damage in this thread are increased by 60,000 points, All Electrical element individuals in this thread gain +600 to all stats, All individuals in this thread lose 10% Electrical Resistance, All individuals in this thread are always considered to be in a Zone of Electrical if under Level 100 or willing, regardless of whether or not such a Zone is actually present, A Zone of Electrical with an attached effect that has a 30% chance of dealing 30,000 Flat Electrical element damage to all individuals in it at the start of each round is created at the start of every round of every battle of this thread, with a max of 300 such zones existing coterminously in any one given battle, All Electrical element individuals in this thread regenerate 20% of their Max HP and Max MP per round, to a max of 4,000,000 such points of each per round, All Electrical element individuals in this thread have the MP costs of the Electrical element spells and abilities reduced by 40,000 points, to a minimum of 0, All non-Electrical-element individuals in this thread have a 20% chance of being afflicted with Electrocuted at the start of every round; This spell takes 300 consecutive actions to cast, any individual above Level 70 may spend an action to make this spell uncastable so long as this spell's owner is of lower level than said individual and no individual of higher level than said individual has spent any actions to cast this spell, this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values; Though non-unique, copies of this spell should be tracked seperately
Casting Count: 0
Alacrity of the Holy Messenger- (Spell, Celestial Magic, Light, 1,200 MP, 168,000 Gold) +150 AGI, Target may make a free trade or re-equip action every time target would normally get an action, Does not work on Demons, Devils, or Abstracts, does not stack, lasts 5 rounds


Consumables-
Solar Fruit- (Consumable, Food, Light, 1 Charge, 2,000,000 Gold) Heals target Solar Being for 2,000,000 HP and 1,000,000 MP or heals target Light-element individual for 200,000 HP and 100,000 MP or heals target non-Darkness-element individual for 20,000 HP and 10,000 MP
Doorway to the Sun- (Consumable, Lethal Item, Light, Unlimited Charges, 200,000,000 Gold) Deals 2,000,000 Light element damage to every individual in battle, may be used a max of 15 times per thread
Cup Which Quenches the Thirst- (Consumable, Enchanted Item, Water & Light, Unlimited Charges, 316,000 Gold) A max of 100 charges may be used per thread, Cures Fatigued: Dehydration, Gives target Fatigued: Dehydration Immunity, 75% Cures Fatigued w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment


Pets-
*Ayame- (Pet, Human, Fire, Lv. 81, 2,412,680,000 Gold)
HP- 16,700,000
MP- 16,700,000
STR- 143,000
AGI- 143,000
CON- 140,000
MIN- 134,000
SPI- 143,000
XP- 0
XP Needed- # (Standard Multiplier x3; someone else go grab this, anyone can do it)
Defense- 59,500
Defense Against Stat Damage- 18,300, +110,000 against Physical, +110,000 against Glory, +110,000 against Blood
Critical Chance- 143%
Resilience- 135%
To Hit- 139%
Dodge- 140%
Resistances and Immunities- Fire Immunity, Light Immunity, 99% Physical Resistance, 95% Darkness Resistance, 80% Glory Resistance, 80% Astral Resistance, 35% Solar Being Resistance, 35% Umbral Resistance, Confusion Immunity, Charm Immunity, Stat Drain Immunity, Burning Immunity, Awestruck Immunity, 45% Smitten Resistance, 212% Minor Status Effect Resistance, 131% Moderate Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Strength + Spirit
Constant Effects-
Deadly Blade- Possessor gains +104% Critical, Constant Effect
Shining Leadership- Possessor's Light-element and Solar Being allies gain +29,600 to all stats as a non-stacking effect, Constant Effect
Unstoppable Perfected Warrior- Possessor is Immune to sources below Level 60, Possessor's actions cannot be prevented or cancelled by sources below Level 91, Possessor deals 150,000 additional Damage, Constant Effect
Light-Cutting Blade- Possessor's Critical Damage Multiplier is increased by 1, Possessor gains +104% To Hit, Possessor's attacks may remove one buff from (a Light element source below Level 91 that do not come from a non-Light element action of said entity) or from a Light element action performed by a source below Level 91 from each of their targets (with removed buffs being able to differ between targets), Constant Effect
Sun Shogun- Possessor gains the element Nobility, Possessor gains Nobility Immunity, Possessor may control Solar Beings below Level 80 that are not Immune to Dominion, Possessor may control Light-element or Fire-element Elementals below Level 80 that are not Immune to Dominion, Possessor gains 60% Dominion Resistance, Possessor may spend an action to set the Phantom Terrain to Sun, Constant Effect
Lightspeed Movement- Possessor may automatically Dodge attacks from sources below Level 80, Possessor's actions cannot be countered by sources below Level 80, Constant Effect
Indexed Effects-
Traversed the Knot- Possessor gains 40% Spatial Resistance, Constant Effect
Honor- When possessor would be caused by a source below Level 99 to conduct an offensive action against possessor's owner, possessor conducts said action against possessor instead, with said action failing if such cannot occur, Constant Effect
Spirit Motion- Possessor's turn-order-determining stat is the higher of possessor's Spirit and Agility (using either value randomly in the case of a tie), Possessor's turn-order-determining stat sum is increased by 150,000 for turn-order-determining purposes, Constant Effect
Astounding Speed- Possessor gains an additional three actions every round, assigned normally in turn order, Constant Effect
Granted Effects-
Pure Spirit- Possessor is immune to stat damage, debuffs, and negative status effects from sources below Level 80, Possessor gains +15,000 Defense against Stat Damage, Constant Effect
Devout Worshipper of Phalerin- Possessor counts as having Phalerin as a Patron Deity, Constant Effect
Abilities-
Solar Samurai's Blade- 163,000 Damage, 160% may inflict Wounded, 160% may inflict Burning, 160% may inflict Awesturck, Physical or Fire or Light or Physical & Fire & Light, 0 MP
Focus- Caster's abilities with damage values gain +107,000 Damage to their damage values, stacks 10 times, lasts until the end of battle or for 12 rounds (with caster choosing which at the time of application), Physical, 10,000 MP
Ghost-Eating Slash- 151,000 Damage, This attack ignores the Resistances and Immunities of individuals below Level 99, This attack acts as a Flat Damage attack for Dodging purposes for targets that are below Level 80, Individuals below Level 80 who are killed by this attack may not be resurrected by individuals below Level 80, Magic or Light or Air, 25,000 MP
Solar Shield- Any individual who conducts an offensive action against caster is dealt 500,000 Flat Fire & Light element Damage at the end of said action, does not stack, Fire & Light, 50,000 MP
Solar Bombardment- 200,000 Damage, deals 1/2 Damage, 300% inflicts Burning, 300% inflicts Awestruck, 380% inflicts Impaired: Blind, 2 hits against 6,000,000,000, Light, 500,000 MP
Mirror-Leaping Serpent-Slaying Strike- 201,000 Damage, this action cannot miss targets below Level 97, this attack gains +205% To Hit against Reptiles and Serpent Blessed, this attack gains +205% Critical against Reptiles and Serpent Blessed, this action may target entities below Level 70 in other battlespaces so long as no entity of Level 89 or greater in caster's battlespace or said target's battlespace objects, Spatial & Magic & Physical or Faith & Glory & Fury, 250,000 MP
Nova Cutter- 146,000 Damage, This action may destroy up to 10 Zones, Terrains, or Phantom Terrains created by sources below Level 92, 1 hit against 300,000,000, Light & Fire & Astral & Destruction, 2,450,000 MP
Blade Constellation- 103,503 Damage, This action cannot miss non-unique targets below Level 81 or unique targets below Level 71, 10 hits against 30, This action may not be used on rounds during which it was already used at least once, This action may not be used on rounds following rounds on which it was already used, Astral & War, 1,000,000 MP
Gather Power- Caster's next attack deals double Damage to targets below Level 90 (to a max of 2,000,000,000 additional Damage), does not stack, Fire & Glory, 217,000 MP
Final Strike- 90,000 Damage, This attack inflicts Instant Death on targets below Level 77 that are at 30% of their Max HP or less when first hit by it, Physical & Darkness, 3,100,000 MP
Shadow-Banishing Sword- 116,000 Damage, Unsummons Umbrals below Level 100, Removes all buffs on targets that come from sources that are Umbrals below Level 99, 1 hit against 300,000, Light, 408,000 MP
Indexed Abilities-
Tameshigiri- 140,000 Damage, This attack gains +130% Critical, May not be used if caster has already conducted an offensive action this round, Physical, 90,000 MP
Setting Sun- 99,000 Damage, inflicts Impaired: Blind, Darkness & Light, 15,000 MP
Rising Sun- 99,000 Damage, Caster's next Light element action that deals Damage deals an additional 210,000 Damage, Caster's next action may be 'Rising Sun's Fury' should caster possess an ability of said name, does not stack, Light & Physical, 25,000 MP
Rising Sun's Fury- 350,000 Damage, 200% inflicts Awestruck, 150% inflicts Burning, 150% inflicts Wounded, This ability may not be used normally, Fire & Light & Physical, 2,500,000 MP
Three Strikes- 66,000 Damage, 3 hits against 1, Physical or Light, 50,000 MP
Flame Impact- 54,000 Damage, 185% inflicts Burning, 100% may inflict Fatigued: Stun, 1 hit against 3,500,000, Fire, 20,000 MP
Charming Glance- 250% inflicts Charm, 1 hit against 3, Fire & Psychic, 2,000 MP
Charming Strike- 78,000 Damage, 200% inflicts Charm, 200% may inflict Charm against up to 200,000 secondary targets, Fire & Light & Psychic, 5,000 MP
Grace- Caster gains +17,500 AGI, +19% to all Charm-infliction percentages, and +38% Dodge, stacks 5 times, Air, 60,000 MP
Fury- Caster gains +17,500 STR, +36,500 to all the Damage values of all abilities caster possesses that possess Damage values, and +38% Critical, stacks 5 times, Fire, 60,000 MP
Purify- 512,000 Damage, Heals, Cures up to 5 debuffs, minor status effects, and/or moderate negative status effects from sources below Level 99, Light, 100,000 MP
Decapitating Strike- 159,000 Damage, inflicts Wounded, 60% inflicts Instant Death, Physical, 100,000 MP
Enhancements-
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


*Glenda Winters- (Pet, Human, Ice & Darkness, Lv. 73, 2,500,000,000 Gold)
HP- 3,650,000
MP- 3,650,000
STR- 23,900
AGI- 23,900
CON- 23,900
MIN- 23,900
SPI- 23,900
XP- X
XP Needed- X
Minimum Level- 1
Defense- 7,600
Defense against Stat Damage- 2,250
Critical Chance- 66%
Resilience- 66%
To Hit- 166%
Dodge- 66%
Resistances and Immunities- 146% Minor Status Effect Resistance, 73% Moderate Status Effect Resistance, 15% Major Status Effect Resistance, Instant Death Immunity
Prime Attribute- Strength
Constant Effects-
Magical Girl's Detransformed Self- The two versions of this item are enhanced differently and count differently for effects that are applied to them, This item may not be in the same thread as *Mystical Shinigami-Girl Glenda-Chan at the same time, This item shares experience with *Mystical Shinigami-Girl Glenda-Chan and the two items level up together, with this item being permenantly 7 Levels lower, Item Effect
Indexed Effects-
Pretty Moon-Flower Hair Ornament- Possessor gains +150 SPI, Constant Effect
Joined the Track Team and Immediately Became Its Best Member- Possessor's turn-order-determining stat sum is increased by 21,400 for turn-order-determining purposes, Constant Effect
Abilities-
Cook- Creates 1 Meal Token, which sits on either caster, caster's controller, or one of caster's unique allies, this Meal Token may be consumed at the start of any round to Heal 2,800,000 HP, 2,800,000 MP, and 26,000 Stat Points to all stats, with said Healing being Flat Water & Earth element Healing, a max of 3,000,000 Meal Tokens may be created by caster at any one time, Water & Earth, 200 MP
Exercise- +4,300,000 HP, +20,000 STR, +20,000 CON, +20,000 AGI, stacks 5 times, Physical & Earth, 150 MP
Sweep Furiously- Removes up to 20 effects attached to up to 3 Zones, Terrains, or Phantom Terrains that come from sources equal to or below Level 71, Air & Physical, 150 MP
Indexed Abilities-
Take a Nap- 465,000 Damage, Heals HP, Heals MP, cures Fatigued then inflicts Fatigued: Asleep, Cures caster of Fatigued: Asleep at the start of the round in 4 rounds, affects caster only, Air & Magic, 0 MP
Reluctantly Give Present- Takes an item from one willing target, gives said item to another willing target 1 or 2 rounds later at the start of the round, with said target being able to immediately equip said item or unequip one item and then equip said item in the vacated slot, Air & Fire, 300 MP
Sullenly Don Swimsuit- Caster gains 80% Water Resistance and Drowning Immunity, 5% fails to work, followed by caster gaining an action after this action that must be used to perform the ability 'Slap' against caster's controller if possible, if caster is not in a Zone of Water and the terrain or phantom terrain is not Beach or Ocean, Water, 100 MP
Henshin Sequence- Possessor becomes *Magical Shinigami-Girl Glenda-Chan and then is given an action, Mystic, 0 MP
Slap- 61,000 Damage, Target cannot inflict Charm, does not affect targets above level 73, this debuff may be given a duration where it lasts 10 rounds or it may be permanent, Physical, 0 MP
Study- +4,300,000 MP, +32,000 MIN, stacks 5 times, Psychic & Magic, 150 MP
Others-
1 Fame
Awards-
Involved in Saving Jorge the Everyhand in the Second Eggman Quest on Noix
Was Involved in the Partially-Temporally-Shattered Conflict Against Eggxodia on Noix

*Mystical Shinigami-Girl Glenda-Chan- (Pet, Human, Darkness & Mystic, Lv. 80, 2,500,000,000 Gold)
HP- 10,375,000
MP- 10,375,000
STR- 125,050
AGI- 123,950
CON- 124,200
MIN- 123,625
SPI- 126,300
XP- 4,717,500
XP Needed- Max Level Reached (Standard Multiplier x3)
Minimum Level- 8
Defense- 48,000, +480,000 against Darkness, +480,000 against Light, +480,000 against Warding, +480,000 against Moon
Defense against Stat Damage- 21,040
Critical Chance- 129%
Resilience- 114%
To Hit- 214%
Dodge- 129%
Resistances and Immunities- Mystic Immunity, Light Immunity, Darkness Immunity, 90% Demon Resistance, 90% Undead Resistance, 90% Magic Being Resistance, 90% Monster Resistance, 90% Darkspawn Resistance, 50% Arch-Demon Resistance, 50% Outer Terror Resistance, 380% Minor Status Effect Resistance, 140% Moderate Status Effect Resistance, 60% Major Status Effect Resistance, Confusion Immunity, Instant Death Immunity
Prime Attribute- Strength or Spirit
Constant Effects-
Fog-Shrouded- Possessor gains +90,000 to all stats, Possessor gains +155% Dodge, Possessor counts as wearing Fog Boots, Possessor's controller must be wearing Fog Boots or possessor leaves the thread immediately, being afflicted with Vanished if unable to leave normally, Possessor may create a Phantom Terrain that is Fogsea at the start of battle, Possessor may create a Zone of Fogsea at the start of battle, Constant Effect
Emissary of Death- Possessor is Immune to individuals below Level 60, Possessor's Instant Death infliction chances are increased by 10%, Constant Effect
Slaying Scythe- Possessor gains +125% Critical, Possessor's abilities' Damage values are increased by 175,000 points, Possessor's Instant Death infliction chances are increased by 5%, Constant Effect
Death Comes Swiftly- Possessor gains +140,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, Constant Effect
Unavoidable- Possessor may not be Dodged by individuals below Level 85, Constant Effect
Finality- Individuals killed by possessor may not be resurrected by sources below Level 90, Constant Effect
Magical Girl's Transformed Self- The two versions of this item are enhanced differently and count differently for effects that are applied to them, This item may not be in the same thread as *Glenda Winters at the same time, This item shares experience with *Glenda Winters and the two items level up together, with *Glenda Winters being permanently 7 levels lower than this item, Item Effect
Abilities-
Moon-and-Spirit-Drinking Scythe- 144,000 Damage, inflicts HP Drain, MP Drain, and an amount of SPI Drain equal to 1/10 the HP Drain that would be dealt before Defense is factored in, Mystic or Physical or Physical & Magic or Physical & Light or Physical & Darkness, 0 MP
Reaping Blow- 165,000 Damage, 60% inflicts Instant Death, Inflicts Instant Death on non-unique targets below Level 80, inflicts Instant Death on targets below Level 60, Mystic or Darkness & Physical, 0 MP
Spiritual Restoration- 680,000 Damage, Inflicts Mind Restore, Stat Boost, and Mana Overdrive, Deals MP Damage, Heals MP, Magic, 0 MP
Expunge- 148,000 Damage, All debuffs and negative status effects inflicted by targets below Level 99 who are killed by this move are removed, Target may not be resurrected by sources below Level 99 if killed by this action, Mystic or Light or Darkness or Void, 5,000 MP
Core-Vanishing Strike- 33,000 CON Damage, 33,000 SPI Damage, inflicts Stat Drain: CON Drain, inflicts Stat Drain: SPI Drain, individuals killed by this action may not be resurrected by sources below Level 99, Mystic or Void, 60,000 MP
Fire of the Roorlong- 109,000 Damage, 275% inflicts Burning, 275% may inflict Voidstruck, 270% inflicts Manablasted: Mystic Overload, 270% inflicts Manablasted: Mystic Devestation, this ability re-casts itself 8 rounds after being cast if not cast again before that time, with this generating a new action instead of repeating an action, Targets dealt Damage by this action may not summon Undead or cast Necromancy spells, Targets killed by this action may not be resurrected by individuals below Level 99, 1 hit against 77,000,000, Fire & Ice & Mystic & Light & Darkness, 50% max MP
Glorious Overcrash: Invisible World- All individuals in battle who are wearing Fog Boots gain +200% To Hit, individuals in battle who are wearing Fog Boots gain +200% Dodge, Individuals who are wearing Fog Boots are immune to non-unique individuals below Level 80, The spells and abilities of individuals wearing Fog Boots cost 3,000,000 less MP, No zones, terrains, or phantom terrains that come from sources below Level 99 have any effect attached to them unless said effect is created by caster, The offensive actions conducted by wearers of Fog Boots gain '75% inflicts Instant Death' against non-unique individuals below Level 99 who are not wearing Fog Boots, Creates a Zone of Fogsea, this ability's duration may not be extended by sources below Level 80, lasts 5 rounds, Mystic, 1 MP, Reduces user's MP to 0 for remainder of thread and prevents user's MP from increasing above 0 for the remainder of thread, May not be used if possessor has 0 MP
Glorious Overcrash: Reaper's Verdict- Caster and caster's allies gain '100% inflicts Instant Death' for 3 rounds, Caster immediately gains 2 actions, This buff may not be extended or replicated, Mystic, 1 MP, Reduces user's MP to 0 for remainder of thread and prevents user's MP from increasing above 0 for the remainder of thread, May not be used if possessor has 0 MP
Indexed Abilities-
Hunter's Leap- Caster deals full damage to the back row, Darkness & Air, 0 MP
Alter Weakness- Changes target's Weakness to any one Base element to any other Base element (or Mystic) that it does not Resist, is not Immune to, does not Reflect, and does not Absorb, Mystic, 10,000 MP
Steely Glare- Target cannot inflict minor or moderate status effects, does not affect targets above Level 79, Ice & Air, 2,000 MP
Detransform- Possessor becomes *Glenda Winters and then gains an action, Mystic, 0 MP
Mystic Infusion- Willing target's actions and attacks become solely Mystic element, Said willing target gains a seperate buff that is non-stacking that makes Mystic spells cost 400,000 less MP for it to cast, Said willing target is also afflicted with Mana Overdrive, Mystic, 5,000 MP
Seeking Orb- 950,000 Flat Damage, Mystic, 10,000 MP
Forbid- Caster chooses one of target's known abilities, target takes 1,600,000 Flat Mystic element damage each time target uses said ability, to a max of 12 times per round, does not stack on the same ability but may stack across 24 different abilities, Mystic or Law, 40,000 MP
Mystic Sealing Circle- 124,816 Damage, 250% Inflicts Awestruck: Sealed or Voidstruck: Bound, Demon and Arch-Demon targets below Level 99 have a 50% chance of being forced to skip their next action as a non-stacking debuff that effects a single target a max of 5 times per thread, Light & Mystic or Darkness & Mystic, 35,000 MP
Inverted Violet Moon Kick- 151,000 Damage, 300% inflicts Fatigued: Stun, 300% inflicts Impaired: Slow, 80% Caster gains an action immediately after this action up to 5 times per round that must be either used to use the ability 'Upright Moonlight Kick' or be passed, Moon or Darkness & Mystic & Physical, 11,000 MP
Upright Moonlight Kick- 151,000 Damage, 300% inflicts Fatigued: Stun, 300% inflicts Impaired: Slow, 80% Caster gains an action immediately after this action up to 5 times per round that must be either used to use the ability 'Inverted Violet Moon Kick' or be passed, Moon or Light & Mystic & Physical, 11,000 MP
Blinking Dodge- +160% Dodge against further attacks coming from the same attack action, May only be used as a counter to the first hit of a multi-hit attack which, unlike other counters, occurs after the first hit instead of after the entire attack, Mystic & Air, 2,000 MP
Condemn- All damage values dealt to target are increased by 190,000, to a max of 200 such values per round, does not stack, Mystic & Light or Mystic & Darkness, 30,000 MP
Frozen Moon's Midnight- 54,000 Damage, inflicts Frozen, inflicts Paralyzed, 250% may inflict Voidstruck, 1 hit against 40,000, Ice & Mystic, 20,000 MP
Scythe Wind- 75,000 Damage, 75% inflicts Instant Death on targets below Level 99, 250% inflicts Wounded: Maimed, 2 hits against 6,000,000, Physical or Darkness or Fate or Air or Physical & Air or Physical & Darkness or Physical & Fate or Darkness & Fate or Physical & Darkness & Fate, 500,000 MP
Others-
2 Fame
Awards-
Involved in Saving Jorge the Everyhand in the Second Eggman Quest on Noix
Was Involved in the Partially-Temporally-Shattered Conflict Against Eggxodia on Noix
'Baked the Key'
Geddoe (Geddoe42)
Level 79
Archangel, Light
HP- 3,712,750 4,578,000
MP- 3,590,700 3,730,250
STR: 3,990 With Ayame 21,790
AGI: 10,310 With Ayame 28,310
CON: 10,310 With Ayame 28,310
MIN: 13,420 With Ayame 31,220
SPI: 36,990 With Ayame 55,090




* You can find many quests in The Endless Desert
* Anathema will likely be your foe at some juncture
* Item gambling at Walrusfest this year will be a source of great sorrow if you bet anything of note
* Hazzmik, Drahalk, a blue-haired succubus, and a six-armed man emerge from a column of shadows to face you and your allies
* THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC THE ENIGMATIC PYTHON IS ENIGMATIC

* Your chemistry with Ayame is good
* You will also find other attractive women on your journies, so think carefully before starting a relationship with Ayame


*The treasure of Marshee Wood lies beneath the tallest white oak.
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Aeromage
Arena Lieutenant
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Pathaky wrote:Name: Roy Selim
Level: 79
Type(s): Devil
Element(s): Blood

Weapons:

--Enigmatic Murderforce- (Weapon, Force, Atomic & Knowledge & Aether, 133,500,000 Gold) +113,500 Melee Attack, +113,500 Ranged Attack, +113,500 Magical Attack, +113,500 MIN, Wielder's 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions may use Mind as their Prime Attribute, 15% inflicts Instant Death, Wielder may target lower-Level individuals below Level 70 in other battlespaces with offensive actions, and, if wielder chooses to do so, wielder becomes targetable by opponents in other battlespaces who possess a greater MIN than wielder, Wielder must be Level 40 or greater and must possesses either 15 Base MIN or the ability 'Adept Force Training'

--Chaos Butterfly Force- (Weapon, Force, Chaos, 28,000,000 Gold) +28,000 Magical Attack, +25,000 to all stats, Once per round, wielder may, as a counter to one of wielder's actions, conduct a Magical Attack action that may target any one individual that a Magical Attack action made by wielder could normally target, with said action not being able to affect other targets, with this effect not stacking across multiple copies of this item and not being able to trigger off of an action of possessor's that is a counter, May only be equipped by individuals above Level 36

--Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0
w/Crimson Nova- This wielder's attacks may gain '1 hit against 60,000' and gain the elements Fire and Magic, This item's wielder gains +30,000 to all stats, this item provides +30,000 additional Melee Attack, +30,000 additional Ranged Attack, and +30,000 additional Magical Attack, Enchantment

Armor:

--*Blood Miko's Robe- (Accessory Aspect: Blood Gate Torii, Robe, Blood, X Gold) +300,000 Defense, +300,000 SPI, +3,000 unmodified SPI if wielder is Blood element, Wielder becomes solely Blood element, Spirit Magic spells cost wielder 300,000 less MP to cast, Wielder's actions that involve Spirit Magic spells gain 'May deal HP Drain instead of HP Damage' and 'May deal MP Drain instead of MP Damage, 40% Blood Resistance, Wearer may convert any Water element Damage or Darkness element Damage from any source below Level 61 into solely Blood element Damage, Wearer may treat Dark Magic spells as Spirit Magic spells, +2 Base SPI

Accessories:
--Star of Ruin- (Accessory, Crystal, Darkness & Destruction, 15,500,000 Gold) +15,000 Magical Attack, +15,000 to all stats, 10% Destruction Resistance, Wearer's per-item Magical Attack bonus becomes 2x the relevant stat
--*Crown of the Dark Chosen- (Accessory Aspect- Dark Chosen Regalia, Crown, Darkness & Universe, X Gold) +86,500 Magical Attack, +86,500 Defense, +86,500 Defense Against Darkness, +86,500 to all stats, +865,000 HP as a non-stacking bonus, +865,000 MP as a non-stacking bonus, 60% Darkness Resistance, Wielder's 'Magical Attack' actions gain '118% Critical', Wielder gains 118% Dodge against Darkness element attacks, 150% Hexed Resistance, 150% Impaired Resistance, Entities below Level 60 may not inflict Darkness element debuffs on wielder, Wielder gains an additional action each round if wielder is an Darkness element Chosen, Wielder is Immune to sources below Level 20
--*Master Mausley's Arrow-Devouring Sky Sphere- (Accessory, Magic Item, Air & Darkness & War, 2,000,000 Gold) Wielder's half-damage multiplier on damage taken while in the back rank is changed to a one-fourth damage multiplier against opponents who are in the back rank of their row-formations, with this benefit not stopping things that ignore the normal half-damage multiplier
--Devil King's Crown- (Accessory, Crown, Glory & Darkness & Fire, 200,000,000 Gold) +200,000 to all stats, +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wearer controls the actions of lower-Level Devils below Level 80, Wearer must be a Devil and Level 40 or greater or must be Level 60 or greater
--Reaper's Hourglass- (Accessory, Trinket, Darkness & Fate, 94,242,564 Gold) +90,000 Magical Attack, 30% Darkness Resistance, 30% Time Resistance, 30% Fate Resistance, 30% inflicts Instant Death, Wielder must be Level 40 or greater

Blood-Slot:
--*Blood Gate Torii- (Accessory Aspect: Blood Gate Torii, Magic Item, Blood, X Gold) +300,000 Magical Attack, +300,000 MIN, +300,000 SPI, SPI becomes wielder's HP-determining stat, 120% Resilience, Wielder's actions may become solely Blood element, Wielder may treat Blood as a base element, Damage dealt by wielder may become solely Blood element, Wielder may make any Spirit Magic spells equipped by wielder solely Blood element at the start of any round, Wielder may make any Spirit summoned by wielder, when summoned, gain +5,000 to all stats as a modification of its natural stats, to have its name gain 'Blood-Gate' at the beginning, naturally, to naturally Absorb Blood, and to naturally become solely Blood element. Wielder constantly counts as possessing 61 Black Spiritual Marks.

Spells:

Base Slots:
--Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
--Moon Arcana- (Spell, Arcanist Magic, Darkness & Magic, 180,000 MP, 180,000,000 Gold) Inflicts three random minor or moderate negative status effects on up to 5 chosen targets, Caster obtains +18,000 MIN as a non-stacking buff, Caster must be Level 40 or greater
--Judgment Arcana- (Spell, Arcanist Magic, Fate & Glory, 200,000 MP, 200,000,000 Gold) +200,000 Magical Attack, 1 hit against all opposing targets, Caster must be Level 40 or greater
Blood Magic Slots:
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Warlock Slots:
--*Dark Bolt- (Spell Aspect- Dark Chosen Regalia, Dark Magic, 0 MP, Darkness, X Gold) +86,500 Magical Attack, +86,500 Ranged Attack, this spell provides an additional +86,500 Magical Attack and Ranged Attack against Light-element targets that is uncapped, 218% Inflicts Voidstruck, 100% Inflicts Confusion: Depression, instances of Voidstruck inflicted by wielder may not (be cured or automatically recovered from) by sources below Level 60, instances of Voidstruck inflicted by wielder deal 865,000 additional Damage, instances of Voidstruck inflicted by wielder deal 8,650,000 additional Damage to bosses, Wielder's offensive actions may inflict (an instance of Smitten that deals Darkness element Damage) on sources below Level 40
--Deathfog (2)- (Spell, Dark Magic, Earth & Air & Darkness, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Darkness and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual below Level 80 who is lower Level than its caster who dies while in to have its corpse replaced with an Undead summon of said effect's creator's choice that is below Level 60, that is not more than 40 Levels lower than the entity whose corpse it is replacing, and normally fightable for drops on the Enemy List, Caster must be Level 40 or greater and must possess the ability 'Adept Dark Magic Attunement' or the ability 'Adept Necromancy Attunement'
--Diabolical Tragedy- (Spell, Dark Magic, Darkness, 66,666 MP, 13,500,000 Gold) +13,100 Magical Attack, May deal no damage, May inflict any minor status effect, Burning, Wounded: Maimed, or Voidstruck, on up to 5 targets that are non-unique and below Level 60, May remove up to 2 buffs from sources below Level 60 from up to 10 different targets, may inflict 1 hit against 20 if all targets are below Level 40, 120% Fails to work as a Malevolent Backlash Effect and inflicts Hexed and Instant Death on caster instead if caster does not possess the ability Demonologist, Puppet Master, Warlock, or Pactmaker
--Disaster Cascade- (Spell, Dark Magic, Darkness & Electrical & Earth, 160,000 MP, 160,000,000 Gold) +160,000 Magical Attack, 16,000 Stat Damage to each stat, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster, Caster must be Level 40 or greater
--Dystopian Spell: Manifest the Blood Sea- (Spell, Dark Magic, Darkness & Blood & Water, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Water & Blood & Darkness that may not be removed by sources below Level 80 that has a non-stacking effect attached to it that has a 100% chance of inflicting Poison or Disease on each Aquatic in it that is not also a Horror or Bio-Horror at the start of each round, that has a non-stacking effect attached to it that has a 50% chance of inflicting Confusion: Depression on each Human, Humanoid, or Fae in it that is not also a Horror at the start of each round, and that has a non-stacking effect attached to it that makes individuals in it unable to obtain buffs from sources below Level 60 that grant their possessors the element Hope, this spell requires 9 actions of charge-up to cast, this spell cannot be cast if any of caster's opponents are Level 60 or greater or are Hope element, Caster must be Level 40 or greater and must possess an ability from a spell-based class that is Adept-tier or greater, This spell has RP effects
--Foul Luck- (Spell, Dark Magic, Darkness & Magic, 4,000 MP, 4,000,000 Gold) -15% To Hit, -15% Dodge, -15% Resilience, -15% Critical, does not stack, penalties from this effect cannot stack with other debuffs for a total of more than -80% to any of the values reduced
--Great Devil's Curse- (Spell, Dark Magic, Darkness & Fire, 150,000 MP, 150,000,000 Gold) +150,000 Magical Attack, 100% inflicts Voidstruck, 200% inflicts an instance of Hexed that has no natural per-round recovery chance, target obtains -5,000 to all stats as a non-stacking debuff, Caster must be Level 40 or greater
--Miasma of the Evil Land- (Spell, Dark Magic, Earth & Air & Darkness, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Darkness and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is not a summon of its creator that is in it to have a 30% chance of being afflicted with Venom at the start of each round and that also summons 1 Monster, Horror, Devil, Demon, or Darkspawn that is below Level 60 and normally fightable on the Enemy List for drops at the start of each round, Max 20,000 summoned, Caster must be Level 30 or greater and must possess the ability 'Adept Dark Magic Attunement'

Blood Magic Slots:
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Blood Slots:
--Sanguine Emperor's Dominion- (Spell, Necromancy, Blood, 1,500,000 MP, 115,000,000 Gold) +115,000 Melee Attack, +115,000 Magical Attack, Deals HP Drain, 60% inflicts Charm, 5% inflicts Dominion, this action may deal 1/2 Damage and gain '1 hit against 500,000,000', Caster must be Level 40 or greater
--Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater
--Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
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Torment Slots:
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Consumables:
*Box Containing The Lost Potential Fates of Vasranagos (Consumable, Enchanted Item, Fire & Fate, 1 Charge, X Gold) This consumable may not be replicated or have its charges preserved, has RP Effects

Devout Worshipper of Madame Misfortune

-Benefits-
Bearer of Misfortune- Possessor's opponents gain -(Possessor Level / 5, rounded down)% Critical, -(Possessor Level / 5, rounded down)% Dodge, -(Possessor Level / 5, rounded down)% Resilience, and -(Possessor Level / 5, rounded down)% To Hit as non-stacking penalties, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune
Cost: Automatically Obtained Upon Meeting Prerequisites

Ally of Ill Fortune- If possessor is Level 5 or greater, possessor Reflects Hexed: Ill Fortune, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune, Level 5
Cost: Automatically Obtained Upon Meeting Prerequisites

Spiteful Denial- If possessor is Level 15 or greater, possessor's death does not provide possessor's killers with XP under normal circumstances as an RP power, Worshipper Benefit
Requires: Devout Worshipper of Madame Misfortune, Level 15
Cost: Automatically Obtained Upon Meeting Prerequisites


Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive or Mental Overdrive or Physical Overdrive
Metacombine

Architect
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

Botanist:
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle

Channeler:
Can Sense When Twin Sibling Is In Danger- (Passive Ability, Channeler) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which an individual conducts an offensive actions that targets an ally of possessor with the ability 'Can Sense When Twin Sibling Is In Danger', Has RP effects

Chosen One:
Basic Chosen One Knowledge- (Passive Ability, Chosen One) Possessor's artifact aspect pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor's Chosen allies gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats, Possessor gains +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats if possessor is a Chosen

Controller:
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense

Deathless One:
Vampire- (Passive Ability, Deathless One) If possessor is Undead, quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points

Deity Effect:
Half-Divine- (Passive Ability, Deity Effect) Possessor gains +500 to all unmodified stats

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 Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Can See Concepts Through Right Eye- (Passive Ability, Diviner) Possessor gains +2% To Hit against Manifests
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
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
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 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
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

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

Enslaver:
Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped

Gatekeeper:
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Formshift: Outsider- (Stance Ability, Gatekeeper) Possessor's subtype becomes Outsider
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Murmering, Mind-Slaving Void-Ink Blood- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, whenever an individual deals Damage to possessor, possessor gains a 15% chance of inflicting Dominion on that individual and possessor's Blood or Void element actions gain '15% inflicts Dominion'
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time

Heavenly Protector:
Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel

Illusionist:
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor

Seakeeper
Fish-Scale-Covered Head- (Passive Ability, Seakeeper) Possessor gains +20 Defense

Transmuter
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied


Other: Count of Blood
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood 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 Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 5% Blood Resistance
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood 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 Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, 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 Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Exsanguinate- (Technique Ability, Other: Count of Blood) Possessor may use 'Exsanguinate' in conjunction with an 'Overdrive' action so long as possessor is Blood element and no other technique is used. Said action, if targetting an individual below Level 40 that is not immune to either Moderate status effects or Wounded: Bleeding, gains +2,000 Magical Attack, deals double damage (to a max of 50,000,000 additional damage) and gives its target Wounded: Bleeding Immunity
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 10% Blood Resistance
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Murder- (Passive Ability, Other: Count of Blood) Individuals below Level 40 who are killed by Blood-element Damage with possessor as a source may not be resurrected by individuals below Level 40
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Regenerative Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
X-Bleed- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round to individuals below Level 60
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Pactmaker:
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

Puppet Master:
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense

Other: Reality Arranger
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element

Shrine Maiden:
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Shrine Maiden- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +380 additional Magical Attack, have a 50% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 1,500 more HP, 100 more to each stat, and stay for 5 rounds longer, plus an additional +15 additional Magical Attack per possessor level
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Malice- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that inflict negative status effects on targets and involve Spirit Magic
Spirit that Shines with Rage- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that deal damage to targets and involve Spirit Magic
Spirit that Shines with Spite- (Passive Ability, Shrine Maiden) Possessor gains a Black Spiritual Mark after performing at least 10 offensive actions that debuff targets and involve Spirit Magic

Skykeeper:
Aerial Training I- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +20 to all stats
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bird Beak- (Passive Ability, Skykeeper) If possessor is an Aerial, possessor gains +2 Melee Attack
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
Good at Training Birds to Talk- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons have their Abilities cost 50 less MP and cannot have their actions pre-emptively countered by individuals below Level 10

Summoner:
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Ongoing Ritual of Dark Summon Empowerment- (Stance Ability, Summoner) If possessor is Darkness element, possessor's summons, when summoned, may obtain a buff that provides +(50 * possessor Level) to all stats and gives them the element Darkness
Opening the Black Gate- (Passive Ability, Summoner) Whenever possessor casts a Dark Magic spell as part of an action, to a max of once per round, possessor may also cast a Summoner Magic spell (even if it could not normally be cast as part of said action) that solely summons, with said action summoning said summons as an effect separate from its standard hits

Other: Torment Master
Adept Agony Synchronization- (Passive Ability, Other: Torment Master) Amounts of Agony element Damage possessor deals are increased by 10,000 points, Agony 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 Agony element Spells, and may not be converted into other types of slots by individuals below Level 100
Agony Manipulation- (Passive Ability, Other: Torment Master) Possessor may choose one of the following at the beginning of each round if Agony element: Create a Zone of Agony, Remove a Zone of Agony created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Agony by either possessor or a source below Level 20, Add Agony 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 Agony element on a Agony element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Agony, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Agony, 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 Agony element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Agony to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Agony, 5% Agony Resistance, or +50 Defense against Agony and 1% Agony Resistance until the end of the round as a non-stacking buff
Apprentice Agony Synchronization- (Passive Ability, Torment Master) Possessor gains +50 to all stats for each Agony element item equipped, Possessor's Agony element pets and summons gain +250 to all stats
Apprentice Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +500 Defense against Agony
Basic Agony Synchronization- (Passive Ability, Other: Torment Master) Possessor gains +25 to all stats if Agony element
Basic Defenses Against Agony- (Passive Ability, Other: Torment Master) Possessor gains +50 Defense against Agony
Basic Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 50 points
Control of Agony- (Passive Ability, Other: Torment Master) Possessor has a 20% chance of being able to cancel the actions of Agony element individuals below Level 20, with things that would occur before and after said actions still occurring
Granted Endless Suffering- (Passive Ability, Other: Torment Master) If possessor is Agony element, at the start of each round, possessor may choose to be afflicted with Pain, and possessor possesses no per-round auto-recovery chance from Pain
Has Embraced Pain- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor suffers no negative effects from the status effect Pain (but not its sub-status effects)
Improved Weaponization of Agony- (Passive Ability, Other: Torment Master) Quantities of Agony element Damage dealt by possessor are increased by 5,000 points
Meditative Assumption of Agony- (Passive Ability, Other: Torment Master) Possessor may choose, at the beginning of a thread, to become solely Agony element
Surrounded By Lashing Razor-Wire- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor is targeted with an action by another individual, possessor deals 150,000 Flat Agony element Damage to said individual, with said Damage having a 50% chance of inflicting Pain
Torment Master- (Passive Ability, Other: Torment Master) Possessor ignores (1 * (Possessor Level/5), rounded down)% Agony Resistance, Possessor ignores Agony Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Twisted, Broken Body- (Passive Ability, Other: Torment Master) If possessor is Agony element, whenever possessor conducts an action, possessor may, at the beginning of said action, be afflicted with Pain
Wings of Flensed Flesh- (Passive Ability, Other: Torment Master) If possessor is Agony element, possessor gains +200 AGI, 15% Earth Resistance, and 30% Dodge

Temporal Primarch
Basic Defenses Against Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +50 Defense against Time
Unaging- (Passive Ability, Other: Temporal Primarch) Possessor gains Fatigued: Elderly Immunity


Transmuter:
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance

Warlock:
Adept Dark Magic Attunement- (Passive Ability, Warlock) Dark Magic spells cost possessor 10,000 less MP to cast, Dark Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Dark Magic Spells, and may not be converted into other types of slots by individuals below Level 100

Apply Curse- (Active Ability, Warlock) Possessor may spend an action to give a copy of any ability from possessor's List of Applicable Curses to any PC target of lower Level, This may affect non-PCs in RP threads

Applicable Curses--
Coated In Horrible Black Lightning- (Passive Ability, Curse) Possessor is inflicted with Confusion: Berserk at the beginning of every round, Possessor is inflicted with Pain at the beginning of every round. If Possessor is inflicted with Pain and Confusion: Berserk, Possessor has a 20% chance of skipping every action, takes 250,000 flat Darkness & Agony element Damage at the start of every round, and gains -200 to all stats at the start of every round, to a max of -10,000 to all stats. This curse naturally wears off upon the death of the individual possessing it.
Curse of the Horrid Bleeding Goat Head- (Passive Ability, Curse) -550 SPI, -530 MIN, Possessor is afflicted with Hexed at the start of every round, Possessor loses any Hexed immunity if below Level 20
Curse of Gnarled Brains- (Passive Ability, Curse) -500 MIN, Possessor is afflicted with Stat Drain: MIN Drain at the start of each round, Possessor obtains -20 MIN at the start of each round
Curse of Wooden Bones- (Passive Ability, Curse) -500 CON, Possessor gains 100% Fire Weakness
Curse of Splintered Flesh- (Passive Ability, Curse) -500 CON, Whenever possessor is dealt Damage, possessor is afflicted with Pain
Curse of Nettlesap Blood- (Passive Ability, Curse) -500 CON, Possessor is afflicted with Pain at the start of every round
Curse of the Miasmatic Land- (Passive Ability, Curse) At the start of each round, one of possessor's opponents (randomly chosen) may choose to attach a non-stacking (on the same zone or across zones) effect to a Zone, Terrain, or Phantom Terrain that possessor is in that causes each individual in said zone, terrain, or phantom terrain to have a 30% chance of being afflicted with Plague at the start of each round; this curse tends to be more automated and less opponent-based in RP threads

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Augment Curses: Haunting- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Haunted.
Augment Curses: Life-Syphoning- (Passive Ability, Warlock) Whenever possessor would inflict Hexed, possessor may choose for said instance of Hexed to gain 'Possessor is dealt 5,000 Flat Darkness element HP Drain at the start of each round with this status effect's source as its source'
Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Augment Curses: Painful- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Pain.
Augment Curses: Superior Unhealing- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor cannot be healed of HP or MP or regenerate HP or MP if possessor is lower-Level than this status effect's source'.
Augment Curses: Tiring- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Fatigued.
Augment Curses: Unhealing Wounds- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Wicked Wounds.
Augment Curses: Unlucky- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose for said instance of Hexed to gain 'Possessor obtains -5% To Hit, -5% Dodge, -5% Resilience, and -5% Critical and cannot be afflicted with Favored: Good Fortune'.
Augment Curses: Unrelenting- (Passive Ability, Warlock) Instances of Hexed with possessor as a source possessor no natural per-round auto-recover chance.
Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Augment Curses: Void Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Voidstruck.
Augment Curses: Weakening- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Stat Drain.
Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Black Blood- (Passive Ability, Warlock) Possessor’s natural per-round chance of recovering from Wounded increases by 15%.
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Can See Through the Eyes of Toads- (Passive Ability, Warlock) Possessor gains +5% To Hit, to a max of 155%, if possessor possesses at least one pet or summon that is an Aquatic.
Confounding Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion.
Creepy Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may gain 15% inflicts Confusion: Fear.
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Magic Attack Amplification (I)- (Passive Ability, Warlock) +40 Magical Attack to all Dark Magic spells that deal damage and are Darkness element
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Hag’s Toughness- (Passive Ability, Warlock) Possessor gains +300 CON and +6,000 HP.
Hag Talons- (Passive Ability, Warlock) +300 Melee Attack, Possessor’s Melee Attack actions gain 5% inflicts Wounded if no weapon that provides a bonus to Melee Attack is equipped.
Hexmeister- (Passive Ability, Warlock) Possessor's chances of inflicting Hexed are increased by 20%, Possessor suffers no negative effects from the status effect Hexed (but not its sub-status effects) if it comes from a source that is not 20 or more Levels greater than possessor, Instances of Hexed that possessor inflicts may gain one of '-2,000 STR as a non-stacking effect', '-2,000 AGI as a non-stacking effect', '-2,000 CON as a non-stacking effect', '-2,000 MIN as a non-stacking effect', or '-2,000 SPI as a non-stacking effect', Warlock abilities whose name includes 'Augment Curses' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
Horrid Spell- (Technique Ability, Warlock) Possessor may use Horrid Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains a 5% chance of inflicting Pain and a 5% chance of inflicting Hexed
Improved Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 25,000 additional points per action
Increased Potency of Taint- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence ability may place effects on Zones that were created by either individuals below Level 40 or individuals who are willing.
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Knowledge of Ill Omens- (Passive Ability, Warlock) Once per round, when possessor would inflict Hexed, possessor may instead inflict Hexed: Ill Fortune.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Life-Drain Proficiency- (Passive Ability, Warlock) Whenever possessor deals HP Drain as part of an action that involves the casting of a Dark Magic spell, possessor deals 5,000 additional points per action
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Magic-Empowering Cackle- (Passive Ability, Warlock) Possessor’s Dark Magic spells provide an additional +40 Magical Attack the round after possessor performs a ‘Cackle’ action.
Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Mind-Wrenching Cackle- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may deal 250 MIN Damage.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
My Black Magics Shine Above All Others- (Passive Ability, Warlock) Whenever possessor places a debuff on a target, possessor may remove one debuff that comes from a source of lower Level than possessor that is either below Level 40 or both Corruption element and below Level 60, Individuals below Level 60 may not make possessor's pets or Dark Magic summons Corruption element unless possessor permits such, Stat point reductions caused by debuffs from Corruption element sources below Level 60 reduce possessor's stats by 500 less points (or, if possessor is Hope element, 5,000 less points)
Pacts of Death- (Passive Ability, Warlock) All Undead summoned through Dark Magic get +800 HP and +450 damage to all Darkness element attacks as well as the spells that summon them costing 40 less MP
Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All Dark Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Wracking Spell- (Technique Ability, Warlock) Possessor may use Waracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting

Wind Duke:
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Affinity to Healing Via Air- (Passive Ability, Wind Duke) Whenever possessor obtains Air element HP Healing or MP Healing, said amount is increased by 500 points
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Command of Air- (Passive Ability, Wind Duke) Possessor's Air element pets and summons gain +50 to all stats
Basic Defenses Against Air- (Passive Ability, Wind Duke) Possessor gains +50 Defense against Air

Wizard:
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
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 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: Hemotheurge:
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Draining Magic- (Passive Ability, Other: Hemotheurge) Any spell cast by possessor may gain 'Deals HP Drain'
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Essence Hemorrhaging Magics- (Passive Ability, Hemotheurge) Whenever possessor deals HP Damage with an attack that involves the casting of a Blood Magic spell, possessor may, up to once per attack, deal an equal amount of MP Damage; Possessor may choose for instances of Wounded: Bleeding possessor inflicts to deal quantities of MP Damage equal to the quantities of HP Damage they deal, with said choice being made once at the time of said effects' application
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack
Sanguinating Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may obtain a buff that causes possessor to regenerate 500 HP per round, with said buff stacking 20 times both on its possessor and in terms of its effects
Weakening Blood Sacrifice- (Passive Ability, Other: Hemotheurge) If possessor kills an individual with an action that includes possessor using the Technique 'Blood Sacrifice', possessor may choose for all individuals on the side of battle that the individual killed was a member of to obtain a debuff that has a 30% chance of inflicting Stat Drain on its possessor at the start of each round, with said debuff stacking 5 times



Misc:
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
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 Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
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 Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weaponization of Water- (Passive Ability, Ocean Prince) Quantities of Water element damage dealt by possessor are increased by 50 points
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Can Play the Lute- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Lute' in its name equipped
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Elemental Breath: Acid- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Acid element Damage
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Bringer of Many Deaths- (Passive Ability, Slayer) Possessor gains +(100 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack while possessor is wielding a Deadly Item
Maleficus's Blessing- (Passive Ability, Blessing) Possessor Absorbs Evil against sources that are not 20 or more Levels greater than possessor, Possessor's actions may become solely Evil element, Damage dealt by possessor may become solely Evil element
Made A Deal With Bregamol- (Passive Ability, Blessing) Possessor gains +15 to possessor's unmodified stats, this ability may not be used in combos, this ability has other RP effects
Mind that Whispers Unnervingly to those Nearby- (Passive Ability, Doombringer) Possessor's opponents have a 5% chance of being afflicted with Confusion: Fear at the start of each round
Minor Acrobatics Practice- (Passive Ability, Monk) +15 AGI
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Squiggly Legs- (Passive Ability, Walker from Beyond) Possessor obtains +500 AGI if in a Zone of Chaos
Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

Curse:
Slowed Reaction Time Due To A Poor Circulatory System That Functions Even Worse In The Cold- (Passive Ability, Curse) Possessor obtains -200 AGI, Possessor obtains an additional -300 AGI while in a Zone of Ice
Somehow Managed to Offend the Union of Horses- (Passive Ability, Curse) Possessor may not enter Steed transformations and may not summon entities whose name includes 'Horse'


Essences:
Essence Algorithm: Angry Seacaptain- (Passive Ability, General) At the beginning of a thread, possessor may choose to become the subtype Human, to gain the base stats: STR 13, CON 13, AGI 12, MIN 10, SPI 12, and to be able to choose, if a monster on the enemy list exists named 'Angry Seacaptain', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Gargoyle Grenadier- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 12, CON 15, AGI 20, MIN 9, SPI 9, and to be able to choose, if a monster on the enemy list exists named 'Gargoyle Grenadier', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Eye Demon- (Passive Ability, Demonologist) At the beginning of a thread, possessor may choose to become the subtype Demon, to gain the base stats: STR 5, CON 5, AGI 20, MIN 10, SPI 30, and to be able to choose, if a monster on the enemy list exists named 'Eye Demon', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Dreggson's Lesser Cricket- (Passive Ability, Vermin Lord) At the beginning of a thread, possessor may choose to become the subtype Insect, to gain the base stats: STR 1, CON 1, AGI 2, MIN 1, SPI 1, and to be able to choose, if a monster on the enemy list exists named 'Dreggson's Lesser Cricket', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Aquatic Troll- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 20, CON 30, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Aquatic Troll', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
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Aeromage
Arena Lieutenant
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Joined: Wed May 27, 2020 10:54 pm
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Aeromage wrote:The Floating Isle of Volatilis (Aeromage)
Level 79
Large Structure, Magic
HP: 61,250
MP: 20,000
STR: 160 (2)
AGI: 555 (7)
CON: 2,450 (25)
MIN: 800 (10)
SPI: 1,555 (16)
XP- 500,000,000
Fame- 44
Gold- 3,000,000,000

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Fortify Body- (Stance Ability, Attack) User's base CON is added to user's chance of resisting minor status effects. 1/2 user's base CON is added to user's chance of resisting moderate status effects.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Metacombine- (Active Ability, Attack) User uses three consumables in one turn. Only two of these, which are randomly determined, activate. All three consumables still lose charges.

-Abjurer-
Abjurant Forcefield- (Stance Ability, Abjurer) Possessor gains +(100 * Possessor Level) Defense and (Possessor Level)% Resilience
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
Applied Item Ward: Thunderous Item Defense- (Active Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 15, Foes who unsuccessfully attempt to steal or break possessor's items take 5,000 Electrical element damage for each failed attempt, Possessor may only have one Applied Item Ward active at a time and may spend an action turning one on or off
Apprentice 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
Basic Defensive Magic Amplification Training- (Passive Ability, Abjurer) All Spell-caused buffs on possessor that raise Defense raise it by 10 more points
Basic Forcefield Creation- (Passive Ability, Abjurer) Possessor gains +100 Defense if possessor has any Abjuration spells equipped
Basic Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Essence of the Wholly Defensive Wall- (Stance Ability, Abjurer) +50 Defense per level, you may not take any offensive action
Focused Protection Magic Casting- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Protection Magic
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast

-Architect-
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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.
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

-Auramancer-
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Aura Strike- (Technique Ability, Auramancer) Possessor may use 'Aura Strike' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action if possessor has an Aura equipped and no other technique is used. Said action gains a 30% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'.
Baleful Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Hexed on its source at the end of said action
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Flashing Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Impaired on its source at the end of said action
Offensive Aura Extrusion- (Passive Ability, Auramancer) Whenever possessor conducts an attack while possessor has an Aura equipped, possessor may choose for said action to gain a 5% chance of inflicting any one minor status effect or sub-status effect that possessor could inflict on an individual at the end of an offensive action conducted by said individual that targets possessor that is provided by an Auramancer ability that possessor possesses whose name includes 'Aura'
Patterned Aura- (Passive Ability, Auramancer) Whenever possessor is targeted by an offensive action, if possessor has an Aura equipped, possessor has a 30% chance of inflicting Confusion on its source at the end of said action
Radiating Flashing Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Impaired on up to 15 targets
Radiating Patterned Aura- (Passive Ability, Auramancer) At the start of each round, if possessor has an Aura equipped, possessor may choose to have a 30% chance of inflicting Confusion on up to 15 targets
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

-Blessing-
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Stick-Resistant!- (Passive Ability, Blessing) Possessor gains 95% Paralysis: Sticky Resistance and is immune to Paralysis: Sticky when its affliction comes from a source below Level 20
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

-Captain-
Indiscriminate Bombing- (Passive Ability, Captain) Possessor's Vessel transformations' attacks may deal 50,000 additional Damage and have their targets randomized across all possible targets
Whirlpool-Avoiding Seacaptain- (Passive Ability, Captain) Possessor's Vessel transformations gain Drowining: Tide-Trapped Immunity and Immunity to Drowning (but not its sub-status effects)

-Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Assert Effect Ownership- (Active Ability, Channeler) Possessor may spend an action to become the source of a buff whose source is 10 Levels or lower than possessor and that is below Level 20
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic 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 Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Empathic Backlash- (Passive Ability, Channeler) Whenever possessor is dealt Damage, possessor may deal 500 Flat Psychic element Damage to the source of said Damage provided said source is below Level 40 and not more than 10 Levels greater than possessor
Basic Linkup Mastery- (Passive Ability, Channeler) Possessor gains +800 HP, +800 MP, and +80 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Supernatural Empathy- (Passive Ability, Channeler) Possessor counts as 1 Level higher, to a max of Level 30, for stat-scanning purposes as an effect that does not bypass 'Immune to Below Level X' effects
Basic Syphoning- (Passive Ability, Channeler) Whenever possessor deals HP Drain or MP Drain, said quantity is increased by 50 points
Basic Transferal of Good Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor negative status effect from a source below Level 20 that said ally is afflicted with that possessor is not afflicted with, with a 5% chance of curing this selected effect
Basic Transferal of Superior Health- (Passive Ability, Channeler) At the start of each round, possessor may select one ally and one minor positive status effect that said ally is not afflicted with that possessor is afflicted with, with a 5% chance of inflicting this selected effect
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Transfer Mastery of Stats- (Passive Ability, Channeler) Whenever possessor transfers stat points from on source to another, possessor may transfer an additional 100 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channeled Spell- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Cast a Spell' action so long as no other technique is used. Possessor may choose a willing ally and may cast up to one spell said ally has equipped as though possessor had said spell equipped as part of said action, with said spell only being able to be cast at points during said action when possessor could have cast said spell if possessor had said spell equipped, with said spell costing possessor double its natural MP cost to cast before other modifiers are accounted for.
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Channeling Casting I- (Passive Ability, Channeler) Channeling spells cost possessor 20 less MP to cast
Co-Opt Hostile Essence- (Active Ability, Channeler) Possessor may spend an action to become the source of a debuff whose source is 10 Levels or lower than possessor and that is below Level 20
Devour Buff- (Active Ability, Channeler) Possessor may spend an action to destroy a buff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said buff's source's Level) *1,000) MP
Devour Debuff- (Active Ability, Channeler) Possessor may spend an action to destroy a debuff whose source is 10 Levels or lower than possessor and that is below Level 20 and then regenerate ((Said debuff's source's Level) *1,000) MP
Empathic Healing Resonance- (Passive Ability, Channeler) Whenever possessor heals an ally's HP, possessor deals possessor 500 points of Flat Psychic or Light element HP Healing
Empathic Resonance: Depression- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Depression, possessor may choose to be afflicted with Confusion: Depression. Whenever possessor is afflicted with Confusion: Depression, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Depression
Empathic Resonance: Fear- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Fear, possessor may choose to be afflicted with Confusion: Fear. Whenever possessor is afflicted with Confusion: Fear, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Fear
Empathic Resonance: Hope- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: High Morale, possessor may choose to be afflicted with Invigorated: High Morale. Whenever possessor is afflicted with Invigorated: High Morale, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: High Morale
Empathic Resonance: Joy- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Invigorated: Zesty, possessor may choose to be afflicted with Invigorated: Zesty. Whenever possessor is afflicted with Invigorated: Zesty, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Invigorated: Zesty
Empathic Resonance: Love- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lovestruck, possessor may choose to be afflicted with Charm: Lovestruck. Whenever possessor is afflicted with Charm: Lovestruck, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lovestruck
Empathic Resonance: Lust- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Charm: Lust, possessor may choose to be afflicted with Charm: Lust. Whenever possessor is afflicted with Charm: Lust, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Charm: Lust
Empathic Resonance: Rage- (Passive Ability, Channeler) Whenever one of possessor's allies is afflicted with Confusion: Enraged or Confusion: Berserk, possessor may choose to be afflicted with Confusion: Enraged or Confusion: Berserk, Whenever possessor is afflicted with Confusion: Enraged or Confusion: Berserk, up to once per round, possessor may choose a target and have a 20% chance of afflicting said target with Confusion: Enraged or Confusion: Berserk
Empathy for Enemies- (Passive Ability, Channeler) Possessor's Channeler abilities whose name includes 'Empathic Resonance' that have triggers that activate when an ally is afflicted with a specific minor negative status effect may also trigger if an opponent is afflicted with such a status effect.
Guardian Imposition Force Aura- (Stance Ability, Channeler) Possessor may, when entring this Stance, choose a willing ally, said ally, for the duration that possessor is in this stance, uses possessor's Defense instead of its own against the attacks of Individuals below Level 20 who are lower Level than possessor
Improved Chain Casting Attunement- (Passive Ability, Channeler) Spells possessor casts through 'Basic Chain Casting Attunement' cost possessor 500 less MP to cast
Improved Linkup Mastery- (Passive Ability, Channeler) Possessor gains +1,000 HP, +1,000 MP, and +100 to all stats if possessor's HP, possessor's MP, or any of possessor's stats is linked to another individual's
Improved Magic Retention- (Passive Ability, Channeler) Spells cost possessor 100 less MP to cast
Improved Positive Status Channeling- (Passive Ability, Channeler) Possessor's chances of inflicting minor positive status effects through Channeler abilities are increased by 10%
Improved Supernatural Empathy- (Passive Ability, Channeler) Possessor gain +50 to all stats for each ally afflicted with one or more positive status effects, to a max of +500
Improved Transferal of Health- (Passive Ability, Channeler) Whenever possessor transfers HP from one source to another, possessor may transfer an additional 2,500 points
Improved Transferal of Mana- (Passive Ability, Channeler) Whenever possessor transfers MP from one source to another, possessor may transfer an additional 2,500 points
Mana-Drinker's Aura- (Stance Ability, Channeler) Possessor may deal up to 5,000 points of Flat MP Drain from up to 60 targets at the start of each round
Offensively Channel Spells- (Active Ability, Channeler) Possessor may use 'Channeled Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used.
Positive Status Anchoring- (Passive Ability, Channeler) If possessor is afflicted with a minor positive status effect and at least one of possessor's allies is afflicted with said same minor positive status effect, possessor possesses no natural per-round auto-loss chance for said status effect
Radiant Channeling: Augmented- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Augmented, possessor may choose to have a 30% chance of inflicting Augmented on up to 30 willing targets
Radiant Channeling: Elevated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Elevated, possessor may choose to have a 30% chance of inflicting Elevated on up to 30 willing targets
Radiant Channeling: Favored- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Favored, possessor may choose to have a 30% chance of inflicting Favored on up to 30 willing targets
Radiant Channeling: Fortified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Fortified, possessor may choose to have a 30% chance of inflicting Fortified on up to 30 willing targets
Radiant Channeling: Imbued- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Imbued, possessor may choose to have a 30% chance of inflicting Imbued on up to 30 willing targets
Radiant Channeling: Invigorated- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Invigorated, possessor may choose to have a 30% chance of inflicting Invigorated on up to 30 willing targets
Radiant Channeling: Mind Restore- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Mind Restore, possessor may choose to have a 30% chance of inflicting Mind Restore on up to 30 willing targets
Radiant Channeling: Purified- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Purified, possessor may choose to have a 30% chance of inflicting Purified on up to 30 willing targets
Radiant Channeling: Rejuvenation- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Rejuvenation, possessor may choose to have a 30% chance of inflicting Rejuvenation on up to 30 willing targets
Radiant Channeling: Stat Boost- (Passive Ability, Channeler) At the start of each round, if possessor is afflicted with Stat Boost, possessor may choose to have a 30% chance of inflicting Stat Boost on up to 30 willing targets
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Suction Spell- (Technique Ability, Channeler) Possessor may use 'Suction Spell' in conjunction with a 'Magical Attack' action so long as no other technique is involved and possessor casts a Channeling spell as part of said action. Quantities of HP Drain and MP Drain Dealt by said action are increased by 2,000 points
Voluntary Essence Handoff- (Active Ability, Channeler) Possessor may spend an action to make target willing ally the source of a buff that possessor is the source of instead of possessor

-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
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Candy Maker's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 200 points, Food consumables used by possessor that increase AGI or SPI increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Fell Grilling- (Technique Ability, Chef) Possessor may use 'Fell Grilling' in conjunction with a 'Serve Food' or 'Use an Item' action. Any Food item involved in said action becomes solely Darkness & Fire element for the duration of said action if non-unique and gains '+200 to the stats of Demons, Devils, and Daemons as a buff that stacks 3 times'
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
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

-Chronomancer-
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 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, 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's 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).
Delaying 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 places a non-stacking debuff on its targets that are below Level 40 that causes the next action that its possessor performs to be delayed 1 round.
Explorer of Time- (Passive Ability, Other: Temporal Primarch) Whenever possessor enters a battlespace thanks to a Time element action, possessor may scan the stats of up to 3 entities in said battlespace, Possessor gains +15,000 Defense against effects attached to Zones of Time
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 Magically Enhanced Speed- (Passive Ability, Other: Time Mage) Possessor's turn-order-determining stat sum is increased by 200 for turn-order-determining purposes
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.

-Clearance-
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 Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor's allies also gain drops from this battle, Possessor may create the item 'Ominous, Discarded Gallery Invitation' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop

-Commander-
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open

-Defender-
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Shieldmaster's Stance- (Stance Ability, Defender) +3 Defense per Defense granted to possessor by equipped Shields
Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation
Turtle's Shell- (Active Ability, Defender) This character may use Turtle Shell in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +140 Defense added to the result of the Defend action, and has both a 15% Water resistance and a 15% Ranged Attack resistance for the duration of the Defend action's results.

-Diviner-
Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Divining Attunement- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility
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
Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to examine target's stats
Detective's Perceptiveness- (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
Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bosses 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
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
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 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
Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 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
Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Limited Personal Precognition- (Passive Ability, Diviner) Possessor gains 2% Dodge
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Accusation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

-Friendship-
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Friend of Edwin Cloremontt- (Passive Ability, Friendship) Possessor gains +500 Defense if any of possessor's allies is named Edwin Cloremontt
Isle Leaders are Good Friends of Caelum "Cael" Aetherius- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum "Cael" Aetherius', Whenever possessor heals an individual named 'Caelum "Cael" Aetherius' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum "Cael" Aetherius'
Isle Leaders are Good Friends of Caelum Aetherius (Time Cloned Spirit Binder)- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Caelum Aetherius (Time Cloned Spirit Binder)', Whenever possessor heals an individual named 'Caelum Aetherius (Time Cloned Spirit Binder)' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Caelum Aetherius (Time Cloned Spirit Binder)'
Isle Leaders are Good Friends of Lady Rosaline Fabrice- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Lady Rosaline Fabrice', Whenever possessor heals an individual named 'Lady Rosaline Fabrice' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Lady Rosaline Fabrice'

-Geomancer-
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Abyss of Time - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Abyss of Time
Attuned to Terrain: Astral Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Astral Void
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Beach - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Beach
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Bubble Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Bubble Cosmos
Attuned to Terrain: Caverns - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Caverns
Attuned to Terrain: Cliffside - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cliffside
Attuned to Terrain: Cloudy Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Cloudy Sky
Attuned to Terrain: Conifer Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Conifer Forest
Attuned to Terrain: Cosmic Web - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Cosmic Web
Attuned to Terrain: Dark Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dark Forest
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Domain of Balance - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Domain of Balance
Attuned to Terrain: Dry Riverbed - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Dry Riverbed
Attuned to Terrain: Ethereal Mists - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Ethereal Mists
Attuned to Terrain: Extradimensional Arena - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Extradimensional Arena
Attuned to Terrain: Farmland - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Farmland
Attuned to Terrain: Forest - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Forest
Attuned to Terrain: Frozen Cosmos - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Frozen Cosmos
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Glacier - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Glacier
Attuned to Terrain: Hills - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Hills
Attuned to Terrain: Jungle - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Jungle
Attuned to Terrain: Lake - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Lake
Attuned to Terrain: Mage’s Sanctum - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mage’s Sanctum
Attuned to Terrain: Marsh - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Marsh
Attuned to Terrain: Mirror Realm - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Mirror Realm
Attuned to Terrain: Ocean - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Ocean
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Realm of Magic - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Realm of Magic
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Attuned to Terrain: Void of Endings - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Void of Endings
Attuned to Terrain: Wellspring of Life - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is Wellspring of Life
Attuned to Terrain: White Void - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is White Void
Attuned to Terrain: World Tree - (Passive Ability, Geomancer) Possessor gains +1,000 to all stats if the terrain or phantom terrain is World Tree
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
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
Establish Planar Phantom Terrain Links- (Passive Ability, Geomancer) Possessor gains +500 SPI
Expert Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Phantom Terrain Link Established: Abyss of Time- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Abyss of Time
Phantom Terrain Link Established: Astral Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Astral Void
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Beach- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Beach
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Bubble Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Bubble Cosmos
Phantom Terrain Link Established: Caverns- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Caverns
Phantom Terrain Link Established: Cliffside- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cliffside
Phantom Terrain Link Established: Cloudy Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cloudy Sky
Phantom Terrain Link Established: Conifer Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Conifer Forest
Phantom Terrain Link Established: Cosmic Web- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Cosmic Web
Phantom Terrain Link Established: Dark Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dark Forest
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Domain of Balance- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Domain of Balance
Phantom Terrain Link Established: Dry Riverbed- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Dry Riverbed
Phantom Terrain Link Established: Ethereal Mists- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ethereal Mists
Phantom Terrain Link Established: Extradimensional Arena- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Extradimensional Arena
Phantom Terrain Link Established: Farmland- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Farmland
Phantom Terrain Link Established: Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Forest
Phantom Terrain Link Established: Frozen Cosmos- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Cosmos
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Glacier- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Glacier
Phantom Terrain Link Established: Hills- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Hills
Phantom Terrain Link Established: Jungle- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Jungle
Phantom Terrain Link Established: Lake- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Lake
Phantom Terrain Link Established: Mage’s Sanctum- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mage’s Sanctum
Phantom Terrain Link Established: Marsh- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Marsh
Phantom Terrain Link Established: Mirror Realm- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mirror Realm
Phantom Terrain Link Established: Ocean- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Ocean
Phantom Terrain Link Established: Open Sky- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Realm of Magic- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Realm of Magic
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Phantom Terrain Link Established: Void of Endings- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Void of Endings
Phantom Terrain Link Established: Wellspring of Life- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Wellspring of Life
Phantom Terrain Link Established: White Void- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to White Void
Phantom Terrain Link Established: World Tree- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to World Tree
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Terrain Mastery- (Passive Ability, Geomancer) Abilities from the Geomancer class whose name includes 'Phantom Terrain Link Established', 'Attuned to Terrain', and 'Improved Terrain Attunement' cost possessor 1 less week (to a minimum of 1), 200,000 less Gold (to a minimum of 0), and 3 fewer Square Mile items of each type required (that are worth under 500,000,000 Gold each, to a minimum of 0), to learn from ability shops.

-Guardian-
Augmented Resistance of the Iron Vastness- (Passive Ability, Guardian) Possessor gains 5% Minor Status Effect Resistance
First Fortification of the Iron Vastness- (Passive Ability, Guardian) Possessor gains +50 CON and 5% Resilience
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

-Illusionist-
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Illusionary Photography- (Passive Ability, Illusionist) Possessor counts as 5 Levels higher for stat-scanning purposes, to a max of Level 60, if possessor's stats have not been scanned, Possessor's offensive actions may deal 500 MIN Damage if possessor has an item with 'Camera' in its name equipped, Has RP effects

-Infinity Designer-
Absorb Progress- (Passive Ability, Other: Infinity Designer) Possessor Absorbs Progress against sources below Level 20 if Level 20 or greater
Adept Progress Synchronization- (Passive Ability, Other: Infinity Designer) Amounts of Progress element Damage possessor deals are increased by 10,000 points, Progress 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 Progress element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress 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 Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense against Progress
Apprentice Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 5% Progress Resistance
Apprentice Progress Synchronization- (Passive Ability, Infinity Designer) Possessor gains +50 to all stats for each Progress element item equipped, Possessor's Progress element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +100 to all stats
Apprentice Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress
Basic Acceleration Within Progress's Dominion- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Progress
Basic Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element pets and summons gain +50 to all stats
Basic Defenses Against Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 Defense against Progress
Basic Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 1% Progress Resistance
Basic Progress Synchronization- (Passive Ability, Other: Infinity Designer) Possessor gains +25 to all stats if possessor is Progress element
Basic Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +10 to all stats
Basic Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +50 to all stats while in a Zone of Progress
Call Forth the Living Progress- (Active Ability, Other: Infinity Designer) Possessor may spend an action to summon 5 Elementals that are Progress element, are below Level 5, and are normally fightable for drops on the Enemy List, Max 20 summoned
Control of Progress- (Passive Ability, Other: Infinity Designer) Possessor has a 20% chance of being able to cancel the actions of Progress element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +500 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Detect Progress- (Passive Ability, Infinity Designer) Possessor gains +1% To Hit against Progress element targets
Elemental Attack-Conversion: Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Progress element and no other technique is used. Said action becomes solely the element Progress.
Elemental Invocation of Progress- (Technique Ability, Other: Infinity Designer) Possessor may use 'Elemental Invocation of Progress' in conjunction with an 'Elemental Attack' action so long as possessor is Progress element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor absorbs Damage that is Progress element Damage, Possessor may choose to deal 10,000 Flat Progress element Damage to up to 10 targets
Empowered By Progress- (Passive Ability, Infinity Designer) If possessor is Progress 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 Progress
Greater Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Progress- (Passive Ability, Other: Infinity Designer) Whenever possessor obtains Progress element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress 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 Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5,000 Defense against Progress
Improved Defenses that Utilize Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +2,000 Defense if possessor has any Progress-element items equipped that provide a Defense bonus
Improved Progress Resistance- (Passive Ability, Other: Infinity Designer) Possessor gains 10% Progress Resistance
Improved Understanding of the Heart of Progress- (Passive Ability, Other: Infinity Designer) Possessor's Progress element allies gain +250 to all stats
Improved Weaponization of Progress- (Passive Ability, Other: Infinity Designer) Quantities of Progress element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +1,000 to all stats while in a Zone of Progress
Improved Zonal Progress Empowerment- (Passive Ability, Other: Infinity Designer) Possessor gains +500 to all stats while in a Zone of Progress, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Progress
Infinite Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains the element Progress while in Infinity Designer stances
Infinity Designer- (Passive Ability, Other: Infinity Designer) Possessor ignores (1 * (Possessor Level/5), rounded down)% Progress Resistance, Possessor ignores Progress Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Meditative Assumption of Progress- (Passive Ability, Other: Infinity Designer) Possessor may choose, at the beginning of a thread, to become solely Progress element
Nonsynchronous Elemental Attack-Conversion: Progress- (Passive Ability, Other: Infinity Designer) Possessor may use the Technique 'Elemental Attack-Conversion: Progress' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Progress element.
Nourished By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Progress
Predict the Flow of Progress- (Passive Ability, Other: Infinity Designer) Possessor gains +5% Dodge against Progress element individuals
Progress Battle-Aura- (Stance Ability, Other: Infinity Designer) Possessor deals 10,000 Flat Progress element Damage to each opponent at the start of each round
Progress Body Form- (Stance Ability, Other: Infinity Designer) Possessor gains +200 Defense against Progress, Possessor gains 15% Progress Resistance, Possessor may deal 5,000 Flat Progress element Damage to any individual who conducts an offensive action that targets possessor
Progress Immunity- (Passive Ability, Other: Infinity Designer) Possessor gains Progress Immunity against sources below Level 20 if Level 20 or greater
Progress Manipulation- (Passive Ability, Other: Infinity Designer) Possessor may choose one of the following at the beginning of each round if Progress element: Create a Zone of Progress, Remove a Zone of Progress created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Progress by either possessor or a source below Level 20, Add Progress 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 Progress element on a Progress element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Progress, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Progress, 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 Progress element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Progress to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Progress, 5% Progress Resistance, or +50 Defense against Progress and 1% Progress Resistance until the end of the round as a non-stacking buff
Prosperous Venting of Excess Progress- (Passive Ability, Other: Infinity Designer) If possessor is Progress element and performs an 'Elemental Attack' action that is solely Progress element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Reflect Progress- (Passive Ability, Other: Infinity Designer) Possessor Reflects Progress against sources below Level 20 if Level 20 or greater
Relentless Tempest of Progress- (Passive Ability, Other: Infinity Designer) If possessor's last action was solely Progress element either due to this ability or the technique 'Elemental Attack-Conversion: Progress', possessor may make any of possessor's offensive actions solely Progress element.
Stability Within Progress- (Passive Ability, Other: Infinity Designer) Possessor gains 25% minor negative status effect resistance while in a Zone of Progress
Uplifted By Progress- (Passive Ability, Infinity Designer) If possessor is Progress element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a Zone of Progress
Zonal Progress Control- (Passive Ability, Other: Infinity Designer) Possessor may, at the start of each round, choose one Zone of Progress that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Merchant-
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
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
Loud Marketplace-Merchant-Yelling- (Passive Ability, Merchant) Possessor's 'Trade' actions may gain '50% inflicts Impaired: Deaf on a chosen target'

-Reality Arranger-
Adept Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Amounts of Spatial element Damage possessor deals are increased by 10,000 points, Spatial 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 Spatial element Spells, and may not be converted into other types of slots by individuals below Level 100
Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater
Apprentice Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial 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 Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense against Spatial
Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance
Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats
Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial
Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial
Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats
Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial
Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element
Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats
Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial
Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving
Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption
Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Expert Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Spatial element Damage dealt to possessor (not including healing) is halved, Spatial element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Spatial element accessories, and may not be converted into other types of slot by individuals below Level 100
Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points
Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial
Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus
Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance
Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40
Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial
Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element
Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater
Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons
Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row
Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects
Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater
Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter
Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone
Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial 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 Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, 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 Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff
Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20
Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Reality Auditor-
Abstract-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Abstract-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Abstracts and gains +25% Critical against Abstracts.
Abstract-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Animal-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Animals and gains +5% To Hit against Abstracts.
Accurate Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% To Hit when a Clipboard is equipped
Apprentice Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below possessor's Level who are below Level 20, gains +5,000 Magical Attack, and gains +5,000 MIN if possessor has a Clipboard equipped
Audit Mastery- (Passive Ability, Other: Reality Auditor) Technique Abilities from the Reality Auditor class whose name includes 'Audit' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of Level 1 individuals and gains +500 MIN if possessor has a Clipboard equipped
Census Taker's Population-Stabilizing Math-Rage- (Passive Ability, Other: Reality Auditor) At the end of each round, possessor may choose an entity from the enemy list that is normally fightable for drops of which type one or more entities were summoned that round, provided that possessor scanned the stats of one of said entities during that round and is wielding a Clipboard. This ability, to a max of once per thread per entity type on the enemy list, records the number of those entities present in battle at the time said selection was made, to a minimum of 1 (with this ability failing to record if less than 1 such entity is present). The number of summoned individuals of any entity type on the enemy list that is normally fightable for drops may not become higher than said recorded number for that type if such a number exists, with additional summons of said type not being summoned and individuals who are summons being transformed into entities of said type failing to be transformed in such cases in which it would produce an invalid number of such summons.
Clipboard Wielding I- (Passive Ability, Other: Reality Auditor) +5 to all stats when a Clipboard is equipped
Clipboard Wielding II- (Passive Ability, Other: Reality Auditor) +25 to all stats when a Clipboard is equipped, +50 Magical Attack when a Clipboard is equipped
Clipboard Wielding III- (Passive Ability, Other: Reality Auditor) Possessor gains +200 to all stats when a Clipboard is equipped and +200 Magical Attack when a Clipboard is equipped
Dangerous Clipboard Use- (Passive Ability, Other: Reality Auditor) Possessor gains +1% Critical when a Clipboard is equipped
Debilitating Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Debilitating Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Demon-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Demon-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Demons and gains +5% To Hit against Demons.
Deva-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Deva-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Dud Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Dud Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Enchanted Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Enchanted Audit' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack +100 Magical Attack and becomes solely Magic element.
Human-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Human-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Humanoid-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Improved Debilitating Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Debilitating Audit' technique has its chance of inflicting Stat Drain increased to 30%
Improved Paralytic Audit- (Passive Ability, Other: Reality Auditor) Possessor's 'Paralytic Audit' technique has its chance of inflicting Paralyzed increased to 30%
Large Structure-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Large Structures and gains +25% Critical against Large Structures.
Large Structure-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Large Structure-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Large Structures and gains +5% To Hit against Large Structures.
Multitasking: Census of the Mire- (Technique Ability, Other: Reality Auditer)- Possessor may use 'Multitasking: Census of the Mire' in conjunction with any action so long as no other technique is used and possessor has a Clipboard equipped. Said action tells its performer the number of Earth element individuals present on each side of battle and may scan the stats of any such individual.
Paralytic Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Paralytic Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Preservation-Ensuring Record-Keeping- (Passive Ability, Other: Reality Auditor) Once per thread, if wielding a Clipboard, possessor may inflict an instance of Invincible on one of possessor's pets or summons, with said instance lasting 5 rounds, with the duration of said instance not being extendable, with said effect not being replicable or transferable, and with said effect vanishing if possessor is not in the same battlespace as its possessor at any point.
Prime-Bane Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Bane Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +750 Magical Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Prime-Hunting Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +200 Magical Attack against Primes and gains +5% To Hit against Primes.
Reality Auditor- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level / 2), gains +(5,000 * Possessor Level) Magical Attack, and gains +(2,500 * Possessor Level) to all stats if possessor has a Clipboard equipped
Surprise Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Surprise Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +1,000 Magical Attack against targets that have not yet acted.
Unexpected Audit- (Technique Ability, Other: Reality Auditor) Possessor may use 'Unexpected Audit' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Clipboard equipped. Said attack gains +500 Magical Attack against targets that have not yet acted.

-Ritualist-
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Focused Ritual Magic Casting- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ritual Magic
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached

-Roboticist-
Apprentice Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
Basic Roboticist Knowledge- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +50 Defense
Defensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +250 Defense
Offensive Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 50 points
Offensive Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have the Damage values of their abilities increased by 500 points
Roboticist- (Passive Ability, Roboticist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Robot pet only, This ability provides +50 HP and +10 to all stats of possessor's Robot pets and summons per Level of possessor
Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +20 to all stats
Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons gain +100 to all stats
Speed-Focused Robot Programming I- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Robot Programming II- (Passive Ability, Roboticist) Possessor's Robot pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

-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 Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
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'
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Improved Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +200 to all stats if a Zone, Terrain, or Phantom Terrain is present
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
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 Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
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
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.

-Spatial Mage-
Adept Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 10,000 less MP to cast, Spatial Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Displacing Spell- (Technique Ability, Other: Spatial Mage) Possessor may use 'Displacing Spell' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action causes its targets to obtain -5% Dodge until the end of the round as a debuff that stacks 2 times.
Expert Spatial Magic Attunement- (Passive Ability, Spatial Mage) Spatial Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Spatial Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Spatial Magic Casting- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Spatial Magic
From One Hand to the Other- (Passive Ability, Other: Spatial Mage) If possessor loses a Weapon slot, possessor may, before losing said slot, exchange the item that is in said slot with an item in another slot that could be held in said slot, provided that possessor may hold said item in the other slot, provided that a source of Level 80 or greater did not cause possessor to lose said slot
Hand Window- (Passive Ability, Spatial Mage) If another battle is present, possessor may, once per round, re-direct an action from a lower-Level source below Level 60 to any target within any other battle in the same thread
Increased Magic Reach- (Passive Ability, Other: Spatial Mage) Possessor gains 120% To Hit against targets in the back row
Magic-Powered Space-Swap- (Technique Ability, Other: Spatial Mage) Possessor may use 'Magic-Powered Space-Swap' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Possessor selects a willing ally as part of said action, and swaps row-positions with said ally.
Mildly Self-Displacing Casting- (Passive Ability, Other: Spatial Mage) Possessor gains +1% Dodge as a non-stacking buff on rounds after rounds during which possessor cast a Spatial Magic spell, with said bonus not being able to increase possessor's Dodge above 50%
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP
Spatially-Unsummoning Rite- (Technique Ability, Other: Spatial Mage) Possessor may use 'Spatially-Unsummoning Rite' in conjuction with a 'Magical Attack' action that possessor performs if said action includes no other technique and possessor casts a Spatial Magic spell as part of said action. Said action gains a 50% chance of unsummoning targets below Level 20 that were summoned by individuals below Level 20.
Spatial Magic Casting I- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 20 less MP to cast
Spatial Magic Casting II- (Passive Ability, Other: Spatial Mage) Spatial Magic spells cost possessor 200 less MP to cast
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial-Magic Deflection Field- (Stance Ability, Other: Spatial Mage) Possessor gains +800 Defense and 30% Dodge
Spatial-Magic-Repelling Deflection Field- (Passive Ability, Other: Spatial Mage) Possessor gains 12% Spatial Magic Resistance while in the Spatial-Magic Deflection Field stance
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Unified Knowledge of Space and Spatial Magic- (Passive Ability, Spatial Mage) Possessor may count Spatial Mage abilities possessor possesses as Reality Arranger abilities (including for prerequisite purposes), Possessor may count Reality Arranger abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)

-Subspace Architect-
Apprentice Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Basic Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 20
Basic Spatial Feng Shui Control- (Passive Ability, Subspace Architect) Whenever a Level 1 individual that is normally fightable for drops on the Enemy List would be summoned into a battle that possessor is present in by a source below Level 20 that is equal to or less than possessor's Level, possessor may, if a Zone, Terrain, or Phantom Terrain that possessor has created is present, instead make the entity that is summoned be any chosen type of entity from the Enemy List that is of the same Level as the replaced summon that is normally fightable for drops so long as possessor is carrying an Antiquity of the same element as the chosen entity that is worth at least 20,000 Gold, with said new entity being under the control of the same summoner as the original entity and counting toward the summon cap of the original type of summon
Basic Spawn Table Design- (Passive Ability, Other: Subspace Architect) Possessor's summons gains +50 to all stats as a bonus that cannot take their stats above 2000% of their natural values
Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains a Doomzoo- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may summon any individual from the Enemy List that is normally fightable for drops, is below Level 40, and is below possessor's Level, Entities summoned through this ability have the Damage values of their abilities increased by 50,000 points, Max 5 summoned
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure
Improved Space-Folding Technique- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +5% Resilience against individuals below Level 40
Improved Spawned Entities- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor's summons gain +400 to all stats
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 Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +200 MIN, Possessor's Large Structure pets and summons gain +100 CON
Large Structure Traits- (Passive Ability, Other: Subspace Architect) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 10 as an effect that does not stack with other HP multiplying effects, possessor's Resilience is multiplied by 4 as an effect that doesn't stack with other Resilience multiplying effects, possessor's Defense is multiplied by 1.5 as an effect that does not stack with other Defense multiplying effects, possessor's Defense Against Stat Damage is multiplied by 1.5 as an effect that doesn't stack with other Defense Against Stat Damage multiplying effects, and possessor's Dodge is multiplied by .1, with possessor also gaining Immunity to Impaired, Confusion, Pain, Poison, Fatigued, Diseased, and Charm. This ability only takes effect if possessor is a Large Structure.

Manifold Domain-Based Realm Connectivity- (Passive Ability, Other: Subspace Architect) Possessor gains 12 slots to equip Property items, these items provide special benefits as listed by this ability, Possessor may, using an absorb slot, scan a property into this ability, said scanned properties may not be traded or sold, but they may still be used in guilds

Abjurer's Shielded Tower (With Regenerating Shield)- (Item, Property, Magic, 8,500,000 Gold) +8,500 Defense, Wielder regenerates 8,500 Defense, 4,250 CON, and 85,000 HP at the start of each round
Ancient Door to the Spirit World Etched with Forgotten Symbols- (Item, Property, Light & Darkness, 8,300,000 Gold) Wielder's Spirit summons regenerate 80,000 MP at the start of each round
Bascaradine City-Protecting Shield-Dome Generator Building- (Item, Property, Technology, 40,500,000 Gold) Wielder gains +5,000 Defense for each Property that wielder has equipped, to a max of +80,000
Black Clocktower- (Item, Property, Time & Darkness & Fate, 90,000,000 Gold) +80,000 AGI, +8,000 Defense against AGI Damage, 20% Darkness Resistance, Wielder gains 10% Time Resistance if wielder is Fate element, Wielder gains 10% Fate Resistance if wielder is Time element
Citadel of the Ancient Wiseman- (Item, Property, Mystic, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, +400,000 Defense against Magic, +400,000 Defense against Mystic, 30% Magic Resistance, 30% Mystic Resistance
Citadel of the Unclaimable Throne- (Item, Property, Law & Chaos & Glory & Warding & Metal, 1,700,000,000 Gold) +3,400,000 to all stats, Dominion Immunity, This item may not be equipped or modified by entities below Level 100
City of Shadows- (Item, Property, Darkness, 15,000,000 Gold) +5,000 SPI, 60% Dodge, 30% Darkness Resistance
College of Wizardry- (Item, Property, Magic, 10,555,000 Gold) +10,000 Magical Attack, +10,000 MIN, +10,000 SPI, 20% Magic Resistance
Council-Hall of Departed Sages- (Item, Property, Magic & Light & Darkness, 400,000,000 Gold) Wielder gains +2,000 uncapped MIN and SPI for each unique, dead ally wielder possesses, to a max of 100 such allies across all copies of this item
Cyclopean Ruins- (Item, Property, Earth & Magic, 4,500,000 Gold) +4,500 Defense, +4,500 MIN, +45,000 MP
Dark Realm Art Gallery- (Item, Property, Darkness & Magic, 679,000 Gold) +610 MIN, Wielder may not be forcibly removed from battle by non-unique sources below Level 40, Wielder may ignore effects attached to zones and pieces of terrain that come from sources below Level 20
Dragon's Lair- (Item, Property, Magic & Earth & Fire, 10,000,000 Gold) +10,000 Ranged Attack, 30% inflicts Burning, Wielder gains the subtype Dragon
Drifting Sky- (Item, Property, Air, 400,000,000 Gold) +400,000 AGI, +40,000 HP, +40,000 MP, 40% Air Resistance, Wielder must be Level 40 or greater
Eerily Accurate Weather Studio- (Item, Property, Air & Electrical & Water & Earth, 20,000,000 Gold) Wielder gains +20,000 Defense against effects attached to Zones, Wielder may choose to prevent individuals 20 or more Levels below wielder who are below Level 80 from attaching effects to Zones
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold) Wielder may, up to 8 times per round, before one of wielder's actions or at the start of the round, enter another existing battlespace that is part of the same battle so long as no entity of Level 99 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder must be Level 60 or greater
Endless World-Connecting Staircase- (Item, Property, Spatial, 400,000,000 Gold) At the start of each round, wielder may enter another existing battlespace that is part of the same battle so long as no entity of Level 90 or greater or that is greater Level than wielder in either the battlespace wielder is entering or the battlespace wielder is leaving objects
Floating Tower- (Item, Property, Air, 4,500,000 Gold) +4,000 SPI, +4,000 AGI, +1,000 Defense, 20% Dodge
Flowing Core- (Item, Property, Fire, 400,000,000 Gold) +400,000 STR, +40,000 HP, +40,000 MP, 40% Fire Resistance, Wielder must be Level 40 or greater
Fortified Bunker- (Item, Property, Magic & Earth, 620,000 Gold)- +710 Defense, +60 Defense against Stat Damage, +300 Defense against Gold damage
Fourfold, Difting Shell-Style Mini-Planet- (Item, Property, Earth & Air & Fire & Water, 600,000,000 Gold) +600,000 Defense, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, Wielder must be Level 60 or greater
Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold) 100% Dodge, 100% Critical, 100% Resilience, 200% To Hit, Wielder has a non-stacking 25% chance of reflecting the action of any individual or Level 80 or lower, Wielder must be Level 60 or greater
Grace & Favor Home- (Item, Property, Air, 11,000,000 Gold) Wielder gains +110,000 Defense against Gold Damage and regenerates 10,000 HP and 10,000 MP per round if wielder is a Large Structure
Graveyard of Ships- (Item, Property, Water, 1,200,000 Gold) +1,200 SPI, Wielder may not be afflicted with Drowning or Voidstruck by sources below Level 40
Great Lifeblossom Gate- (Item, Property, Life, 15,000,000 Gold) Wielder regenerates 150,000 HP at the start of each round as a non-stacking effect if wielder is not undead
Great Ocean of Blessed Sake- (Item, Property, Light & Water & Wonder, 500,000,000 Gold) +500,000 CON, +500,000 HP as a non-stacking bonus, +500,000 MP as a non-stacking bonus, Wielder is constantly considered to be afflicted with Poison: Drunk and suffers the effects of such, Wielder must be Level 40 or greater
Large Mage's Tower- (Item, Property, Magic, 25,000,000 Gold) +25,000 Magical Attack, +25,000 MIN, +25,000 SPI
Lesser Suncore- (Item, Property, Light & Fire, 400,000,000 Gold) Wielder deals 800,000 Flat Fire & Light element Damage to each individual who conducts an offensive action that targets wielder at the end of each such action
Living World's Heart- (Item, Property, Life & Blood, 400,000,000 Gold) +400,000 CON, +800,000 HP as a non-stacking bonus, Wielder Regenerates 800,000 HP at the start of every round, Wielder must be Level 40 or greater
Living World's Vein-Caverns- (Item, Property, Life & Blood, 400,000,000 Gold) Wielder may transfer up to 400,000 HP from one HP pool that wielder possesses to another HP pool that wielder possesses, +200,000 HP as a non-stacking bonus
Mage’s Tower- (Item, Property, Magic, 5,000,000 Gold)- +5,000 Magical Attack, +5,000 MIN, +5,000 SPI
Master Diviner's Scrying-Water Ocean- (Item, Property, Water & Magic, 400,000,000 Gold) +400,000 MIN, Wielder's 'Magical Attack' and 'Cast a Spell' actions may scan stats, Wielder counts as possessing an additional Diviner ability, Wielder must be Level 40 or greater
Metal Continental Plate- (Item, Property, Earth, 400,000,000 Gold) +400,000 Defense, Wielder's Defense may not be Pierced by non-Universe-element sources below Level 60, Wielder must be Level 40 or greater
Metal Continental Plate Covered In Numerous Spikes- (Item, Property, Earth, 400,000,000 Gold) +400,000 Defense, Wielder's Defense may not be Pierced by non-Universe-element sources below Level 40, Wielder deals 200,000 Flat Physical element Damage to individuals who conduct offensive actions against wielder at the end of each such action, Wielder must be Level 40 or greater
Metal Worldcore- (Item, Property, Earth & Metal, 400,000,000 Gold) +400,000 Defense, +400,000 CON, Wielder's Defense may not be pierced by individuals below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Mini Portal Nexus- (Item, Property, Spatial, 400,000,000 Gold) Wielder may spend an action to enter any other active battle in the same thread, provided that no individual of Level 80 or greater or any individual 20 or more Levels greater than wielder who is either in the battle wielder is leaving or the battle wielder is entering objects, Wielder must be Level 40 or greater
Mirage Sky- (Item, Property, Air & Illusion, 400,000,000 Gold) +400,000 SPI, 100% Dodge, Wielder must be Level 40 or greater
Mirror-Water Ocean- (Item, Property, Water, 400,000,000 Gold) Wielder has a 50% chance of reflecting the actions of Aquatics that are below Level 80 and are 20 or more Levels below wielder if wielder is not an Aquatic, Wielder has a 50% chance of reflecting the actions of Aerials that are below Level 80 and are 20 or more Levels below wielder if wielder is an Aquatic
Mobile Continent- (Item, Property, Earth, 400,000,000 Gold) +400,000 CON, +40,000 HP, +40,000 MP, 40% Earth Resistance, Wielder must be Level 40 or greater
Mobile Ocean- (Item, Property, Water, 400,000,000 Gold) +400,000 MIN, +40,000 HP, +40,000 MP, 40% Water Resistance, Wielder must be Level 40 or greater
Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold) +40,000,000 Defense against Gold Damage, Wielder's items cannot be destroyed by sources below Level 80 who are not 20 or more Levels greater than wielder, Wielder must be Level 40 or greater
Ocean Full of Strange Sealife- (Item, Property, Water, 400,000,000 Gold) At the start of each round, wielder may summon up to 5 Aquatics from the Enemy List below Level 99, Max 200 summoned, Wielder may choose for these summons to Naturally possess any one additional base, Tier 1 or Tier 2 entity subtype in addition to their preexisting subtypes
Ocean of Illusory Fish- (Item, Property, Water & illusion, 400,000,000 Gold) 80% Dodge if wielder is an Aquatic
Origin-Pulse Worldcore- (Item, Property, Life, 400,000,000 Gold) Wielder may summon 1 entity from the Enemy List that is below Level 60 and normally fightable for drops at the start of each round, Max 100 summoned, Wielder must be Level 40 or greater
Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold) +12,000,000 HP as a non-stacking bonus, Wielder must be Level 60 or greater
Planetary Fate-Loom- (Item, Property, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder cannot miss targets below Level 80 who are not 20 or more Levels greater than wielder
Pocket-Heaven- (Item, Property, Light, 400,000,000 Gold) +400,000 SPI, Entities below Level 95 that are below wielder's Level may not prevent wielder from resurrecting entities
Posh Palace-City- (Item, Property, Water & Light & Earth, 27,000,000 Gold) +100,000 Defense against Gold Damage, Wielder's equipped items act as though worth 50,000 more Gold each
Primordial Ball-Pit- (Item, Property, Chaos & Earth & Water & Magic, 1,115,000 Gold) At the beginning of every round, wielder summons a random Ooze, Abstract, Prime, Horror, or Golem of a Level below 40 that has an 80% chance of being uncontrolled, Max 10 summoned
Sanctum of Emptiness- (Item, Property, Void, 400,000,000 Gold) +40,000 Defense against Stat Damage, Stat Drain Immunity, Wielder is immune to Stat Damage from sources below Level 60, Wielder must be Level 40 or greater
Sanctum of the Beginning- (Item, Property, Earth & Air & Fire & Water & Void & Life & Light & Darkness, 400,000,000 Gold) Entities below Level 90 that are not greater Level than wielder may not stop wielder from summoning, Wielder may resurrect an entity killed by a source below Level 80 at the start of each round, Wielder must be Level 40 or greater
Sea of Void- (Item, Property, Water & Darkness & Void, 400,000,000 Gold) Wielder's attacks deal 20,000 MIN and SPI Damage, Wielder is Immune to debuffs from individuals below Level 60, Wielder's offensive actions may unsummon targets below Level 60 who were summoned by individuals below Level 60, Wielder must be Level 40 or greater
Silent Dreaming Worldheart- (Item, Property, Magic, 400,000,000 Gold) +40,000 to all stats, +4,000 Defense against Stat Damage, Wielder is constantly considered to be afflicted with Impaired: Silence and suffers the effects of such
Silent Library- (Item, Property, Darkness & Psychic, 490,000 Gold) +560 MIN, +440 SPI, Wielder is immune to Impaired: Defened and Impaired: Silence
Small Artificial Sun- (Item, Property, Light & Fire, 400,000,000 Gold) Wielder may, at the start of each round create a Zone of Light that counts a number chosen by wielder, from one to ten, zones of Light for purposes of counting how many zones of Light an individual in it is in
Square Mile of Bubble Cosmos in a Random Dimension- (Item, Property, Astral & Magic & Psychic & Spatial & Time, 80,000,000 Gold) At the start of each round, wielder may enter another existing battlespace that is part of the same battle so long as no entity of Level 80 or greater or that is greater Level than wielder in either the battlespace wielder is entering or the battlespace wielder is leaving objects
Square Mile of Cosmic Web in a Random Dimension- (Item, Property, Astral & Spatial, 80,000,000 Gold) Wielder may, as a non-stacking buff that cannot link values that are already linked to other values, link its HP and MP with up to 3 willing allies at the start of battle
Square Mile of Divine Domain in a Random Dimension- (Item, Property, Light & Darkness & Glory, 200,000,000 Gold) +200,000 to all stats, +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regenerates 200,000 HP at the start of each round, Wielder is afflicted with Elevated, Purified, and Favored at the start of each round, Divine Magic spells cost wielder 200,000 less MP to cast as a non-stacking bonus, Wielder must be Level 40 or greater and must (have a Patron Deity or be a Deity)
Square Mile of Elemental Water on a Random World- (Item, Property, Water, 15,000,000 Gold) Wielder gains 25% Water Resistance and +10,000 Defense against Water
Square Mile of Lifepulse on a Random World- (Item, Property, Life, 15,000,000 Gold) Wielder regenerates 150,000 HP at the start of each round as an effect that stacks twice, +150,000 HP as a non-stacking effect
Square Mile of Mirror Realm in a Random Dimension- (Item, Property, Ice & Spatial, 80,000,000 Gold) Wielder may reflect the actions of entities below Level 40 that are below wielder's Level
Square Mile of Storehouse of Wonders in a Random Dimension- (Item, Property, Wonder & Treasure, 200,000,000 Gold) The attack bonuses and stat bonuses provided by other items equipped by wielder are increased by 40,000 points as an effect that stacks 5 times per item
Square Mile of White Void in a Random Dimension- (Item, Property, Light & Void, 80,000,000 Gold) Entities below Level 60 cannot apply debuffs to wielder, Wielder must be Level 20 or greater
Square Mile of World Tree in a Random Dimension- (Item, Property, Life & Wood & Ice & Light & Darkness & Magic & Spatial, 80,000,000 Gold) Wielder gains +80,000 to all stats if at least one battlespace that wielder is not in exists, Wielder gains +80,000 Defense against sources that are in battlespaces that possessor is not in
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder's Manablasted, Manablasted: Mystic Devastation, and Manablasted: Mystic Seal infliction chances (but not the infliction of their other sub-status effects) are increased by 40% as an effect that stacks 3 times
Starry Worldcloak-Field- (Item, Property, Air & Astral, 400,000,000 Gold) +400,000 SPI, +2,000,000 MP as a non-stacking bonus, Wielder may choose to count as having two additional Empowered Constellations set, 80% Dodge, Wielder must be Level 40 or greater
Teleportation-Blocking Lay-Line Convergence Nexus- (Item, Property, Spatial & Magic, 400,000,000 Gold) Individuals below Level 60 may not enter or leave possessor's battlespace (excluding summoning) if it is not the primary battlespace of the battle, with any such attempt whose failure would result in an individual not being in any battlespace instead causing said individual to enter the battle's primary battlespace
Trapped Fortress- (Item, Property, Physical, 1,800,000 Gold) +700 Defense, Wielder deals 18,000 Flat Physical element damage to any individual who conducts an offensive action against wielder
Underground Devils' Hot Springs- (Item, Property, Earth & Water & Fire & Darkness, 1,700,000 Gold) +1,700 CON, +1,700 SPI, Wielder regenerates 17,000 HP and 17,000 MP at the start of every round, 20% Fire Resistance, Wielder has a 20% chance of being cured of one debuff or minor negative status effect from a source below Level 40 at the start of each round
Very Small, Overlayable Mirror-Universe- (Item, Property, Ice & Spatial, 108,000,000 Gold) +100,000 Defense, +100,000 SPI, Wielder has a 50% chance of reflecting the actions of individuals below Level 60, Wielder must be Level 40 or greater
Void Lord's Castle- (Item, Property, Void, 400,000,000 Gold) 160% Dodge, Wielder is Immune to entities below Level 40, Wielder may automatically Dodge the attacks of entities below Level 60, Wielder must be Level 60 or greater
Walking Castle- (Item, Property, Magic & Physical, 1,200,000 Gold) +1,100 Defense, +200 to Constitution for turn-order-determining purposes if Constitution is one of wielder's turn-order-determining stats
Waters at the World's Edge- (Item, Property, Water, 7,500,000 Gold) +3,000 to all stats, Wielder may not be afflicted with Drowning by sources below Level 60
Weather Channel Studio- (Item, Property, Technology & Air & Water & Electrical, 2,500,000 Gold) Wielder may prevent individuals below Level 20 from creating Zones or attaching effects to Zones, Wielder may spend an action to create a Zone of any base element
Winged Cubeworld- (Item, Property, Water & Air, 500,000,000 Gold) +500,000 AGI, +500,000 MIN, +500,000 SPI, Wielder is afflicted with Augmented: Haste at the start of each round, Sources below Level 99 cannot prevent wielder from entering or leaving battlespaces, Wielder must be Level 60 or greater
Wizard's Archives- (Item, Property, Magic, 10,000,000 Gold) +10,000 Defense against Magic, +10,000 MIN, +10,000 SPI, 20% Magic Resistance
Worldcore of Elder Magics- (Item, Property, Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder may choose to equip and cast Wizard Magic spells as though they were Ancient Magic spells
World's Highest Mountain- (Item, Property, Air & Ice & Earth, 67,000,000 Gold) +67,000 CON, +670,000 HP, 70% Resilience, Wielder must be Level 40 or greater
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Worldheart of Enthroned Heroes- (Item, Property, Glory, 400,000,000 Gold) +400,000 to all stats, Wielder's items may not be destroyed by sources below Level 60, Wielder is Immune to debuffs from sources below Level 60, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold
Worldwide Teleportation-Layline Network- (Item, Property, Spatial, 400,000,000 Gold) Wielder and wielder's allies gain 80% Dodge, Wielder must be Level 40 or greater
World With a Burning Sky, Burning Ground, Burning Sea, and Burning Core- (Item, Property, Fire, 800,000,000 Gold) +800,000 Defense against Fire, 200% inflicts Burning, 40% Fire Resistance, Wielder may choose to change any combination of Earth, Air, Fire, and Water into solely Fire amongst the elements of Damage being dealt to entities in the same battlespace wielder is in or by entities in the same battlespace wielder is in provided the source of said Damage is either willing or below Level 80, 1,600,000 additional Fire element Damage, Wielder must be Level 60 or greater
World With a Burning Sky, Quicksand Ground, Silt Sea, and Hurricane Core- (Item, Property, Earth & Air & Fire & Water, 800,000,000 Gold) +400,000 HP as a non-stacking bonus, 120% Resilience, Wielder may treat wielder's Earth Resistance as Water Resistance, Wielder may treat wielder's Water Resistance as Earth Resistance, Wielder may treat wielder's Earth Resistance as Air Resistance, Wielder may treat wielder's Air Resistance as Earth Resistance, Wielder may chance the element Air in any of wielder's actions or instances of Damage dealt by wielder into Fire, Wielder may chance the element Fire in any of wielder's actions or instances of Damage dealt by wielder into Air, Wielder may chance the element Earth in any of wielder's actions or instances of Damage dealt by wielder into Water, Wielder may chance the element Earth in any of wielder's actions or instances of Damage dealt by wielder into Water, Wielder must be Level 60 or greater
Wonderbakery- (Item, Property, Wonder & Air & Ice, 100,000,000 Gold) +100,000 HP as a non-stacking bonus, +100,000 MP as a non-stacking bonus, Food items that heal wielder's HP heal an additional 50,000 points, Food items that heal wielder's MP heal an additional 50,000 points, Wielder may make Food consumables that wielder uses become solely Wonder element, Wielder must be Level 20 or greater
Wonderous Dreamfont- (Item, Property, Dream & Wonder, 400,000,000 Gold) +400,000 to all stats, +40,000 Defense against Stat Damage, Wielder may not be transformed without wielder's permission by sources below Level 60, Wielder must be Dream or Wonder element and must be Level 40 or greater

Perception of Space-Folding- (Passive Ability, Other: Subspace Architect) Possessor gains +5% Critical against Large Structures below Level 60
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
Subspace Architect- (Passive Ability, Other: Subspace Architect) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Large Structure pet only, This ability provides +250 HP and +50 to all stats of possessor's Large Structure pets and summons per Level of possessor
Subspatial Structural Integrity Induction- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +10,000 HP, +10,000 MP, +50 to Defense, and +25 to all stats

-Summoner-
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Summon Defense Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +100 Defense
Basic Summon Defense Against Stat Damage Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +50 Defense against Stat Damage
Basic Summon Dodge Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Dodge
Basic Summon Essence-Linking- (Passive Ability, Summoner) Possessor gains +50 to all stats if possessor has any summons, Possessor's summons gain +50 to all stats
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Basic Summoner-Screening Techniques- (Passive Ability, Summoner) Possessor gains +50 Defense if possessor possesses any summons
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats

-Temporal Primarch-
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
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
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
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 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 Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
Chrononaut- (Passive Ability, Other: Temporal Primarch) Possessor gains +20,000 Defense against effects attached to Zones of Time, Possessor's 'Establish Temporal Portal' actions may not be countered by individuals below Level 20
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
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
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
Elemental Invocation of Time- (Technique Ability, Other: Temporal Primarch) Possessor may use 'Elemental Invocation of Time' in conjunction with an 'Elemental Attack' action so long as possessor is Time element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Establish Temporal Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
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
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 Hasting- (Passive Ability, Temporal Primarch) Possessor's chances of inflicting Augmented: Haste are increased by 30%
Improved Time Resistance- (Passive Ability, Other: Temporal Primarch) Possessor gains 10% Time Resistance
Improved Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Meditative Assumption of Time- (Passive Ability, Other: Temporal Primarch) Possessor may choose, at the beginning of a thread, to become solely Time element
Nonsynchronous Elemental Attack-Conversion: Time- (Passive Ability, Other: Temporal Primarch) Possessor may use the Technique 'Elemental Attack-Conversion: Time' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Time element.
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
Predict Likely Outcomes Through Time Synchronization- (Passive Ability, Other: Temporal Primarch) Possessor obtains +1% Dodge and +1% To Hit while Time element
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
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
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 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 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
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

-Thief-
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Install Basic Spatial Trapdoors- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select a Large Structure ally and provide said ally with a buff that provides +1% Dodge and deals 50,000 Flat Spatial element Damage to any individual who conducts an offensive if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings

-Veilwalker-
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast


-Wanderer-
Adept Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor 10,000 less MP to cast, Gate 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 Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Knowledge of Mirror Magic- (Passive Ability, Wanderer) Possessor gains +400 MIN and +500 MP if possessor possesses the capability to Reflect any element or subtype
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Caravan Leader- (Passive Ability, Wanderer) Whenever possessor conducts a 'Switch Rows' action, up to 3 chosen allies may also move to either the front row or the back row if they could move to said rows by performing a 'Switch Rows' action, Possessor gains +30 to all stats if the Terrain or Phantom Terrain is Road or Desert
Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 35% Dodge
Defensive Combat Teleportation- (Passive Ability, Wanderer) Possessor gains 70% Dodge on rounds during which possessor performs a Defend action if no opponent is either 20 Levels or more greater than possessor or is Spatial element
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Establish Dimensional Portal- (Active Ability, Wanderer) Possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, Has RP effects
Expert Gate Magic Attunement- (Passive Ability, Wanderer) Gate Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Gate Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fast Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may choose at the beginning of the round if in a Random Quest to to leave said quest, with said exit not being preventable by sources below Level 40, Has RP effects
Fast Portals- (Passive Ability, Wanderer) Possessor's 'Establish Dimensional Portal' actions may allow possessor to immediately leave threads that they would allow escape from at the start of the next round if possessor's turn-order-determining stat sum is higher than that of each opponent for turn-order-determining purposes
Fast Short-Distance Item Teleportation- (Passive Ability, Wanderer) Possessor's items may not be stolen by sources below Level 20
Fast Short-Distance Teleportation- (Passive Ability, Wanderer) Possessor may, at the start of each round, move to the Front Row or to the Back Row
Fast Traveller- (Passive Ability, Wanderer) Possessor gains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle in Random Quests
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Focused Gate Magic Casting- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Gate Magic
Gate Magic Casting I- (Passive Ability, Wanderer) Gate Magic spells cost possessor 20 less MP to cast
Gate Magic Casting II- (Passive Ability, Wanderer) Gate Magic spells cost possessor 200 less MP to cast
Has Traversed the Desert- (Passive Ability, Wanderer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert, Possessor gains +500 Defense against effects attached to Terrains or Phantom Terrains that are Desert
Improved Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 30% Fatigued Resistance
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Long-Range (Province-Ranged) Self-Teleportation- (Active Ability, Wanderer) Up to (Possessor Level / 5) times per thread, possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 60% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 100% against individuals below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Mirror-Realm Egress- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element of subtype, possessor may spend an action if in a Random Quest to allow any of possessor's allies (including possessor) to leave said quest at the start of the next round, with said exit not being preventable by sources below Level 40, Has RP effects
Mirror Step- (Active Ability, Wanderer) If possessor possesses the capability to Reflect any element or subtype, possessor may spend an action to enter another active battle in the same thread so long as no individual of Level 40 or greater in either battle objects, Has RP effects
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Skilled Teleporter- (Passive Ability, Wanderer) Possessor gains +100 Melee Attack, 40% Dodge, and 140% To Hit on rounds after possessor used an active Wanderer ability whose name includes 'Teleportation'
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped
Teleporting Strike- (Technique Ability, Wanderer) Possessor may use 'Teleporting Strike' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Gate Magic spell equipped. Said action gains +10% To Hit, +2% Critical, and deals full Damage to targets below Level 60 who are below its user's Level who are in the back row.
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Max 40 summoned, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Teleport Through Folded Space- (Passive Ability, Wanderer) Possessor may treat Large Structures below Level 40 as though they possessed 0% Resilience
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Untiring Traveller- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor may switch rows one additional time, to a max of 5 times
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

-Warrior-
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense

-Weirdworker-
Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Swollen Mana Reserves- (Passive Ability, Weirdworker) At the start of every round of battle, if possessor possesses more than 50% of possessor's Max MP, possessor takes an amount of magic element damage equal to possessor's Max MP, to a max of 50,000,000 damage, that cannot reduce possessor to below 50% of possessor's Max HP, Possessor gains +20,000 MP
Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor


-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
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- (Active 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
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen 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 a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Masterful Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack is treated as though possessor were 1 Level higher, to a max of Level 40, as an effect that does not stack with other effects that increase the level caster is treated as for any purpose.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Offensive Magical Specialization- (Passive Ability, Wizard) Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell, and Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Piercing Casting- (Active Ability, Wizard) Possessor may use Piercing 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. This attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful 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. This attack gains +150 Magical Attack.
Script Mage- (Passive Ability, Wizard) +25 Magical Attack for Wizard Magic if a Book is equipped
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level

-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 Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells gain +10 Magical Attack and cost 10 less MP
Basic Programming Skills- (Passive Ability, Scientist) All possessor's Robot, Clockwork, and Machine pets and summons gain +40 to all stats
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
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
Can No Longer Comprehend Childlike Joy- (Passive Ability, Curse) Possessor may not benefit from Whimsy element buffs
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

Crisis Overcrash: I'm Driving Ice Cream Truck And There's NOTHING You Can Do To Stop Me!- (Technique Ability, Combatant) Possessor may use 'Crisis Overcrash: I'm Driving This Ice Cream Truck And There's NOTHING You Can Do To Stop Me!' in conjunction with a 'Change Rows' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, and no other technique or overcrash is being used. Said action cannot be countered or stopped by sources below Level 100 and additionally transforms its performer into a Level 1 Ice Cream Truck from the Zoo Record as an effect that cannot be prevented by sources below Level 100.
Cubist Body- (Passive Ability, Walker from Beyond) Possessor gains +15,000 HP and 5% Psychic Resistance if possessor is an Abstract
Deranged Music- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '40% inflicts Confusion' if possessor has an instrument equipped
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.
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
Dread Headmaster- (Passive Ability, Sage) Possessor possesses five Intrinsic Skillsets, each of which maintains its own set of abilities. Possessor may choose at the beginning of a thread to use, for the entirety of said thread, one of possessor's Intrinsic Skillsets instead of possessor's normal abilities, with this not being a buff. Each of possessor's Intrinsic Skillsets gains a bonus week whenever possessor would gain a bonus week due to levelling. Each time possessor would gain an ability, possessor's active Intrinsic Skillset gains it instead of possessor's normal ability list if one of possessor's Intrinsic Skillsets is active. Abilities gained from using items in the Shop thread may go to possessor's ability list or to any single one of possessor's Intrinsic Skillset. Each of possessor's Intrinsic Skillsets may operate in as though it were a different character in Ability Shops. Each of possessor's Intrinsic Skillsets counts abilities inside itself for prerequitie purposes, but possessor's normal abilitiy list and each Intrinsic Skilset do not count abilities in other Intrinsic Skillsets for prerequisite purposes.
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Drunken Admiral Cocktail"- (Passive Ability, Permanent Item Effect) Possessor and possessor's Vessel transformations gain 11% Dodge and 115% To Hit if afflicted with Poison: Drunk, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Charm Immunity
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
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
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Possesses a General Knowledge of Cursed Items- (Passive Ability, Artificer) Possessor gains +250 MIN
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
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
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
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
Tough- (Passive Ability, Monk) +500 Max HP, +20 CON, +10 STR, 5% Poison Resistance
Underwater Bomb-Making- (Passive Ability, Crafter) Effects attached to Zones of Water by sources below Level 60 may not prevent possessor from using Fire element consumables
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40

Weapons-
*Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +377,650 Melee Attack, +377,239 Magical Attack, +376,999 AGI, +376,200 MIN, 300% inflicts Paralysis: Temporal Stasis, 250% inflicts Suffocation: No Future, 50% inflicts Petrified: Time Stop, 25% may inflict Vanished, 25% may inflict Instant Death, 350% may inflict Fatigued: Elderly, 350% may inflict Stat Drain: AGI Drain, 350% may inflict Stat Drain: CON Drain, 300% may inflict Stat Drain: SPI Drain, 20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 40% Time Resistance, +386,500 Defense against Time, Deals 27,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 18,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 18,000 CON Damage and 18,000 AGI Damage
The Universal Census Pad- (Weapon Aspect: Census of the Universe, Other: Clipboard, Universe, X Gold) +65,000 Defense, Wielder gains the abilities 'Basic Divining Attunement', 'Apprentice Divining Attunement', 'Diviner', and 'Adept Divining Attunement', Wielder may treat entities that are below Level 60 or that are willing that possess a nonbase Tier 1 or Tier 2 entity subtype that possessor possesses the class-name ability for the subtype-relevant class for (should one exist) as though said subtype were a base subtype

Armour-
6 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
6 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Obdurately-Warding - Wielder's Defense cannot be pierced by entities below Level 90, Applied Enchantment
6 Twentyfourfold Nested Mobile Aura of Retributive Pain- (Armorx1/24, Aura, Darkness & Warding, 210,000,000 Gold) +210,000 Defense, +210,000 MIN, +110,000 SPI, 80% inflicts Pain, 10% Base Element Resistance, 30% Darkness Resistance, 30% Agony Resistance, +5% Stat Drain Resistance (to a max of 200%), Stat Drain Immunity, Pain Immunity, Reflects Pain, Wearer gains a (Number of Auramancer abilities wearer possesses / 4, to a max of 80)% chance of being optionally able, up to 12 times per thread per instance of this item, of converting up to 80,000,000 points of Damage from a single attack or action from a source below Level 80 into Darkness element Damage targetting the source of said Damage and unequipping this item
w/Sublimely Status-Protecting- +10,000 Defense against Stat Damage, Applied Enchantment
w/Vital Overpulse- Wielder regenerates 1,000,000 HP at the start of each round, Applied Enchantment
w/Mystical Overpulse- Wielder regenerates 1,000,000 MP at the start of each round, Applied Enchantment
w/Status Warded- Wielder is Immune to Minor Status Effects from sources below Level 80, Applied Enchantment

Possibly-relevant note: These are upgraded from Knot loot, thus have that lovely Megaquest narrative weight to them.


Accessories-
*Twelve Realms' Defense Grid- (Accessory Aspect- Twelve Realms' Defense Grid, Gadget, Technology & Magic, X Gold) +175,000 Defense, wielder's allies gain +175,000 Defense, +17,500 Defense Against Stat Damage, +500,000 Defense against 'Ranged Attack', 'Snipe', 'Point Blank', and 'Ranged Overdrive' actions, Wielder's allies gain +125,000 Defense against 'Ranged Attack' actions if in the back row, 150% Resilience, 150% Dodge, 45% Air Resistance, 45% Earth Resistance, 45% Fire Resistance, 45% Water Resistance, 45% Light Resistance, 45% Darkness Resistance, 45% Magic Resistance, 45% Technology Resistance, 45% Physical Resistance, 45% Psychic Resistance, 45% Ice Resistance, 45% Acid Resistance, 45% Electrical Resistance, 45% Energy Resistance, 45% Hope Resistance, 45% War Resistance, 45% Wood Resistance, 45% Metal Resistance, 15% Base Element Resistance, Wielder may choose to be in the back row without regard to the number of individuals within the front row and does not count as being in the back row when totaling the number of individuals in the back row for row arrangement purposes, Wielder gains +25,000 to all stats for each Property equipped, Wielder is Immune to individuals below Level 60 if Level 60 or greater, Bestows the abilities-
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP
Grid Screen- Caster takes 1,800,000 less Damage from the next attack targeting it that comes from a source below Level 99, does not stack, may be used once a round as a preemptive counter to an attack targeting its possessor, Magic or Technology, 1,000,000 MP
(Unbreakable on Artifact)

*Census of the Universe- (Accessory Aspect: Census of the Universe, Magic Item, Universe, X Gold) Wielder gains the abilities:
Excellent Bartending- 191,200 Damage, Deals HP Healing, Cures all minor negative status effects, deals 1/2 Damage, 1 hit against 300, This action's Prime Attribute is Agility or Spirit, Water & Physical, 16,204,117 MP
Gravity Yank- All targets are shifted to the front row, 1 hit against 5, Earth & Magic, 1,000 MP
Wacky Roll- 1 Damage, Caster rolls on the 'Whacky Sword' table, Chaos, 5,427 MP
Soul-Manifested Blade-Strike Accompanied by Loud Shout Dedicating the Attack to an Arena Member- 46,000 Damage, this action uses a Prime Attribute of Strength or Spirit, this action counts as involving a Sword, This action's performer chooses a Unique BA Member PC who is currently not Retired and who is not currently present in the same thread as this action's performer; this action's performer counts as possessing an additional unique BA Member PC ally who possesses the same name as said individual during this action, Glory & Light & Darkness, 740,000 MP or 740,000 HP or 74,000 SPI
Boat Piledriver- 47,390 Damage, 95% inflicts Fatigued: Stun, 1 hit against 60, This action uses a Prime Attribute of Strength, This action counts as including a Deadly Item whose name includes 'Boat', Physical & Water, 730,000 MP
Armor of Bling- +16,000 Defense, Target counts as wearing an additional Wealth & Earth element Heavy Armor, does not stack, Wealth & Earth, 790,680 MP or 39,000,000 Gold
Elemental Rechannel- Caster obtains a non-stacking buff that makes it solely any one base element, Light, Wood, Metal, or Blood, Magic or Light or Wood or Metal or Blood, 1,000 MP
Wisdom Halo- Caster gains a non-stacking buff that provides +120,000 MIN, and that, whenever its possessor is targeted by an offensive action, allows its possessor, at the end of said action, to scan said action's performer's stats, and, if said stat-scanning is successful, to deal 44,000 Flat Knowledge element Mind Damage to said scanned individual, Knowledge, 26,228,710 MP
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP
Spirit in the Census- Possessor gains an additional action each round, during which possessor gains the subtype Mech, Constant Effect

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +77,600 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 12 rounds under the normal rules for delaying actions, 35% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +76,100 Defense against Time, +76,790 AGI, +76,000 SPI, +12,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 12 higher or up to 12 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 +84,200 additional Magical Attack, Wearer may not be forced by sources below Level 80 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects
This is the Level 59 Version. Diadem currently operates at Level 79.

Owl's Eye-Discs- (Accessory, Eyewear, Darkness & Magic & Mystic, 245,000,000 Gold) +245,000 Melee Attack, Wearer gains Instant Death Immunity against sources below Level 80, Wearer's per-item Magic Attack bonus cap becomes 2 times the relevant stat, Wearer's 'Melee Attack' actions deal full Damage to targets below Level 90 in the back row and may use wearer's Ranged Attack or Magical Attack bonus instead of wearer's Melee Attack bonus, Individuals below Level 60 cannot heal Damage dealt by wearer, At the start of each round, wearer may scan the stats of one opponent, Wearer gains +25% To Hit against targets afflicted with Instant Death: Doomed as a non-stacking bonus, 15% inflicts Instant Death: Doomed, 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
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Torment Lord's Cloak- (Accessory, Cloak, Agony & Darkness & Air & Ice, 300,000,000 Gold) +300,000 Defense, +3,000,000 HP as a non-stacking bonus, +3,000,000 MP as a non-stacking bonus, 30% Hope Resistance, 30% Agony Resistance, Pain Immunity, Wielder must be Level 60 or greater

Spatial Slot
World-Traveller's Wings- (Accessory, Cloak, Light & Darkness & Fate & Time & Spatial & Astral, 130,000,000 Gold) +130,000 AGI, +130,000 SPI, +130,000 Defense against Astral, +60,000 to wearer's turn-order-determining stat sum for turn-order-determining purposes as a non-stacking bonus that does not stack with other bonuses from items whose name includes 'Wings', 30% Darkness Resistance, 30% Time Resistance, 30% Ice Resistance, 30% Astral Resistance, 30% Spatial Resistance, 30% Light Resistance, 30% Air Resistance, 50% Frozen Resistance, 50% Suffocation Resistance, 50% Voidstruck Resistance, Effects attached to Zones by sources below Level 80 cannot inflict Frozen, Suffocation, Voidstruck, Awestruck, or Fatigued on wearer, Wearer must be Level 40 or greater, Wearer gains the ability to travel through space at generally-useful speeds as an RP power
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment


Properties-
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold) Wielder may, up to 8 times per round, before one of wielder's actions or at the start of the round, enter another existing battlespace that is part of the same battle so long as no entity of Level 99 or greater in the battlespace wielder is entering or the battlespace wielder is leaving objects, Wielder must be Level 60 or greater
Planetary Fate-Loom- (Item, Property, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder cannot miss targets below Level 80 who are not 20 or more Levels greater than wielder
Pocket-Heaven- (Item, Property, Light, 400,000,000 Gold) +400,000 SPI, Entities below Level 95 that are below wielder's Level may not prevent wielder from resurrecting entities
Sanctum of the Beginning- (Item, Property, Earth & Air & Fire & Water & Void & Life & Light & Darkness, 400,000,000 Gold) Entities below Level 90 that are not greater Level than wielder may not stop wielder from summoning, Wielder may resurrect an entity killed by a source below Level 80 at the start of each round, Wielder must be Level 40 or greater
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder's Manablasted, Manablasted: Mystic Devastation, and Manablasted: Mystic Seal infliction chances (but not the infliction of their other sub-status effects) are increased by 40% as an effect that stacks 3 times
Winged Cubeworld- (Item, Property, Water & Air, 500,000,000 Gold) +500,000 AGI, +500,000 MIN, +500,000 SPI, Wielder is afflicted with Augmented: Haste at the start of each round, Sources below Level 99 cannot prevent wielder from entering or leaving battlespaces, Wielder must be Level 60 or greater
Worldcore of Elder Magics- (Item, Property, Mystic, 400,000,000 Gold) +400,000 Magical Attack, +400,000 MIN, +400,000 SPI, +4,000,000 MP as a non-stacking bonus, Wielder may choose to equip and cast Wizard Magic spells as though they were Ancient Magic spells
Worldkey: Empowered Blade Embedded in a Massive Crystal- (Item, Property, Energy & Magic & Crystal (2), 400,000,000 Gold) +400,000 Melee Attack, +4,000,000 MP as a non-stacking bonus, Wielder may spend an action to destroy any number of Terrains, Phantom Terrains, or Zones created by sources below Level 80 that are below wielder's Level that come from sources that do not possess a 'Master' or higher Tier-ability in the Geomancer, Subspace Architect, Swordsman, or Kensei class, Wielder counts as wielding an additional Sword that is Energy & Magic & Crystal (2) element and that is worth 400,000,000 Gold


Consumables-
4 Phoenix Plume- (Consumable, Medicine, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself
Crocodiles In Your Mind- (Consumable, Drink, Water & Psychic, 1 Charge, 60,000,000 Gold) Deals 6,000 Flat Psychic element MIN Damage at the start of every round, 30% inflicts Mindblasted, 160% inflicts Poison: Drunk, target obtains -500 Defense against Stat Damage as a debuff that stacks 5 times at the start of each round, debuffs inflicted by this item (including the part that deals MIN Damage) may not reduce an individual's MIN below 1 unless said individual is afflicted with Poison: Drunk, does not stack


Spells-
Arcane Dominion- (Spell, Wizard Magic, Mystic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are not equal Level to or greater Level than caster may not (cast spells or perform Magic element actions with an MP cost greater than 0) without caster's permission, Caster must be Level 40 or greater
Ghastly Blastwave- (Spell, Other: War Magic, War & Darkness, 350,000 MP, 35,000,000 Gold) +15,000 Magical Attack, 120% inflicts Fatigued: Stun, 1 hit against 30,000, Caster may choose to unsummon any targets of an action or attack that involves the casting of this spell that are both below Level 60 and equal Level to or lower Level than caster, Caster may replace the corpse of any individual killed by an attack involving the casting of this spell with a summoned War element Undead that is normally fightable for drops on the Enemy List that is below Level 60 and equal Level to or lower Level than said killed individual
Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Resurgent Lunar All-Curative- (Spell, Alchemy, Light & Magic, 6,000,000 MP, 60,000,000 Gold) +60,000 Magical Attack, Heals, 60% inflicts any one minor positive status effect, Cures all minor and moderate negative status effects, This action repeats itself at the start of each round if it is entirely non-offensive and none of its user's other actions have already repeated on the same round

Spatial Slots (5)
Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
False World's Reflection- (Spell, Illusion Magic, Illusion & Spatial, 6,800,000 MP, 140,000,000 Gold) Whenever an individual below Level 80 that is not greater Level than caster attempts to leave the battlespace that this spell is cast in without caster's permission, said individual, unless it is Immune to, Reflects, or Absorbs Illusion, is afflicted with Vanished, Caster must be Level 40 or greater
Parallel Mageblast: Cold Planar Essence-Overcasting- (Spell, Technomancy, Ice & Spatial, 95,000 MP, 9,500,000 Gold) +9,500 Magical Attack, +9,500 Ranged Attack, Target obtains a non-stacking debuff that deals 95,000 Flat Ice element Damage to its possessor that lasts until its possessor enters a different battlespace or battle
Parallel Mageblast: Dimension-Ripping Light- (Spell, Technomancy, Light & Spatial, 300,000 MP, 30,000,000 Gold) +30,000 Magical Attack, +30,000 Ranged Attack, Target is, if below Level 60 or willing, moved to target battlespace, provided no individual of Level 80 or greater in the battlespace target would be entering or the battlespace target would be leaving objects, 5% inflicts Vanished, Caster must be Level 20 or greater
Parallel Mageblast: Mirror-Gate Hunter Matrix-Blast- (Spell, Technomancy, Ice & Magic & Spatial & Mystic, 600,000 MP, 60,000,000 Gold) +60,000 Magical Attack, +60,000 Ranged Attack, This action may not be countered by sources below Level 60, This action may not be Dodged by sources below Level 60, This action gains +120% To Hit, This action counts as involving an Assault Matrix (or an additional Assault Matrix if it already involves at least one Assault Matrix), This action may not be Reflected by sources below Level 60 that are not 5 or more Levels greater than caster, Caster must be Level 20 or greater

Time Slots (5)
Parallel Mageblast: Rengineer Reality- (Spell, Technomancy, Spatial & Time & Life & Destruction, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, +50,000 Ranged Attack, May Heal, Caster may move up to 5 buffs or debuffs on target that come from sources below caster's Level that are below Level 80 onto other entities in target's battlespace who they could have initially been placed on, Caster must be Level 40 or greater
Personal Stasis (Superior, Fate-Sealed)- (Spell, Enchantment, Fate & Time, 1,000,015 MP, 260,000,000 Gold) Caster may not obtain buffs, debuffs, or Stat Damage from sources below Level 70 that are not 20 or more Levels above caster, Buffs and debuffs, as part of the same effect, present on caster, do not decrement their durations each round unless an individual of Level 70 or greater present in the same thread as caster that is not Dead chooses to cancel said part of the effect, Caster must be Level 55 or greater
Waters of Rasu- (Spell, Ethereal Magic, Water, 2,000,000 MP, 200,000,000 Gold) All buffs, debuffs, Zones, Terrains, Phantom Terrains, and effects attached to Zones, Terrains, or Phantom Terrains with sources below Level 85 that are present in the same battlespace as caster are removed, Caster must be Level 40 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater
Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster

Channeling Slots (10)
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times

Gate Magic Slots (30)
Dimensional Folding- (Spell, Gate Magic, Spatial & Light & Earth, 400,000 MP, 40,000,000 Gold) Caster may choose to exit its current battlespace and enter another currently-open battlespace in the same battle, so long as no individual of Level 84 or greater or that is 10 or more Levels greater than caster in either battlespace objects, Caster must be Level 40 or greater
Dimension Lock- (Spell, Gate Magic, Spatial, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not exit the battlespace caster is in without caster's permission, Caster must be Level 40 or greater
Establish Planar Gate- (Spell, Gate Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster selects another battlespace that is part of the same battle provided that no individuals 20 or more Levels greater than caster object in either caster's current battlespace or in said selected battlespace, Individuals may, when shifting rows, enter a row-order-formation in either such battlespace, Caster must be Level 40 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Open Gate to the Graveyard of Fiends that Never Were- (Spell, Gate Magic, Darkness & Illusion & Time, 65,000 MP, 8,300,000 Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Open Gate to Echo Providence- (Spell, Gate Magic, Null, 5,000 MP, X Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
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
Reality Divider- (Spell, Gate Magic, Spatial, 3,000,000 MP, 300,000,000 Gold) +300,000 Ranged Attack, 10% inflicts Vanished, Targets below Level 80 have their stats halved as a non-stacking debuff, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
Recurrent Metageometerization- (Spell, Gate Magic, Spatial & Knowledge, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not (create battlespaces or leave a battlespace that caster is in) without caster's permission, Caster must be Level 40 or greater
Return to Reality- (Spell, Gate Magic, Spatial, 2,500,000 MP, 500,000,000 Gold) Cures Vanished up to 5 times per target per thread, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'
World Tour- (Spell, Gate Magic, Spatial, 2,250,000 MP, 225,000,000 Gold) +225,000 Melee Attack, This attack gains ( (80 - Target's Level) / 5, rounded down) additional hits against each target, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below Level 80, Each hit of this action may gain or solely become any combination of base elements, Each hit of this action may be considered to be within any one terrain (in addition to any other terrains it might be in) that is a type of terrain that possesses a corresponding Square Mile that is in stock in the Shop, Caster must be Level 60 or greater and must possess the ability 'Adept Gate Magic Synchronization'

Geomancy Slots (30)
Create Zone of Fire- (Spell, Geomancy, Fire, 50 MP, 20,000 Gold) Caster creates a Zone of Fire which does not stack with Zones and may set the Phantom Terrain to Desert
Create Zone of Magic- (Spell, Geomancy, Magic, 50 MP, 20,000 Gold) Caster creates a Zone of Magic which does not stack with Zones and may set the Phantom Terrain to Sunny Forest
Manifest Chronogeomantic Zone of Day- (Spell, Geomancy, Light, 50 MP, 30,000 Gold) Creates a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Dusk- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dusk that also counts as a Chronogeomantic Zone of Evening and a Chronogeomantic Zone of Early Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Early Night- (Spell, Geomancy, Darkness, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Early Night that also counts as a Chronogeomantic Zone of Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Evening- (Spell, Geomancy, Light, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Evening that also counts as a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Late Night- (Spell, Geomancy, Darkness, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Late Night that also counts as a Chronogeomantic Zone of Late Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Midnight- (Spell, Geomancy, Darkness, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Midnight that also counts as a Chronogeomantic Zone of Night, a Chronogeomantic Zone of Early Night, and a Chronogeomatic Zone of Late Night, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Morning- (Spell, Geomancy, Light, 100 MP, 60,000 Gold) Creates a Chronogeomantic Zone of Morning that also counts as a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Night- (Spell, Geomancy, Darkness, 50 MP, 30,000 Gold) Creates a Chronogeomantic Zone of Day, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Noon- (Spell, Geomancy, Light, 200 MP, 240,000 Gold) Creates a Chronogeomantic Zone of Noon that also counts as a Chronogeomantic Zone of Day, a Chronogeomantic Zone of Morning, and a Chronogeomantic Zone of Evening, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Manifest Chronogeomantic Zone of Dawn- (Spell, Geomancy, Light & Darkness, 200 MP, 120,000 Gold) Creates a Chronogeomantic Zone of Dawn that also counts as a Chronogeomantic Zone of Late Night and a Chronogeomantic Zone of Morning, Removes all other Chronogeomantic Zones created by sources of equal or lower level from battle, Cannot be cast if a Chronogeomantic Zone created by a source of greater level is already present in battle, This Chronogeomantic Zone is removed from battle if it happens to be in battle with another Chronogeomantic Zone created by a source of equal or higher level at the start of each round
Rezone- (Spell, Geomancy, Water & Air & Earth, 500 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Spatial Magic Slots (30)
Conjunction- (Spell, Spatial Magic, Spatial & Mystic, 4,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, This spell may be cast as though it possessed no attack bonus, Summoning, Astral Magic, and Forbidden Magic spells cost caster 1,500,000 less MP to cast as a non-stacking buff, Caster's summons gain +60,000 to all stats as a non-stacking buff, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Esoteric Wiseman'
Cosmic Cradle- (Spell, Spatial Magic, Spatial & Astral, 6,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, Each hit of this attack may be considered to not be within any present Terrains, Phantom Terrains, and Zones that are of caster's choosing that come from sources that are either caster or are below caster's Level and below Level 99, Caster may select up to 6 different Empowered Constellations that are settable by Astral Magic, Spatial Magic, or Wizard Magic spells equipped by caster or caster's willing allies that are worth under 300,000,000 Gold and cost under 6,000,000 MP and set those Empowered Constellations, Caster must be Level 60 or greater and must possess the ability 'Adept Spatial Magic Synchronization' or the ability 'Adept Astral Magic Synchronization'
Establish Demiplane- (Spell, Other: Spatial Magic, Spatial, 2,500,000 MP, 250,000,000 Gold) Caster creates a battlespace, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Establish Warspace Mirrorfield- (Spell, Other: Spatial Magic, Spatial & War & Ice, 3,000,000 MP, 300,000,000 Gold) Caster obtains a non-stacking buff whose effect does not stack across multiple instances of said buff on different possessors that gives its possessor a 25% chance of being able to redirect each targeted instace of each offensive actions that comes from a source below Level 95 that is not 5 or more Levels greater than caster that is not Spatial element, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Horizon of Demise- (Spell, Other: Spatial Magic, Spatial & Destruction, 2,500,000 MP, 250,000,000 Gold) +250,000 Ranged Attack, +250,000 Magical Attack, 15% inflicts Instant Death, Attacks involving this spell may target entities below Level 80 in other battlespaces that are not greater Level than caster, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Space-Twin Planet- (Spell, Other: Spatial Magic, Spatial, 13,600,000 MP, 340,000,000 Gold) Target Astral Being with a Constant Effect or Ability named 'Supermassive' or 'Hypermassive' becomes simultaneously present in a chosen battlespace in addition to the battlespace it is already in, with it being able to choose to be solely in either battlespace when this effect ends should it no longer possess the capability to be in both battlespaces simulataneously, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'
Spatial Sinkhole- (Spell, Other: Spatial Magic, Spatial & Darkness & Earth, 2,500,000 MP, 250,000,000 Gold) Caster creates a Zone of Spatial and attaches a non-stacking effect to it that makes entities within it that are below Level 99 unable to voluntarily switch rows or leave the battlespace they are in, Caster must be Level 60 or greater and must possess the ability 'Expert Spatial Magic Attunement'

Chronomancy Slots (10)
Desync- (Spell, Chronomancy, Time & Darkness, 5,000 MP, 6,000,000 Gold) Target may not delay its actions
w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Fog of Eons- (Spell, Other: Chronomancy, Air & Time, 1,800,000 MP, 90,000,000 Gold) Caster creates a Zone of Air & Time and attaches a non-stacking effect to it (which also does not stack across zones) that causes each individual of lower Level than its creator that is in it to have a 30% chance of being afflicted with Petrified: Time Stop at the start of each round
Temporal Zone-Freeze- (Spell, Other: Chronomancy, Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater
Create Time-Devouring Abyss of Bottomless Hunger- (Spell, Other: Time Magic, 4,000,000 MP, 200,000,000 Gold) Caster creates a Zone of Time and attaches a non-stacking effect on it that removes the element Time from the actions of all entities within it save its creator that are below Level 80, that has a 100% chance of inflicting Suffocation: No Future on each individual in it at the start of each round, and that causes individuals that are in it to count as being in a Phantom Terrain of Temporal Abyss, Caster must be Level 40 or greater and must possess the ability 'Adept Time Magic Synchronization'



Pets-
(Constant Effects taken into account to influence stats)

*Urhol Daer No'Mourmont: Data-Integrated Mystic Command Entity- (Pet Aspect- Twelve Realms' Defense Grid, Spirit, Magic & Technology, Level Tied to Relevant Artifact, X Gold)
HP- 29,150,000
MP- 47,325,000
STR- 153,000
AGI- 153,000
CON- 153,000
MIN- 306,000
SPI- 461,000
XP- 0
XP Needed- Tied to Artifact
Minimum Level- 1
Defense- 467,500
Defense against Stat Damage- 81,300
Critical Chance- 158%
Resilience- 376%
To Hit- 258%
Dodge- 158%
Resistances and Immunities-Air Immunity, Eart h Immunity, Fire Immunity, Water Immunity, Light Immunity, Darkness Immunity, Hope Immunity, Magic Immunity, Technology Immunity, Psychic Immunity, Physical Immunity, Ice Immunity, Energy Immunity, Acid Immunity, Electrical Immunity, War Immunity, Wood Immunity, Metal Immunity, Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, Stat Drain Immunity, Diseased Immunity, 158% Minor Status Effect Resistance, 79% Minor Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Agility
Constant Effects-
Variable Defensive Ward Patterns- Possessor may choose any one minor status effect at the beginning of a thread to become Immune to as a non-stacking buff, Possessor may choose any one moderate status effect at the beginning of a thread to become Immune to as a non-stacking buff, Constant Effect
Mystic Entity- Possessor gains +14,500,000 MP and +153,000 MIN, Constant Effect
Defensive Wards- Possessor and possessor's allies gain +350,000 Defense, +45,000 Defense against Stat Damage, and +158% Resilience as a non-stacking effect, Constant Effect
Command Entity- Possessor gains +153,000 SPI and +14,500,000 HP, Possessor's allies gain +75,000 to all stats as a non-stacking effect, Constant Effect
Superior Mystic Form- Possessor obtains +14,500,000 MP, obtains +153,000 SPI, and is Immune to individuals below Level 60, Constant Effect
Indexed Effects-
Thing of Magic- Possessor gains +2,000 SPI and +50,000 HP, Constant Effect
Mystic Fortitude- Possessor gains +50,000 HP, Constant Effect
Health Derived from the Defense Grid- Possessor gains +50,000 HP, Constant Effect
Greater Defense Field- Possessor gains +20,000 Defense, +20,000 Defense against Stat Damage, and +60% Resilience, Constant Effect
Crossrealm Magical Network Topography- Possessor may target lower or equal Level entities in other battlespaces; any entity that possessor targets in said manner may target possessor from different battlespaces until the end of the next round, Constant Effect
Abilities-
Assault Beams- 180,000 Damage, 300% may inflict Antimatter, this action may gain 2 hits against 600,000, Technology, 0 MP
Prime Force Blasts- 180,000 Damage, 300% may inflict Manablasted, this action may gain 2 hits against 600,000, Magic, 0 MP
Self-Restore- 10,000,000 Damage, Heals, Cures one minor and one moderate negative status effect, Cures one debuff from a source below Level 80, May only target caster, Magic or Technology, 0 MP
Scan Cyclopean System Data Banks- Scans target stats, this ability acts as though its caster were 20 levels higher for stat-scanning purposes, 1 hit against 200,000, Magic or Technology, 2,000 MP
Refabricate: Improved Form- Target gains +35% Resilience, +30,000 CON, +1,400,000 HP, +90,000 Defense, +30,000 MIN, and +1,400,000 MP, stacks 4 times, Technology & Psychic, 50,000 MP
Ward- Target gains 50% Resistance to a chosen Base element, stacks 200 times, Magic & Technology & Physical & Psychic, 50,000 MP
Direct Units- Targets gain an additional action immediately after this action if Units, 1 hit against 1,000,000, Magic or Technology, 380,000 MP
Crossrealm Gate- Caster and up to 2,000,000 willing allies leave their current battlespaces and enters another battlespace that is part of the same battle so long as no individual of equal Level to caster or greater Level than caster in the same battlespace as caster, as the same battlespace as any target, or the battlespace being entered objects, Spatial, 1,000,000 MP
Mystic Nuke- 360,000 Damage, 300% inflicts Hexed, Stat Drain, Poison, Poison: Irradiated, Stat Drain: MP Drain, and Fatigued, 1 hit against 200,000,000, Mystic or Magic & Technology, 1,000,000 MP
Indexed Abilities-
Direct Unit- Gives target Unit another action which is taken immediately after this one, Magic or Technology, 500 MP
Crossrealm Transport- Caster leaves its current battlespace and enters another battlespace that is part of the same battle so long as no individual of equal Level to caster or greater Level than caster in the same battlespace as caster objects, Spatial, 10,000 MP (Indexed at Level 39)
Awards-
Has Reached Round 41 in an Endurance Match

*Twelve Realms' Defense Force- (Pet Aspect- Twelve Realms' Defense Grid, Robot, Magic & Technology, Level Tied to Relevant Artifact, X Gold)
HP- 35,200,000
MP- 43,400,000
STR- 252,000
AGI- 252,000
CON- 252,000
MIN- 252,000
SPI- 252,000
XP- 0
XP Needed- Tied to Artifact
Minimum Level- 1
Defense- 310,950
Defense against Stat Damage- 31,600
Critical Chance- 158%
Resilience- 418%
To Hit- 258%
Dodge- 158%
Resistances and Immunities- Air Immunity, Earth Immunity, Fire Immunity, Water Immunity, Light Immunity, Darkness Immunity, Hope Immunity, Magic Immunity, Technology Immunity, Psychic Immunity, Physical Immunity, Ice Immunity, Energy Immunity, Acid Immunity, Electrical Immunity, War Immunity, Wood Immunity, Metal Immunity, Pain Immunity, Confusion Immunity, Impaired Immunity, Poison Immunity, Stat Drain Immunity, Diseased Immunity, 158% Minor Status Effect Resistance, 79% Minor Status Effect Resistance, 30% Major Status Effect Resistance
Prime Attribute- Spirit or Agility
Constant Effects-
Unit- This unit has increments in its HP called thresholds, it cannot be healed above a unit threshold once it drops below one except by actions that either state that they can heal units or that can resurrect in addition to heal, This unit's thresholds each contain (Max HP / 5,000 rounded up HP), This unit gains a number of actions equal to (the number of thresholds it possesses / 1,000) each time it would normally have an action, this unit's maxes in each stat other than HP decrease by 1% each time it loses 5% of its total thresholds, Unit Effect
Defense Force- Possessor gains +16,000,000 HP, +252,000 Defense, and +15,800 Defense against Stat Damage, Constant Effect
Masterful Design- Possessor gains +124,000 to all stats, +16,000,000 MP, and +110% Resilience, Constant Effect
Grid Fortifications- Possessor obtains +110% Resilience, Possessor's Defense cannot be pierced by individuals below Level 80, Possessor's Defense Against Stat Damage cannot be pierced by individuals below Level 80, Constant Effect
Constant Grid-Generated Reinforcement Waves- Possessor regenerates 5,000,000 HP and MP at the start of each round, can heal units, Constant Effect
Crossrealm Fire- Possessor may target individuals below Level 75 who are present in different battlespaces, Constant Effect
Indexed Effects-
Force of Defense- Possessor gains +2,000 to all stats and +500 Defense, Constant Effect
Fine-Tuned- Possessor gains +2,000 to all stats , Possessor listed damage values for abilities named 'Assault Beams', 'Prime Force Blasts', and 'Elemental Torrent' are increased by 4,000 points, Possessor's listed damage value for abilities named 'Self Restore' increases by 40,000 points if said ability is being used to Heal HP and is not being used as part of an offensive action, Constant Effect
Tri-Realm Fortification of the First, Second, and Third Realms- Possessor gains +10% Resilience, Constant Effect
Tri-Realm Fortification of the Fourth, Fifth, and Sixth Realms- Possessor gains +10% Resilience, Constant Effect
Tri-Realm Fortification of the Seventh, Eighth, and Ninth Realms- Possessor gains +10% Resilience, Constant Effect
Tri-Realm Fortification of the Tenth, Eleventh, and Twelfth Realms- Possessor gains +10% Resilience, Constant Effect
First Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
First Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Second Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Second Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Third Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Third Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fourth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fourth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fifth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Fifth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Sixth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Sixth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Seventh Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Seventh Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eighth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eighth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Ninth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Ninth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Tenth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Tenth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eleventh Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Eleventh Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Twelfth Realm Initial Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Twelfth Realm Secondary Mana Reservoir- Possessor gains +50,000 MP, Constant Effect
Mana Overboosted- Possessor obtains +7,000,000 MP, Constant Effect
Abilities-
Assault Beams- 184,000 Damage, this action pierces 520,000 Defense, 1 hit against 5,000,000, Technology, 0 MP
Prime Force Blasts- 184,000 Damage, 300% may inflict Manablasted, 1 hit against 5,000,000, Magic, 0 MP
Elemental Torrent- 184,000 Damage, 250% inflicts up to two chosen moderate negative status effects, 1 hit against 500,000,000, Earth or Air or Fire or Water or any combination of base elements, 0 MP
Self-Restore- 10,040,000 Damage, Heals, Cures one minor or moderate negative status effect, May heal units, May only target caster, Magic or Technology, 0 MP
Harry- Target obtains -25% To Hit, stacks 10 times, does not affect targets above Level 98, Technology & Air, 5,000 MP
Project Shield- +160,000 Defense, stacks 10 times, Technology or Magic, 50,000 MP
Realm Transfer- Caster exits its current battlespace and enters another preexisting battlespace within the same battle so long as no individual of Level 99 or greater in either battlespace objects, Spatial, 10,000 MP
Space Shield- Caster takes 1/4 Damage from attacks from sources below Level 80 while in the back row, does not stack, Spatial, 1,000,000 MP
Awards-
Has Reached Round 41 in an Endurance Match
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Draconics wrote:Gazooks! I had all this ready per layout in the private threads before being told I had to post it here too, so mind the messiness.

Name: Nirrechau ('Nira') Reccateu
Level: 79
Type: Immortal
Elements: Time & Moon

Base STR: 6
Base AGI: 33
Base CON: 11
Base MIN: 6
Base SPI: 6

Equipped Items

Weapons-
Moment of Triumph- (Weapon, Gun, Darkness & Fate & Time, 345,000,000 Gold) +355,000 Ranged Attack, +360,000 AGI, +360,000 SPI, 260% To Hit, +12 Fame as a non-stacking bonus, 30% inflicts Instant Death, 30% inflicts Smitted, 30% inflicts Devastated, Wielder's per-item Ranged Attack bonus cap becomes 2x the relevant stat, Individuals killed by wielder may not be resurrected by sources below Level 70 that are not both above Level 60 and higher Level than wielder, Wielder's allies gain +15,000 to all stats as a non-stacking bonus, Wielder must be Level 60 or greater
Bascaradine Ticking Grenade Model 5 (Even-Round Variant)- (Weapon, Throwing Weapon, Time & Fire, 224,466,880 Gold) +224,466 Ranged Attack, Wielder's offensive actions that deal damage deal an additional 886,644 points on even-numbered rounds, Wielder gains 144% To Hit on even-numbered rounds, 66% inflicts Fatigued: Stun on even-numbered rounds
*Holy Festival Grenade Launcher- (Weapon, Gun, Universe, 140,000,000 Gold) +140,000 Ranged Attack, 1 hit against 12, +120,000 to each stat, +12% Critical, +12% To Hit, wielder's items cannot be destroyed, Wielder must be Level 39 or greater, Can permanently kill the artifact eater as an RP effect, Wielder cannot be affected by status effects while fighting the artifact eater as an RP effect w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Armor-
Bascaradine RealHolo-Line Holo-Battledress: Future Combat Champions- (Armor, Clothes, Glitz & Technology & Illusion & Time, 300,000,000 Gold) +300,000 Defense, +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, +10 Fame as a non-stacking bonus, 100% Dodge, 200% To Hit, 100% Critical, 100% Resilience, Wielder is Immune to sources below Level 40, Wearer must be Level 40 or greater and must be a devout worshipper / employee of the Bascaradine Corporation, Has RP Effects

Accessories-
*Clock of the Moon- (Accessoryx2, Trinket, Light & Darkness & Magic & Time, 50,000,000 Gold) +85,000 AGI, Wielder may 17/ thread delay an action from occurring for up to 5 turns, Wielder may 17/ thread gain 1 action immediately after wearer's first action no more than one time in a single round, 5% Time Stop Resistance, +50,000 to all stats if wielder has the ability Chronomancer or the ability Astromancer, Wielder gains +75,000 AGI on even numbered turns, Possessor may, once per thread, leave battle for 5 turns, appearing in a separate battle that has a 5% chance of having a random encounter determined by either the Temporal Interlopers Encounter Table (if it is ready) or by Gadigan if said table is not ready (if Gadigan is not available for 5 days, assume no encounter has appeared) and a 95% chance of being against nothing, all buffs, summons, and pets transfer with character intact between the two battles, this second battle takes place in a Zone of Time that has an effect that causes all Time-element individuals in it to regenerate 300,000 HP and 300,000 MP at the start of each round with a terrain of Temporal Abyss, this Zone and terrain may not be replaced or altered by individuals below Level 65, Wielder may, at the beginning or end of any of wielder's actions, have this item record wielder's turn-order-determining stat sum, and, provided no opponent is above Level 79, wielder may use and turn-order-determining stat sum that this item has recorded during this thread as wielder's turn-order-determining stat sum for turn-order-determining purposes; Note that when this item is recording a turn-order-determining stat sum, said sum is not being used for turn-order-determining purposes at the time, Wielder has a 10% chance of being afflicted with Augmented: Haste at the start of every round, Wielder may spend an action to create a Zone of Time and attach an effect to said Zone that deals 3,000 Flat Time element AGI Damage to each non-Time-element individual in said Zone at the start of every round and provides +3,000 AGI to each Time element individual in said Zone as an effect that does not stack on the same Zone or across Zones, All offensive actions targeting wielder from sources below Level 40 are delayed for 1 round, Wielder obtains a buff that stacks 10 times and that provides +1,000 AGI whenever wielder uses a Drink consumable, Once per every four years, as an effect that may not be replicated, copied, transferred, text-altered, or undone by sources below Level 201, wielder may choose, before or after any action, to immediately again 3 actions, 30% Time Resistance, 30% Fate Resistance, 30% inflicts Petrified: Time Stop, 30% inflicts Suffocation: No Future, Wielder must be Level 40 or greater
Orahalcum Drain-Fang Bullets- (Accessory, Ammo, Earth, 108,700,000 Gold) +109,500 Ranged Attack, Wielder's 'Ranged Attack' and 'Point Blank' actions deal HP Drain, Wielder ignores the Defense of individuals below Level 40, Wielder ignores the Defense of non-unique individuals below Level 60, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 40, Pierces 50,000 Defense, This item provides no benefits if wielder does not have a Gun equipped, Wielder must be at least Level 40
Bascaradine War-Analyst's Full-Field-Anaylsis Hyperanalytical Combat-Eye- (Accessory, Eyewear, Technology & War, 60,000,000 Gold) +60,000 Ranged Attack, +5% To Hit as a non-capped effect that does not stack, 168% To Hit, 68% Dodge, 68% Critical, Wielder may scan the stats of each opponent at the start of each round, Wielder may spend an action to scan up to 200,000 targets; stats, Wielder counts as having an additional Upgrade equipped, Wielder counts as being 5 Levels higher, to a max of Level 99 for stat-scanning purposes as an effect that does not stack and does not count for bypassing 'Immune to below Level x' effects, As an RP effect, this eye can see the past, can see the surface thoughts of people it is looking at, can estimate danger levels, has infared vision, has night vision, has darkvision, can analyze mana patterns, has a built in superfast calculator, can target lock, has a built in phone, and can detach and perform remote recon either with flight jets or metal tentacle-legs
Checkmate Organization's Insignia-Pin- (Accessory, Broach, Technology & Light & Darkness, 5,000,000 Gold) 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, Wearer’s per-item Ranged Attack bonus becomes 2x the relevant stat, Wearer’s per-item Melee Attack bonus becomes 2x the relevant stat, Wielder gains an additional weapon slot that may contain only Guns
World Harvester's Talons- (Accessory, Gauntlets, War & Destruction & Fate, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Ranged Attack, +400,000 Defense, +400,000 STR, +400,000 AGI, +400,000 CON, Wielder may equip Weaponx2 items as though they were Weaponx1 items, Wielder's per-item Melee Attack cap becomes (STR * 2), Wielder's per-item Ranged Attack cap becomes (AGI * 2), Wielder must be Level 60 or greater
Cloud of Supremely-Deadly, Temporally-Displaced Knives- (Accessory, Knife, Illusion & Time, 225,000,000 Gold) +225,000 Ranged Attack, 100% Critical, Wielder counts as wielding 20 additional Knife weapons, Once per battle per copy of this item, up to three times per thread across all copies of this item, wielder may choose immediately before one of wielder's actions to gain another action that is a 'Ranged Attack' action that is delayed for 3 rounds, Wielder must be Level 40 or greater (Note: This item's type is intended to be accessory, and its subtype is intended to be Knife)

Consumables-
3 Meteor to the Brain- (Consumable, Drink, Fire & Air & Psychic, 1 Charge, 80,000,000 Gold) Deals 8,000,000 Flat Psychic Damage, 180% inflicts Poison: Drunk, 180% inflicts Fatigued: Stun, User must be Level 40 or greater and must possess the ability 'Bartender' or possess an ally with the ability 'Bartender'
Orange Phoenix Cocktail- (Consumable, Drink, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself, 60% inflicts Impaired: Drunk on targets that are successfully resurrected
Nuke In A Glass- (Consumable, Drink, Technology & Fire & Water, 1 Charge, 2,000,000 Gold) Target is dealt 2,000,000 Flat Technology & Fire element Damage, 100% inflicts Poison: Irradiated, 100% inflicts Poison: Drunk, 50% (target gains Poison: Irradiated Immunity and 20% Atomic Resistance)

Spells-
(3 Base)
Call Down the War-Ending Spear of Holy Judgment- (Spell, Holy Magic, Light & War, 440,000 MP, 220,000,000 Gold) +200,000 Ranged Attack, Allied targets may, if they agree to such, be cured of a single chosen major status effect from a source below Level 80 that is not 20 or more Levels greater than caster and then be killed, This attack possesses +100% To Hit, This action ignores the Defense of individuals below Level 60, Targets killed by this action may not be resurrected by source below Level 60, 15% inflicts Smitten, 60% inflicts Awestruck, 60% may inflict Wounded, Targets may not, if below Level 80 and not 20 or more Levels greater than caster, perform War-element actions that cost 1 or more HP or MP, Targets may not, if below Level 80 and not 20 or more Levels greater than caster, summon, 1 hit against 5,000, Caster must be Level 40 or greater
Trick Shot: Fan the Hammer- (Spell, Gunslinging, Technology & Air, 600 MP, 79,000 Gold) +5 Ranged Attack, X hits against 1, deals 1/X damage, X can be any number up to user level, only works if a Gun is equipped
Lanzah Bahum- (Spell, Illusion Magic, Darkness & Physical & Air & Illusion, 900,000 MP, 90,000,000 Gold) +90,000 Ranged Attack, +90,000 Magical Attack, this action counts as involving 200 additional Illusion-element Spear weapons, 1 hit against 20,000,000, this action gains +100% To Hit unless caster's stats have been scanned, Caster must be Level 40 or greater

(10 Combat Arts)
Attack from Within- (Spell, Combat Arts, Physical, 7,000 MP, 800,000 Gold) If this spell is equipped, its equipper may take actions while removed from battle by individuals below Level 100 in a manner that is considered being eaten, with each action costing this spell’s MP cost and being considered a casting of this spell
Extreme Urban Golf Warzone Catastrophic Combo-Hit- (Spell, Combat Arts, Physical & Air & Technology & Destruction, 4,500 MP, 4,750,000 Gold) +4,700 Ranged Attack, 15% this action repeats itself at the start of the next round if no individual of Level 60 or greater objects, with new targets being able to be chosen, Target gains a debuff named "Golf Weakness", Caster may inflict Entombed, Wounded, or Antimatter on targets below Level 60 who possessed an effect named "Golf Weakness" at the start of this action, Caster deals double damage (to a max of 1,000,000 additional damage) to targets below Level 40 who possessed an effect named "Golf Weakness" at the start of this action
Issacharian Barrage- (Spell, Combat Arts, Fire & Magic, 0 MP, 2,000,000 Gold) +(Caster's AGI) Ranged Attack
Ki Boost- (Spell, Combat Arts, Energy & Physical, 200 MP, 900,000 Gold) Caster gains +500 to all stats, does not stack
Ki Persuasion- (Spell, Combat Arts, Energy & Physical & Air & Psychic, 50 MP, 670,000 Gold) 30% may inflict Charm, 30% may inflict Confusion, 30% may inflict Fatigued: Asleep
Ki Throw- (Spell, Combat Arts, Energy & Physical, 80 MP, 210,000 Gold) +200 Magical Attack, 60% inflicts Fatigued: Stun, deals 1/2 damage
Needs More Boot To The Head!- (Spell, Combat Arts, Physical & Air, 95 MP, 47,000 Gold) +45 Melee Attack, +45 Ranged Attack, 5% inflicts Fatigue: Stun, For each Boots accessory caster has equipped, this spell's Melee Attack and Ranged Attack bonuses increase by +45, and its chance of inflicting Fatigue: Stun increase to maxes of +4,500 and 40%, respectively
Throw Business Cards- (Spell, Combat Arts, Air & Technology, 7 MP, 30,000 Gold) +30 Ranged Attack, 15% deals no Damage if caster does not possess the ability 'Merchant' or 'Business Professional', This action counts as including an additional Throwing Weapon
Well-Timed Barrage- (Spell, Combat Arts, Physical, 450 MP, 148,000 Gold) +75 Ranged Attack, Caster may choose to have this hit immediately or on any of caster's next 5 turns, 15% 2 bonus hits divided among 2, A Throwing Weapon must be equipped to use this spell.
War of Broken Clocks- (Spell, Combat Arts, Time, 9,000,000 MP, 40,000,000 Gold) Caster and target each gain 5 actions each in sequence (starting with caster, switching to the target, then switching back, and so forth) that may only be used to target each other with offensive actions, fails to work if targeting an individual of 5 or more Levels greater than caster, who is Level 80 or greater, or who possesses Time Resistance, Immunity, Absorption, or Reflection

(10 Psychic Arts)
Brain Boost- (Spell, Psychic Arts, Psychic, 900 MP, 1,400,000 Gold) +1,400 MIN, does not stack
Brainwash- (Spell, Psychic Power, Psychic, 4,000 MP, 2,500,000 Gold) 1,250 MIN Damage, 30% inflicts Confusion, Charm, Confusion: Depression, Confusion: Fear, or Pain
Cryptic Riddle- (Spell, Psychic Power, Psychic, 810,000 Gold) +805 Magical Attack, 800 MIN Damage, 30% inflicts Confusion
Memory Lock- (Spell, Psychic Power, Psychic, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 cannot remove buffs or debuffs from target through means other than their duration expiring or their not being selected to be carried in slots between battles, Caster must be Level 40 or greater
Mentally Fool People Into Thinking They're In A Different Time Zone- (Spell, Psychic Power, Psychic & Air & Earth & Water, 140 MP, 82,000 Gold) This spell may be auto-cast at the beginning of battle, Individuals of equal or lower level to caster have -500 to their turn-order-determining stat sum for puposes of when they take their actions in turn-order, but not for the number of actions they receive, does not stack
Mentally Fool People Into Thinking You’re a Wizard- (Spell, Psychic Power, Psychic, 60 MP, 35,000 Gold) This spell may be auto-cast at the beginning of battle, Abilities from individuals of equal or lower level to caster that have equal or lower MIN compared to caster act (optionally, if allied) as though caster has a number of Wizard Spells equipped equal to the number of Psychic Power spells caster has equipped and that caster has no Psychic Power spells equipped
Mind Up- (Spell, Psychic Power, Psychic, 5 MP, 1,000 Gold) +15 MIN, stacks 40 times
Mind Up- (Spell, Psychic Power, Psychic, 5 MP, 1,000 Gold) +15 MIN, stacks 40 times
Psychic Beam- (Spell, Psychic Arts, Psychic, 600 MP, 600,000 Gold) +600 Magical Attack, This action gains 132% To Hit
Psychic Scan- (Spell, Psychic Arts, Psychic, 700 MP, 700,000 Gold) Scans target's stats

(5 Time Element)
Forcibly Hyperaccelerate Timeflow- (Spell, Other: Time Magic, Time, 1,500,000 MP, 150,000,000 Gold) Target individual below Level 100 that is below caster's Level takes Damage (including Stat Damage) from all minor, moderate, and major negative status effects that would deal it damage at the start of each round that it possesses as though it were the start of a round, with said individual taking Damage from each such status effect a max of four times per round (including at the point at which they would normally deal it Damage), 60% inflicts Fatigued: Elderly
Last Call- (Spell, Other: Culinary Arts, Water & Time, 500,000 MP, 100,000,000 Gold) +100,000 Magical Attack, Heals, Heals 10,000 Stat Damage from each stat, cures all minor and moderate negative status effects, +10,000 to all stats as a non-stacking buff, 1 hit against 50, Caster may obtain a buff that prevents Drink consumables from being used by individuals below caster's Level, Caster must be Level 40 or greater
Temporal Gunman's Flow- (Spell, Gunslinging, Time, 85,000 MP, 8,500,000 Gold) Caster gains +8,500 Ranged Attack while caster is wielding a Gun, Caster may delay 'Ranged Attack' and 'Point Blank' actions 1 to 5 rounds while caster is wielding a Gun, does not stack
Vanishing Hours- (Spell, Ethereal Magic, Time, 500,000 MP, 45,000,000 Gold) +43,000 Magical Attack, 4,500 Flat Time element AGI Damage, Targets count as having not yet acted if below Level 100 and not 15 or more Levels greater than caster
Temporal Zone-Freeze- (Spell, Time Magic, Time, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater

Pets-
*Feta- (Pet, Animal, Air, Lv.79, 110,000,000 Gold)
HP- 3,500,000
MP- 2,000,000
STR- 24,837
AGI- 59,853
CON- 14,820
MIN- 18,332
SPI- 32,166
XP- 0
XP Needed- 774,600,000 (Standard multiplier x1/4, Raised to x120 to bypass Level 80 cap, Power x1)
Minimum Level- 1
Defense- 12,500
Defense against Stat Damage- 1,750
Critical Chance- 103%
Resilience- 34%
To Hit- 206%
Dodge- 119%
Resistances and Immunities- None
Prime Attribute- Agility
Constant Effects-
Nine Lives- Possessor has a 59% chance, upon death, of auto-self-resurrecting one turn later if possessor's controller is still in battle, this ability activates a maximum of nine times per thread, Constant Effect
Confer Agility- Possessor's controller gains +12,000 AGI, Constant Effect
Feline Grace- Possessor gains +30,000 AGI, Possessor gains Immunity to any two minor or moderate negative status effects at the start of the thread, Possessor gains 90% Petrified Resistance, Possessor gains Paralyzed Immunity, Constant Effect
Player-Killer- Possessor deals 300,000 additional Damage to PCs, Constant Effect
Suddenly Sprouted a Confusingly-Powerful Forcefield- Possessor obtains +20,000 Defense, Possessor gains an optional 70% chance of reflecting attacks from individuals below Level 60, Individuals below Level 60 may not pierce possessor's Defense, Individuals who attack possessor have a 200% chance of being afflicted with Confusion, Possessor is Immune to individuals below Level 50, Constant Effect
Indexed Effects-
Phantom Shell-Possessor gains 5% Physical Resistance and +150 Defense, Does not persist through combinations unless specifically noted, Constant Effect
Mark of the Patterned Lizard- Possessor gains 13% Dodge while in a Zone of Earth or Water, +210 to all stats while in a Zone of Earth or Water, 10% Earth Resistance, 10% Water Resistance, and possessor's abilities that have a chance of "does no damage" (specifically as having a chance of this, not simply a chance of failing to inflict damage) have said chance reduced by 5%, Possessor may, at the start of a thread, change its subtype to Other: Reptile if possessor is an Animal, Constant Effect
Wakefulness of Aldriel- Possessor is immune to Fatigued: Sleep, Constant Effect
Forest-Dweller's Quilled Body- Possessor gains +50 Defense, Possessor may deal 5,000 Flat Physical element damage to any individual who conducts an offensive action against possessor, Constant Effect
Cloaked in the Winter of Waerdael- Possessor may deal 5,000 flat Ice element damage to an equal number of allies and enemies at the start of each round, to a max of 30 such targets, Constant Effect
Lustrously Groomed Shine- Possessor's abilities that have a chance of inflicting Charm have said chance raised by 1%, provided that said increase does not raise said chance above 75%, Constant Effect
Has Breathed In Murlakro's Breath- +5,000 Max MP, This ability does not persist through combos, Constant Effect
Is A Kitten- Possessor's name counts as including 'Cat' and 'Kitten', Constant Effect
Stealthy at Times- Possessor has a 95% chance of not being targetable or effected by individuals below half possessor's level, to a max of level 40, on the first round of combat, Constant Effect (Indexed at Level 61)
Easily-Equipped- Possessor counts as being 1/2 possessor's level for purposes of being equipped and levelled, rounded up, Possessor's controller gains +12,000 to all stats if possessor's controller could equip possessor without this halving, Constant Effect (Indexed at Level 61)
Lands on Four Feet- +110,000 Defense against attacks that shift possessor's row, Fatigued: Stun Immunity, Fatigued: Prone Immunity, Constant Effect (Indexed at Level 75)
Fancy- Possessor counts as being worth an additional 120,000,000 Gold, Constant Effect (Indexed at Level 79)
Granted Effects-
Talon of Tasshaemot- Possessor treats all Resistances possessed by targets below level 99 as being 5% lower, to a minimum of 0%, if possessor so desires, This ability does not persist through combos, Constant Effect
Grace of Seirudiel- Possessor gains 15% Dodge and +50 AGI, Constant Effect
Abilities-
Claw- 20,000 Damage, 2 hits against 1, Earth, 0 MP
Bite- 70,000 Damage, 200% inflicts Wounded, May deal HP Drain, Physical, 0 MP
Be Very Cute- 50% Humans and Humanoids with less SPI than caster cannot attack caster next turn, caster may choose to become solely Light element or solely Whimsy element, Light & Air, 2 MP
Hypersonic Echoing Meow- 40,000 Damage, 200% inflicts Suffocation: Sonic Whiplash, 200% inflicts Suffocation: Sonic Assault, this action repeats itself every round if a terrain or phantom terrain is present and none of its performer's other actions have repeated yet on said round, Sonic or Sonic & Air, 100,000 MP
Fatal Slash- 60,000 Damage, 30% inflicts Instant Death, Physical & Darkness & Destruction, 400,000 MP
Indexed Abilities-
Gaze of the Lamenting Turkey- 26,900 Damage, 50% inflicts Confusion: Depression, this attack uses Spirit as its Prime Attribute, Does not persist through combinations unless specifically noted, Magic & Darkness, 0 MP
Meow!- Cures up to 10,000,000 targets whose name does not contain 'Kitten' or 'Cat' of Confusion: Fear, Cures up to 50 targets of Confusion, Air, 5 MP (Indexed at Level 35)
Hundred Cat Pileup- 8,000 Damage, deals 1/3 damage, 1 hit against 100, Physical, 100 MP (Indexed at Level 39)
Mr. Tweety's Demise- 76,000 Damage, inflicts Drain, 100% inflicts Wounded, only affects Aerials, Physical, 1,000 MP (Indexed at Level 40)
Mr. Splashy's Demise- 76,000 Damage, inflicts Drain, 100% inflicts Wounded, only affects Aquatics, Physical, 1,000 MP (Indexed at Level 40)
Turn Black and Cross Path- 200% inflicts Hexed: Ill Fortune, Darkness, 70 MP (Indexed at Level 45)
Take Cover- Caster moves to the back row and gains +25,000 Defense while in the back row that lasts as a non-stacking buff that vanishes when caster takes an offensive action, Physical & Air, 200 MP (Indexed at Level 49)
Kitten to the Face!- 36,000 Damage, This attack possesses 220% To Hit, May deal no damage, Inflicts Impaired: Blind for one round provided target is not over possessor's Level and does not have over 10 times possessor's AGI, Consumes one action from both possessor, provided possessor is named 'Kitten' and possessor's controller, This is a Combo Move, 40 MP per participant (Indexed at Level 60)
Pounce- 35,000 Damage, Caster moves to the front row if not already in it, this action may deal full Damage to targets below Level 60 in the back row, 100% may inflict Confusion: Surprise, Physical, 90 MP (Indexed at Level 72)
Sharpen Claws- +12,000 Damage to all of caster's attacks, stacks 5 times, Physical, 20 MP (Indexed at Level 75)
Stoke Diabolically While Sitting in Fancy Chair- Possessor's controller gains +10,000 MIN and inflicted with any one minor positive status effect, stacks 5 times, lasts 30 rounds, Consumes one action from both possessor, provided possessor is named 'Feta' and possessor's controller, provided possessor's controller is named 'Nirrechau ('Nira') Reccateu', This is a Combo Move, Darkness & Wealth & Psychic, 300 MP per participant (Indexed at Level 75)
Bat Around- 50,000 Damage, 180% inflicts Fatigued: Stun, may shift a target afflicted with Fatigued: Stunned's row to the row of caster's choice, Physical, 10 MP (Indexed at Level 76)
Roll Giant Ball of Yarn- 40,000 Damage, 150% inflicts Paralysis, 1 hit against 7,000,000, Air & Physical, 100 MP (Indexed at Level 79)
Hundred-Million Cat Pileup- 40,000 Damage, 100% may inflict Entombed, 100% may inflict Suffocation, 1 hit against 100,000,000, Physical, 100,000 MP (Indexed at Level 79)
Enhancements-
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

*Rhia- (Pet, Human, Air, Lv.79, 145,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
Fame- 1
XP- 0
XP Needed- Max Level Reached
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 90% Darkness Resistance, Poison Immunity, 158% Minor Status Effect Resistance and 79% Moderate Status Effect Resistance
Prime Attribute- Strength or Agility
Constant Effects-
Shadow Blade- Possessor gains +#% Critical, deals # additional Damage, and counts as possessing the abilities 'Basic Knife Training', 'Apprentice Knife Training', 'Shadow Blade', 'Adept Knife Training', and 'Expert Knife Training', Constant Effect
Thief- Possessor gains +#% Dodge, gains +# AGI, and counts as possessing the abilities 'Basic Thief Arts Attunement', 'Apprentice Thief Arts Attunement', 'Thief', 'Adept Thief Arts Attunement', and 'Expert Thief Arts Attunement', Constant Effect
Expert at Fighting By Hopping In-And-Out Of Magic Bags- Up to twice per round, when possessor is equipped, possessor may perform an action and then immediately unequip itself, Constant Effect
Blur Form- Possessor gains +#% Dodge, and miss chances against possessor are rolled twice, with possessor choosing which of the results is taken, Constant Effect
Shadow Empowerment- Possessor gains +# to all stats while in a Zone of Darkness, Constant Effect
Shadow Clones- Possessor gains three additional actions on rounds during the start of which possessor possesses no higher-Level opponents, Constant Effect
Precise Strikes- Possessor gains +#% To Hit and +#% Critical, Constant Effect
Godsblessed Ebonrazor- Possessor deals # additional Damage, Possessor ignores the Darkness and Physical Resistance, Immunity, Reflection, and Absorption of entities below Level 80, Possessor ignores the Base Element Resistance of entities below Level 80, Constant Effect
Powerful- Possessor is Immune to sources below Level 20, Constant Effect
Sneaking- Possessor gains +#% Dodge and may move into opposing row-order formations, Possessor may enter the back row of an opposing row-order formation at the beginning of battle, Stance Ability
Knife-Fighting Stance- Possessor's abilities' Damage values are increased by # points, Stance Ability
Shadow Ripper Stance- Possessor's abilities' Damage values are increased by # points, Possessor's offensive actions may gain '200% inflicts Wounded', Stance Ability
Night's Deadly Shadows Stance- Possessor deals # Flat Physical element Damage to every opponent at the start of each round per Zone of Darkness present, to a max of 10 such Zones, Stance Ability
Indexed Effects-
Shadow Blade's Apprentice- Possessor obtains 75 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Shadow Blade' that does not include 'Apprentice', Constant Effect
Thief's Apprentice- Possessor obtains 75 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Thief' that does not include 'Apprentice', Constant Effect
Has Stances- Possessor may enter any one stance (or exit all stances) at the start of each round, Possessor may be in up to two stances at a time, Constant Effect
Abilities-
Dagger Stab- # Damage, Physical, 0 MP
Dagger Toss- # Damage, This action deals full Damage to targets below Level 60 in the back row, Air & Physical, 0 MP
Dodge- Caster gains +#% Dodge for 5 rounds, does not stack, Air, 0 MP
Clean Up- Removes any number of debuffs from up to three sources below Level 80, Air, 0 MP
Shadow Stab- # Damage, This action gains +#% To Hit, This action may not be countered by individuals below Level 80, Darkness or Darkness & Physical, 0 MP
BLAZING KNIFE!- # Damage, 268% inflicts Burning, This action gains +#% Critical, This attack rolls to hit twice, with its performer choosing which of the results is taken, Fire, 1,000 MP
Void Cutter- # Damage, # SPI Damage, 268% inflicts Voidstruck, 1 hit against 5,000,000, Darkness, # MP
Curse Blade- # Damage, 30% inflicts Cursed, Darkness & Mystic or Darkness & Magic, # MP
Shadow Pounce- # Damage, Caster may target a single individual in a different battlespace, and, if caster chooses such and no individual of Level 80 or greater in either the battlespace caster is present in or the battlespace said target is present in objects, moves to said battlespace and then directs this action's hits at said target (with said hits not being directable towards said target in the case of such an objection), Darkness & Spatial or Darkness & Spatial & Physical, # MP
THIS WINE IS ALSO DELICIOUS (AND I AM, BY DEFAULT, IMMUNE TO ITS INEBRIATING PROPERTIES!)- Caster regenerates # MP and has a 30% chance of being afflicted with Poison: Drunk, Water & Darkness, # MP
Shadow Dodge- Caster gains +#% Dodge while in a Zone of Darkness, does not stack, lasts 300 rounds, Darkness, # MP
Hellgate-Carving Combo-Blow- # Damage, # CON Damage, # SPI Damage, Target acquires a non-stacking debuff that allows said debuff's creator to summon a non-unique Daemon or Devil at the start of each round that is below Level 80 and normally fightable for drops on the enemy list, Fire & Darkness, # MP
Shadow Vanish!- Caster and any number of willing allies are moved to a different existing battlespace so long as no individual of Level 80 or greater in either caster's battlespace or said second battlespace objects, Darkness & Spatial, # MP

*Kasumi- (Pet, Human, Darkness, Lv.79, 145,000,000 Gold)
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
Fame- 1
XP- 0
XP Needed- Max Level Reached
Minimum Level- 1
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- 90% Time Resistance, Petrified: Time Stop Immunity, 158% Minor Status Effect Resistance and 79% Moderate Status Effect Resistance
Prime Attribute- Strength or Agility
Constant Effects-
Assassin- Possessor gains +#% Critical, +#% To Hit, and counts as possessing the abilities 'Basic Throwing Weapon Training', 'Apprentice Throwing Weapon Training', 'Assassin', 'Adept Throwing Weapon Training', and 'Expert Throwing Weapon Training', Constant Effect
Temporal Primarch- Possessor gains +# to its turn-order-determining stat sum for turn-order-determining purposes and counts as possessing the abilities 'Basic Time Synchronization', 'Apprentice Time Synchronization', 'Temporal Primarch', 'Adept Time Synchronization', and 'Expert Time Synchronization', Constant Effect
Expert at Fighting By Hopping In-And-Out Of Magic Bags- Up to twice per round, when possessor is equipped, possessor may perform an action and then immediately unequip itself, Constant Effect
Surprise Kill- Possessor deals # additional Damage against individuals who have not acted yet in the current battle and gains '15% inflicts Instant Death' against such targets, Constant Effect
Time Boosting Time Powers- Possessor's turn-order-determining stat sum is increased by # points, Possessor gains Stat Drain: SPD Drain Immunity, Constant Effect
Temporal Focus- Possessor gains two additional actions on rounds during the start of which possessor possesses no higher-Level opponents, Constant Effect
Dodgey Like Nobody's Business- Possessor gains +#% Dodge, Possessor's stats cannot be scanned by sources below Level 60, Constant Effect
Time Maid Stance- Possessor gains +#% Dodge, gains +# AGI, and may use Agility or Spirit or Agility + Spirit as possessor's turn-order-determining stat, Stance Ability
Knife-Tossing Stance- Possessor's abilities Damage values are increased by # points, Possessor gains +#% To Hit, Stance Ability
SUCH KNIVES Stance- Possessor's abilities Damage values are increased by # points, Possessor's abilities that possess more than 1 hit against each target gain an additional hit against each target, Stance Ability
Graveyard of Ages Stance- Possessor inflicts Vanished on entities below Level 80 that possessor kills, Stance Ability
Time Body Stance- Possessor's sole element becomes Time, Possessor may make any of its actions or attacks solely Time element, Stance Ability
Indexed Effects-
Assassin's Apprentice- Possessor obtains 75 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Assassin' that does not include 'Apprentice', Constant Effect
Temporal Primarch's Apprentice- Possessor obtains 75 additional XP per Level of XP-dropping Enemy defeated in threads during which possessor is assigned dropped XP from any enemy if any of possessor's allies have an ability, name, or constant effect that includes 'Temporal Primarch' that does not include 'Apprentice', Constant Effect
Has Stances- Possessor may enter any one stance (or exit all stances) at the start of each round, Possessor may be in up to two stances at a time, Constant Effect
Abilities-
Dagger Stab- # Damage, Physical, 0 MP
Dagger Toss- # Damage, This action deals full Damage to targets below Level 60 in the back row, Air & Physical, 0 MP
Dodge- Caster gains +#% Dodge for 5 rounds, does not stack, Air, 0 MP
Clean Up- Removes any number of debuffs from up to three sources below Level 80, Air, 0 MP
Dagger Rain- # Damage, 3 hits against 500,000,000, Air & Darkness or Air & Physical, 0 MP
Fast!- Inflicts Augmented: Haste and Stat Boost: SPD Boost, +# AGI, +# SPI, does not stack, Time, 650 MP
Slow!- Inflicts Impaired: Slow and Stat Drain: SPD Drain, -# AGI, -# SPI, does not stack, Time, 650 MP
STOP!- 30% inflicts Petrified: Time Stop, Time, # MP
Time Knives- # Damage, this action may be delayed up to 500 rounds, 1 hit against 500,000, Time & Physical or Time & Air, # MP
THIS CHEESE IS DELICIOUS- Caster regenerates # HP, Cater is afflicted with Invigorated, Earth, # MP
Time Dodge- Caster gains +#% Dodge against the next attack that targets caster, does not stack, Time or Time & Air, # MP
Temporal Doom Ray Knife Beam- # Damage, # AGI Damage, 260% inflicts Fatigued: Elderly, 160% inflicts Suffocation: No Future, Time or Time & Physical or Time & Destruction, # MP
EXTRA TIME!- All of caster's allies gain two additional actions if no opponent in any battlespace is of higher Level than caster, Time or Time & Magic, # MP

Transformations-
Bascaradine Employee Semi-Custom Battle Motorcycle Style Number 553,681,249- (Transformation, Vehicle, Technology, 90,000,000 Gold)
Level 59
HP- 2,400,000
MP- 2,130,000
STR- 29,600
AGI- 42,100
CON- 34,300
MIN- 31,200
SPI- 26,900
XP- 0
XP Needed- 332,800,000 (Standard Multiplier x2,Raised to x40 to bypass Level 60)
Minimum Level- 59
Defense- 12,000
Defense against Stat Damage- 1,500
Critical Chance- 54%
Resilience- 46%
To Hit- 163%
Dodge- 70%
Resistances and Immunities- 70% Technology Resistance, 50% Time Resistance, 50% Spatial Resistance, 118% Minor Status Effect Resistance, 59% Moderate Status Effect Resistance, 3% Major Status Effect Resistance, Immune to Pain, Confusion (except System Overload), Impaired, Poison, and Diseased (except Computer Virus)
Prime Attribute- Agility
Constant Effects-
Motorcycle- Possessor gains the subtype Machine, Constant Effect
Gunner's Battle-Cycle- Possessor may make Ranged Attack actions while in this transformation and gains +30,000 Ranged Attack while transformed, Vehicle Trait
Passenger Capacity (1)- Possessor may at any time take an action to pick up or deploy 1 passenger, Possessor may, when transforming into this form, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Magical Cat-Containment Decal- Possessor possesses a special secondary passenger capacity that may contain a max of 1 individual whose name includes 'Cat' or 'Kitten', Possessor may at any time take an action to pick up or deploy 1 passenger whose name includes 'Cat' or 'Kitten', Possessor may, when transforming into this form, pick up any number of such passengers up to max capacity, All such passengers are automatically deployed when possessor de-transforms, Vehicle Trait
Goes Zoom- Possessor's turn-order-determining stat is Agility + Agility, Possessor gains +30,000 AGI, Constant Effect
Easy to Maneuver- Possessor gains +65% Dodge, Vehicle Trait
Digital Chameleon Stealth Patterns- Possessor gains +70% Dodge against individuals who have not scanned possessor's stats while in both a Zone and a (Terrain or phantom Terrain), Constant Effect
VR Transition-Capable- Possessor gains +8000 to all stats if in a Zone of Technology, Possessor may, as an RP power, enter virtual worlds, Constant Effect
Identity Keyed To Bascaradine Employees- This item may only be equipped by individuals who are devout worshippers of the Bascaradine Corporation, This item may not be stolen or destroyed by sources below Level 60, Constant Effect
Abilities-
Golden Autoguns- 36,000 Damage, This action's possessor may cast it once per round as a bonus action immediately before or after any of its possessor's other actions so long as no individual of Level 80 or greater in the same battlespace objects, Wealth or Technology, 10,000 MP
Void-Matter Missiles- 30,000 Damage, 200% inflicts Antimatter, deals 1/2 Damage, 1 hit against 20,000,000, Darkness or Darkness & Void, 100,000 MP
Songfire Missiles- 28,000 Damage, Removes up to 5 buffs on target from sources below Level 80, Removes up to 5 debuffs that have target as their source if target is below Level 80, 1 hit against 15, Fire & Sonic, 100,000 MP
Advertisement Ray- 1,600 MIN Damage, 25,000 Gold Damage, 50% inflicts Confusion, 50% inflicts Charm: Overwhelmed By Greed, Traps targets in temporary miniature advertisement-worlds as an RP effect, Commerce or Commerce & Technology, 90,000 MP
Space-Hopping Backflip- This ability may be used as a preemptive counter, Caster is moved to the back row, Caster gains +70% Dodge for the current string of actions as a non-stacking buff, Spatial, 60,000 MP
Smooth Dodge- This ability may be used as a preemptive counter, Caster gains +80% Dodge for the current string of actions as a non-stacking buff, Air & Technology, 60,000 MP
Weave through Area- Caster gains +30% Dodge while in a Terrain or Phantom Terrain, does not stack, Technology & Air, 45,000 MP
Engage Turbo-Mode- +16,000 AGI, affects caster only, stacks 5 times, lasts 5 rounds, Technology or Electrical & Energy, 80,000 MP

Items: Brought From Outside

Brought via Armed to The Gills:
More than Just a Whale of a Problem- (Weapon, Force, Water & Physical & Chaos & Fury, 200,000,000 Gold) +200,000 Melee Attack, +200,000 Ranged Attack, +200,000 Magical Attack, wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may become solely any combination of non-Universe elements that their targets are weak to, Wielder must be level 40 or greater
Planetary of Love's Bow- (Weaponx2, Bow, Light & Fire, 160,000,000 Gold) +320,000 Ranged Attack, +1,500,000 HP as a non-stacking bonus, +320,000 AGI, +320,000 SPI, 260% To Hit, Wielder's allies gain +12,000 to all stats as a non-stacking bonus, 100% inflicts Charm or Charm: Lovestruck, Wielder must be Level 40 or greater

Brought via Arms Smuggler:
Planetary of War's Gun- (Weapon, Gun, War & Destruction, 190,000,000 Gold) +190,000 Ranged Attack, +1,900,000 HP as a non-stacking bonus, +190,000 AGI, +190,000 CON, 160% Critical, 260% To Hit, Wielder's allies gain +8,000 to all stats as a non-stacking bonus, Wielder must be Level 40 or greater
Bascaradine Gigarail Megacannon III: Armor Piercing Version- (Weaponx2, Gun, Technology, 680,000 Gold) +525 Ranged Attack, Pierces 2,000 Armor, +30 AGI, +200 HP, Double damage against Vehicles, 5% inflicts 2 hits against 1

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

In Nira's belt, for Rapid Reloading:
Missile with Your Grandmother's Name on It- (Accessory, Ammo, Fate & Darkness, 50,000,000 Gold) Wielder's 'Ranged Attack' actions may target the summoners of the summoners of summons that are in the same battlespace as wielder, even if said summoners of summoners are not in the same battlespace

Inside Bags of Holding (The things without stat-lines are all relative to Nira's Drinks, I'm kinda just using my setup from Blood Mirage, Items with Numbers in parenthesis next to them are free Using Nira's Bascaradine ability):
*'Drinks'- (Accessory, Quest Item, Water & Air, 5,000,000 Gold) Wielder's Drink consumables that possess a chance of inflicting Poison: Drunk that buff stats do so by an additional (50 x Wielder Level) points, stacking a max of 20 times per stat across all buffs affected, if wielder possesses the ability Bartender, Drink consumables that wielder uses deal 200,000 additional Damage as a non-stacking bonus, Drink consumables that wielder uses have their chances of inflicting minor and moderate status effects increased by 30% as a non-stacking effect, contains anecdotes that can be read to people as an RP power
3 Fanciness
1 Stunningly Good Fruit Smoothie
5 Artichoke Heart of the Fruit Dragon
5 Bar Special
3 Storm Salt
35 Honey (800)
35 Mead (810)
7 Champagne (1200)
7 Empty Cup (200)
10 Alcohol (800)
5 Beer (15)
5 Seawater (400)
5 Seafoam (500)
2 Kelp (2) (600)
1 Beer Stein (900)
5 Alcohol (800)
5 Can (100)
5 Cheap Platic Imitation Gold Trophy (350)
5 Orange Phoenix Cocktail- (Consumable, Drink, Fire & Light, 1 Charge, 20,000,000 Gold) Resurrects target if target was not killed by a source 40 or more levels higher than itself, 60% inflicts Impaired: Drunk on targets that are successfully resurrected
One Final Midnight- (Consumable, Drink, Darkness & Time, 1 Charge, 15,700,000 Gold) Target is dealt 150,000 Flat Darkness & Time element HP and MP Healing, +5,000 to all stats, Target's subtype becomes Shapeshifter & Undead & Monster for 5 rounds if target is willing or below Level 40, target cannot be affected by Drink consumables from sources below Level 60 that are worth under 30,000,000 Gold, 100% inflicts Poison: Drunk, does not stack
5 Last Shot- (Consumable, Drink, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 1 Charge, 5,000,000 Gold) Target, if willing, (gains +5,000 to all stats until the end of the round and being afflicted with Instant Death at the beginning of next round if next round if part of the same battle, with said affliction being prevented if target is Level 40 or greater), 100% inflicts Poison: Drunk, may only affect one target per thread, may only affect each target once per thread, does not stack

Abilities: Complete List At Event Start

Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Craft- (Active Ability, Attack) User uses a secret formula.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).

~Archer~
Apprentice Bow Training- (Passive Ability, Archer) Possessor gains +50 Ranged Attack if possessor has a Bow equipped, Possessor gains +20 to all stats if possessor has a Bow equipped
Archer- (Passive Ability, Archer) Possessor gains +(100 * Possessor Level) Ranged Attack if possessor has a Bow equipped, Possessor gains +(50 * Possessor Level) AGI if possessor has a Bow equipped
Archer's Aim- (Passive Ability, Archer) 104% to Hit with Bows, +5% to Hit with Archer techniques, +5 AGI
Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Critical Arrow- (Technique Ability, Archer) Possessor may use 'Critical Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% Critical.
Debilitating Arrow- (Technique Ability, Archer) Possessor may use 'Debilitating Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Deft Arrow- (Technique Ability, Archer) Possessor may use 'Deft Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains +5% To Hit.
Envenomed Arrow- (Technique Ability, Archer) Possessor may use 'Envenomed Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Poison.
Ill Arrow- (Technique Ability, Archer) Possessor may use 'Ill Arrow' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Diseased.
Longshot Stance- (Stance Ability, Archer) +5% to Hit from the back row, +5% to Hit from the back row with a Bow equipped
Painful Arrow- (Technique Ability, Archer) Possessor may use 'Painful Arrow' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Bow equipped. Said attack gains a 20% chance of inflicting Pain.

~Architect~
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Combat Drill-Wielding- (Passive Ability, Architect) Possessor gains +200 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 150 Defense if possessor has a Tool with 'Drill' in its name equipped
Core Sampling- (Technique Ability, Architect) Possessor may use 'Core Sampling' in conjuction with a 'Melee Attack' action if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +300 Melee Attack, Pierces 500 Defense, and scans its target's stats.
Drill Usage- (Passive Ability, Architect) Possessor gains +20 Melee Attack if possessor has a Tool with 'Drill' in its name equipped, Possessor's attacks Pierce 20 Defense if possessor has a Tool with 'Drill' in its name equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
Piercing Drillstrike- (Technique Ability, Architect) Possessor may use 'Piercing Drillstrike' in conjuction with a 'Melee Attack' action that possessor performs if said action includes no other technique and possessor has a Tool with 'Drill' in its name equipped. Said action gains +70 Melee Attack and Pierces 300 Defense.

~Assassin~
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Poisoner Training- (Passive Ability, Assassin) User gains +30 MP for each weapon coating equipped, user's attacks have a +1% chance of inflicting Poison if a Weapon Coating is equipped and they already had a chance of inflicting poison, all Weapon Coatings that do stat damage do an extra point, all damage foes suffer that is caused by Poison status effects inflicted by user is increased by 20 per round
Basic Throwing Weapon Training- (Passive Ability, Throwing Weapon Mastery) This character gains +6 Ranged Attack when a Throwing Weapon is equipped
Fling With Mud- (Technique Ability, Assassin) Possessor may use 'Fling With Mud' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains the element Earth and a 15% chance of inflicting Impaired: Blind.
Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Juggler- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Pitcher's Throw- (Technique Ability, Assassin) Possessor may use 'Pitcher's Throw' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Poisoned Weapon Use- (Passive Ability, Assassin) Possessor's attacks that deal damage deal 200 extra damage if possessor has a Weapon Coating equipped, all Weapon Coatings that possessor has equipped that deal stat damage do 3 extra points of each type they would otherwise deal, all Weapon Coatings possessor has equipped have a 1% chance inflicting Poison if possessor desires such
Quite Deadly- (Passive Ability, Assassin) Possessor's major status effect infliction chances are increased by 5% against equal-or-lower-Level targets below Level 80, Possessor's major status effect infliction chances are increased by 1% against higher-Level targets below Level 80 that are not 5 or more Levels greater than possessor
Rat-Skewering Toss- (Technique Ability, Assassin) Possessor may use 'Rat-Skewering Toss' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Throwing Weapon equipped. Said action gains +5 Ranged Attack against Animals, +1% To Hit against Animals, and +1% Critical against Animals
Throwing Weapon Wielding I- (Passive Ability, Assassin) +5 to all stats when a Throwing Weapon is equipped
Throwing Weapon Wielding II- (Passive Ability, Assassin) +25 to all stats when a Throwing Weapon is equipped, +50 Ranged Attack when a Throwing Weapon is equipped

~Beastmaster~
Apprentice Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Beastmaster Knowledge- (Passive Ability, Beastmaster) Possessor's Animal pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Beastmaster- (Passive Ability, Beastmaster) User may forfeit one Accessory slot or Spell slot to gain a Pet slot, +50 HP and +10 to all stats of Animal pets and summons per possessor levels
Cat Herder- (Passive Ability, Beastmaster) Possessor's allies whose name includes 'Cat' or 'Kitten' gain +100 AGI and +1% Dodge as a non-stacking bonus
Pet Trainer- (Passive Ability, Beastmaster) Possessor gains '5% inflicts Charm' against Animals, Aerials, and Aquatics
Shepherd- (Passive Ability, Beastmaster) Possessor's Animal allies gain +100 AGI and +1% Dodge, to a max of 20%, as a non-stacking bonus
Teach Pet Trick: Fetch- (Passive Ability, Beastmaster) If possessor has an Animal pet, whenever an individual below Level 20 below the Level of said pet unequips an item, possessor may choose to acquire it, to a max of once per round
Teach Pet Trick: Guard- (Passive Ability, Beastmaster) At the start of each round, possessor may choose one individual per each of possessor's Animal pets, each such pet obtains a non-stacking buff that provides +200 non-stacking Defense to the chosen individual if said individual is not the pet itself until the end of the round
Teach Pet Trick: Heel- (Passive Ability, Beastmaster) Whenever possessor enters a different row, possessor's Animal pets may choose to do the same
Teach Pet Trick: Sic 'Em- (Passive Ability, Beastmaster) Possessor's Animal pets' abilities' Damage values are increased by 500 points
Teach Pet Trick: Stay- (Passive Ability, Beastmaster) Possessor's Animal pets may not have their row shifted by sources below Level 20 without possessor's permission

~Blessing~
Aldriel’s Blessing- (Passive Ability, Blessing) Possessor is immune to Fatigued: Sleep
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Is Nira- (Passive Ability, Blessing) Possessor's name is 'Nirrechau ('Nira') Reccateu' and may not be changed, Possessor's name persists through transformations, Possessor cannot be forced into a transformation with a different name than 'Nirrechau ('Nira') Reccateu' by individuals of lower level than possessor
May Call In Minor Resources from Bascaradine- (Passive Ability, Blessing) Possessor may acquire 100,000 Gold worth of temporary, in-stock items at the start of any thread, with said items vanishing at the end of said thread
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN
Tasshaemot's Fury- (Passive Ability, Blessing) Possessor treats all Resistances possessed by targets below level 99 as being 5% lower, to a minimum of 0%, if possessor so desires

~Captain~
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)

~Card Mystic~
Apprentice Card Training- (Passive Ability, Card Mystic) Possessor gains +50 Magical Attack and +50 Ranged Attack if possessor has a Card equipped, Possessor gains +20 to all stats if possessor has a Card equipped
Basic Card Training- (Passive Ability, Card Mystic) This character gains +6 Magical Attack when a Card is equipped.
Bladed Card Thrower- (Passive Ability, Card Mystic) Card weapons equipped by possessor provide +50 additional Ranged Attack if they already provide a Ranged Attack bonus
Card Mystic- (Passive Ability, Card Mystic) Possessor gains +(50 * Possessor Level) Magical Attack and +(50 * Possessor Level) Ranged Attack if possessor has a Card equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Card equipped
Card Wielding I- (Passive Ability, Card Mystic) +5 to all stats when a Card is equipped
Card Wielding II- (Passive Ability, Card Mystic) +25 to all stats when a Card is equipped, +50 Magical Attack when a Card is equipped
Charming Deal- (Technique Ability, Card Mystic) Possessor may use 'Charming Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains a 20% chance of inflicting Charm.
Deft Deal- (Technique Ability, Card Mystic) Possessor may use 'Deft Deal' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and possessor has a Card equipped. Said attack gains +5% To Hit.
Dud Deal- (Technique Ability, Card Mystic) Possessor may use 'Dud Deal' in conjunction with a 'Ranged Attack' or 'Magical Attack' action, so long as no other technique is used and possessor has a Card Mystic equipped. Said attack gains -1,000 Magical Attack and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Fancy Dealer- (Passive Ability, Card Mystic) Possessor's offensive actions gain 1% inflicts Charm: Impressed if possessor has a Card equipped
Magic Draw- (Technique Ability, Card Mystic) Possessor may use 'Magic Draw' in conjunction with a 'Magical Attack' action, so long as no other technique is used and a Card is equipped. Said action gains +15 Magical Attack.

~Chef~
Add Some Spice- (Technique Ability, Chef) Possessor may use Add Some Spice in conjunction with a Use an Item or Serve Food action, so long as no other technique is used and said action involves a Food or Drink consumable. All HP and MP healing in said action is increased by 500 points and all buffs to any stat that are part of said action are increased by 30 points per stat as an effect that stacks 20 times per target across all applications on said target per stat out of STR, AGI, MIN, CON, and SPI.
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Baker's Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10
Bartender- (Passive Ability, Chef) Drinks items possessor uses provide double normal HP and MP restoration, Drinks consumed by user have a 50% less chance of causing Drunkenness
Bartending Instructor- (Passive Ability, Chef) Whenever one of possessor's allies creates a Drink consumable using a Secret Formula during battle, possessor may attach an effect to said item that causes it to either have all HP and MP Healing it deals increased by 5,000 points, to have all HP and MP Regeneration it deals increased by 50,000 points, to have all stat buffs it applies increased by 25 points as an effect that stacks 25 times per stat across all applications, or to have its percent chance of inflicting Poison: Drunk increased by 15%
Basic Chef Proficiency- (Passive Ability, Chef) Character gains +5 to all stats for each Food or Drink equipped, Foods and Drinks that heal HP or MP heal 50 more of each that they already heal
Basic Drink Charge Preservation- (Passive Ability, Chef) Drink Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Bussboy- (Passive Ability, Chef) Whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, unequip said item from said individual and begin carrying said item
Carousing Expert- (Passive Ability, Chef) Possessor gains 10% Poison: Drunk Resistance and 5% Confusion Resistance
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Drink Mixer- (Active Ability, Chef) User uses one charge of one Drink consumable and two charges of one other Drink consumables; they must share a single target and only affect said target.
Elegant Bartending- (Active Ability, Chef) Possessor may spend an action to create a Drink consumable from a Secret Formula and then use said Drink consumable
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Hostess- (Passive Ability, Chef) Whenever an ally enters the battle that possessor is in, possessor may choose a willing ally and give a Food or Drink item that possessor is carrying but does not have equipped to said ally, to a max of once per round
Iron Liver- (Passive Ability, Chef) Possessor gains 30% Poison: Drunk Resistance
Knowledge of Healthy Food Preparation Techniques- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, said chance rises by 5%, to a max of 30%
Knowledge of Nutrition- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 300 points
Legendary Liver- (Passive Ability, Chef) Possessor gains 80% Poison: Drunk Resistance and becomes immune to infliction of Poison Drunk from sources below Level 20
One Final Cocktail- (Passive Ability, Chef) Possessor may, when killed, to a max of 50 times per battle, use one charge of a Drink consumable that is in possessor's possession on any target (with said Drink only being able to target possessor if it would otherwise be able to target Dead individuals) so long as at least one ally of possessor is still alive and present in the same battle that possessor died in
Mirage Mixologist- (Passive Ability, Chef) Drink consumables that possessor uses that buff the stats of 'Celestial Guardian' entities from the Enemy List or that buff the stats of possessor while possessor has at least one ally that is a 'Celestial Guardian' from the entity list do so by an additional 10,000 points, to a max of 100,000 additional points across all such increases per entity
Nutritionist- (Passive Ability, Chef) Whenever a Food or Drink consumable used by possessor heals HP or MP, it heals an additional 500 points, Whenever a Food or Drink consumable used by possessor would have a chance of curing a Minor Negative Status Effect, it automatically does so if said effect was inflicted by a source below Level 40
Serve Drinks- (Active Ability, Chef) Possessor may spend an action to use two Drink consumables; they must share a single target and only affect said target.
Serve Food- (Active Ability, Chef) Possessor may spend an action to use two Food consumables; they must share a single target and only affect said target.
Server- (Passive Ability, Chef) Possessor's 'Serve Food' ability may use Drink consumables in addition to Food consumables
Sommalier- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to heal 500 additional points of HP or MP (should it already provide said type or healing), to increase any stat buff by 30 points as an effect that stacks 20 times across all applications of said ability on any one target individual, to decrease any amount of HP or MP damage said consumable deals by 1,000 points, and / or to decrease any stat debuff said consumable inflicts by 100 points
Waiter- (Passive Ability, Chef) Possessor's 'Serve Food' ability may target and affect a different single target with each of the Food or Drink consumables used as part of it
Waitress- (Passive Ability, Chef) At the start of each round or whenever one of possessor's allies uses a charge from a Food or Drink consumable, possessor may, up to once per round, if said ally is willing, equip a Food or Drink consumable that possessor is carrying onto said ally
Wine Critic- (Passive Ability, Chef) Possessor may choose for any Drink consumable that is used on one of possessor's allies that has been used earlier in a thread on possessor to either heal 300 additional points of HP or MP (should it already provide said type or healing), to increase any one stat buff by 20 points as an effect that stacks 20 times across all applications of said ability on any one target individual, or to decrease any amount of HP or MP damage said consumable deals by 500 points or to decrease any one stat debuff said consumable inflicts by 60 points

~Chronicler of Eternity~
Adept Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +20,000 to all stats, Possessor gains an additional summon slot that may only contain an Immortal summon, Possessor's unmodified stats increase by 2,000 points if possessor is an Immortal
Apprentice Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Basic Chronicler of Eternity Knowledge- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Chronomantic Timeshift- (Passive Ability, Chronicler of Eternity) Possessor may, as an effect that does not stack with other effects that change what round number possessor considers the current round to be, choose to count the current round's number as being either 1 higher or 1 lower than it otherwise would be
Chronicler of Eternity- (Passive Ability, Chronicler of Eternity) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Immortal pet only, This ability provides +500 HP and +100 to all stats of possessor's Immortal pets and summons per Level of possessor
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
Chronomantic Guile- (Passive Ability, Chronicler of Eternity) Possessor's foes have a 5% chance at the start of each round of not being able to take actions said round provided they are below possessor's Level, below Level 80 if non-unique, below Level 40 if unique, and not immune to Time Stop
Defensive Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +50 Defense
Defensive Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +250 Defense
Eternal Mind- (Passive Ability, Chronicler of Eternity) Possessor gains +5,000 MIN if possessor is an Immortal, Possessor's base MIN increases by 5 if possessor is an Immortal
Immortal Calling I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal summons gain +20 to all stats
Immortal Calling II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal summons gain +200 HP
Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +20 to all stats
Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons gain +100 to all stats
Speed-Focused Immortal Instruction I- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Immortal Instruction II- (Passive Ability, Chronicler of Eternity) Possessor's Immortal pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes

~Clearance~
Has a Basic Permit to Battle Antithesis Dragon- (Passive Ability, Clearance) Possessor may fight the monster 'Antithesis Dragon' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
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 Clock Stopper's Apprentice- (Passive Ability, Clearance) Possessor may fight the monster Clock Stopper's Apprentice for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Seventh Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Goggles of Lggjatt- (Passive Ability, Clearance) Possessor may fight the monster Goggles of Lggjatt for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Fifth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Hourglass Man- (Passive Ability, Clearance) Possessor may fight the monster Hourglass Man for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Second Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Permitted to Battle Left Face of Thursday- (Passive Ability, Clearance) Possessor may fight the monster Left Face of Thursday for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Third Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Lesser Chronoreaper- (Passive Ability, Clearance) Possessor may fight the monster Lesser Chronoreaper for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Eleventh Page of Temporal Interlopers" for 30,000 XP, 10,000,000 Gold, and 2 weeks spent in the ability shop
Permitted to Battle Lesser Eon Worm- (Passive Ability, Clearance) Possessor may fight the monster Lesser Eon Worm for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Sixth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week spent in the ability shop
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle Temporal Interloper- (Passive Ability, Clearance) Possessor may fight the monster Temporal Interloper for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Tenth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 Gold, and 1 week 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 Ticking Savant- (Passive Ability, Clearance) Possessor may fight the monster Ticking Savant for drops, possessor's allies also gain drops from this battle, Possessor may create the item "Fourth Page of Temporal Interlopers" for 15,000 XP, 5,000,000 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

~Combatant~
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Drunken Brawling- (Passive Ability, Combatant) Possessor gains +400 Melee Attack and 115% To Hit if possessor is afflicted with Poison: Drunk
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Raise Hands to Protect Face- (Active Ability, Combatant) Possessor may spend an action to gain a bonus to Defense equal to the total Melee Attack bonus possessor has from all equipped Fist Weapon items, said bonus lasts 1 round
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP

~Controller~
Asterismic-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Asterismic-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Asterismics and gains +5% To Hit against Asterismics.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Light element.
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Glowing Impulse- (Technique Ability, Controller) Possessor may use 'Glowing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Umbral-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Umbral-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Umbrals and gains +5% To Hit against Umbrals.

~Crafter~
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Artist- (Passive Ability, Crafter) Possessor's consumables that buff the stats of possessor's allies do so by an additional 20 points as an effect that stacks a max of 50 times across all effects
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Artisan- (Passive Ability, Crafter) Items possessor creates are worth 5,000 additional Gold as a buff, Possessor's half-price per-item sell cap is increased by 2,000 Gold
Basic Potion Charge Preservation- (Passive Ability, Crafter) Potion Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Formula Maker- (Passive Ability, Crafter) Possessor's Tutoring-Based ability shops may contain and produce Secret Formulas as though they were their own category of ability

~Crusher~
Apprentice Hammer Training- (Ability, Crusher) +500 damage for all attacks involving Hammers, possessor gains +20 to all stats when a Hammer is equipped
Basic Hammer Training- (Passive Ability, Crusher) This character gains +6 Melee Attack when a Hammer is equipped.
Hammer Wielding I- (Passive Ability, Crusher) +5 to all stats when a Hammer is equipped
Hammer Wielding II- (Passive Ability, Crusher) +25 to all stats when a Hammer is equipped, +50 Melee Attack when a Hammer is equipped
Improved Paralytic Smash- (Passive Ability, Crusher) Possessor's 'Paralytic Smash' technique has its chance of inflicting Paralyzed increased to 30%
Paralytic Smash- (Technique Ability, Crusher) Possessor may use 'Paralytic Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Smash- (Active Ability, Crusher) This character may use Smash in conjunction with a Melee Attack, so long as no other technique is used and a hammer is equipped. This character gains +28 Melee Attack, and has an 8% chance of inflicting Stun.
Tipsy Smash- (Technique Ability, Crusher) Possessor may use 'Tipsy Smash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Hammer equipped. Said attack gains a 20% chance of inflicting Poison: Drunk.

~Defender~
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Deflection- (Passive Ability, Defender) Possessor has a 1% chance of optionally reflecting attacks from individuals level 5 or lower targeting possessor while possessor has a Shield equipped
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Clock Block- (Technique Ability, Defender) Possessor may use Clock Block in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. The next offensive action targetting user from an opposing source that is below Level 20 is delayed for 1 round. This effect may not stack.
Defender- (Passive Ability, Defender) Possessor gains +700 Defense and +100 CON when a Shield is equipped plus an additional +30 Defense and +10 CON for each level possessor possesses.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Tunnel-Plugging Stance- (Stance Ability, Defender) If possessor is the only individual in the front row and possessor has only one ally in the back row, then said ally takes 1/4 damage from being in the back row as opposed to 1/2, with effects that ignore or alter the damage division of individuals in the back row still doing so as though this stance were not in effect; this stance has no effect if possessor's side of battle has a non-standard row formation

~Diplomat~
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Maid- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm

~Diviner~
Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
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
Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
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
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's

~Dragoon~
Apprentice Polearm Training- (Passive Ability, Dragoon) Possessor gains +50 Melee Attack and +50 Magical Attack if possessor has a Polearm equipped, Possessor gains +20 to all stats if possessor has a Polearm equipped
Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Burning Jump-Charge- (Passive Ability, Dragoon) Possessor's 'Prepare Jump' technique's applied buff may, when being applied, gain the text 'the next 'Melee Attack' or 'Melee Overdrive' action this buff's possessor performs while in the back row to deal an additional 10,000 Damage and gains the element Fire'
Critical Hack- (Technique Ability, Dragoon) Possessor may use 'Critical Hack' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Polearm equipped. Said attack gains +5% Critical.
Dragoon- (Passive Ability, Dragoon) Possessor gains +700 Melee Attack and +250 STR when a Polearm is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Polearm is equipped.
Dragoon Jump- (Passive Ability, Dragoon) Possessor may conduct 'Melee Attack' actions from the back row if possessor has a Polearm equipped
Polearm Leap- (Technique Ability, Dragoon) Possessor may use 'Polearm Leap' in conjunction with a 'Melee Attack' action if possessor has a Polearm equipped. Said action deals full Damage to targets below Level 60 who are equal to or below Level (Possessor's Level - 5)
Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Polearm Wielding II- (Passive Ability, Dragoon) +25 to all stats when a Polearm is equipped, +25 Melee Attack and +25 Magical Attack when a Polearm is equipped
Powerful Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Powerful Attack' actions.
Precise Jump Attacks- (Passive Ability, Dragoon) Possessor may use 'Polarm Leap' in conjunction with 'Attack With Finesse' actions.
Precision Leaping- (Passive Ability, Dragoon) 'Melee Attack' and 'Melee Overdrive' actions possessor performs while in the back row gain +5% To Hit.
Prepare Jump- (Technique Ability, Dragoon) Possessor may use 'Prepare Jump' in conjunction with a 'Defend' action. Said action applies a buff to its performer that stacks 3 times and causes the next 'Melee Attack' or 'Melee Overdrive' action its possessor performs while in the back row to deal an additional 100,000 Damage.

~Dread Banker~
Basic Dread Banking Attunement- (Passive Ability, Other: Dread Banker) All Dread Banking spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP to cast
Dread Banking Casting I- (Passive Ability, Other: Dread Banker) Dread Banking spells cost possessor 20 less MP to cast
Dread Banking Casting II- (Passive Ability, Other: Dread Banker) Dread Banking spells cost possessor 200 less MP to cast
Focused Dread Banking Casting- (Passive Ability, Other: Dread Banker) Dread Banking spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Dread Banking

~Driver~
Apprentice Vehicle User- (Passive Ability, Driver) All of possessor's Vehicle transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have thier abilities cost 50 less MP
Arms Smuggler- (Passive Ability, Driver)- Possessor may, for each Vehicle or Vessel transformation equipped, bring 2 extra Gun weapons that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle or Vessel transformation, possessor may access them normally as unequipped items, Possessor's equipped Guns provide +75 additional Ranged Attack bonus if they provide a Ranged Attack bonus and possessor has at least 3 Gunner abilities
Bail Out!- (Passive Ability, Driver)- If a single-hit attack targeting possessor while possessor is in a Vehicle transformation would kill possessor's Vehicle transformation but not possessor if possessor was not in said Vehicle transformation, there is a 25% chance that possessor, in response to the attack, will de-transform, the vehicle transformation that possessor was in is considered to be in whatever state the attack would have left it in, and possessor may not transform into other vehicle transformations for the next 10 turns
Basic Vehicle User- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Car Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Getaway Driver- (Passive Ability, Driver)- Possessor's allies have a 5% greater chance of having their spells and active abilities which have a chance of stealing Gold or items succeeding, Possessor's allies have +5% Dodge the turn after they successfully steal Gold or items, Possessor must be in a Vehicle transformation for this ability to take effect, This ability does not stack
Motorcycle Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Motorcycle' in the name
Racecar Driver- (Active Ability, Driver) Possessor may spend an action to give a Vehicle transformation that possessor is currently in a buff that gives +5,000 AGI, said transformation takes double damage from all attacks while under the effects of this buff, this ability does not stack
Stunt Driver- (Passive Ability, Driver)- All Vehicle transformations equipped by possessor gain +5% Dodge
Vehicle-Based Smuggler- (Passive Ability, Driver)- Possessor may, for each Vehicle transformation equipped, bring 5 extra consumables that are not equipped into battle, allies of possessor may equip said items as part of an equip action while possessor is in a Vehicle transformation, possessor may access them normally as unequipped items

~Enslaver~
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped
Minor Offensive Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose HP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Offensive Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the end of each of possessor's offensive 'Magical Attack' actions that successfully deals Damage to a target other than possessor whose MP is not linked with possessor's who is a base subtype if possessor has a Soul equipped
Minor Soul Health-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 HP at the start of each round that possessor has a Soul equipped
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped

~Friendship~
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Acclaimed Champion- (Passive Ability, Friendship) Possessor gains +25 points to all unmodified stats for each Fame possessor possesses, to a max of (4x Possessor Level) Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Good Friend of Patchy Wisdom- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Patchy Wisdom', Whenever possessor heals an individual named 'Patchy Wisdom' possessor deals an additional 5,000 points of HP Healing or MP Healing, Possessor suffers -200 to all stats if one of possessor's opponents is named 'Patchy Wisdom'
Is Connected to Vashna in a Small and Vague, Yet Fundamental, Way- (Passive Ability, Friendship) Possessor gains +200 to all stats if any of possessor's unique allies' names includes 'Vashna'
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Used to be Famous- (Passive Ability, Friendship) Possessor has 10 extra unmodified stat points and has chosen to place them like this: +10 AGI
Voted the Battle Arena Year 7384 Crowd Favorite Rookie (Level 1-10 Bracket)- (Passive Ability, Friendship) Possessor may ignore effects in event matches listed as being the result of an unfriendly crowd

~General~
A Devil No More- (Passive Ability, General) Possessor may not possess pets or summons that are Devils, Demons, Daemons, Darkspawn, or Fiends, Possessor's pets and summons may not become Devils, Demons, Daemons, Darkspawn, or Fiends, Possessor may not equip or cast Demon Magic or Dark Magic spells, Possessor's subtype may not be or become Devils, Demons, Daemons, Darkspawn, or Fiends.
A Hunter No More- (Passive Ability, General) Possessor cannot deal additional damage, inflict status effects, or increase critical chances against any individual because of their subtype, Possessor cannot inflict Awestruck: Sealed
A Killer No More- (Passive Ability, General) Possessor cannot inflict Instant Death, Possessor's Critical value is halved, Possessor's damage multiplier for Criticals is 1.5
A Mercenary No More- (Passive Ability, General) Possessor may not recieve benefits from effects coming from allied sources that come from actions or effects that give possessor a positive quantity of Gold
A Moonborn No More- (Passive Ability, General) Possessor may not gain bonuses based on the terrain or phantom terrain being Moon, Possessor may not gain benefits or activate anything based on the Active Astral Moon Phase
A Servant No More- (Passive Ability, General) Possessor Charm Immunity, Possessor cannot be given extra actions by individuals who are not under possessor's control, are not possessor, or are not controlled by some string of individuals who are under possessor's control, Stat bonuses from buffs given to possessor by such individuals are halved
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
General- (Active Ability, General) Possessor may forfeit one Accessory slot or Spell slot to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Human Traits- (Passive Ability, General) Possessor gains +1 to all stats so long as possessor is a Human
Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect

~Geomancy~
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Open Sky - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Open Sky
Attuned to Terrain: Road - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Road
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Phantom Terrain Link Established: Battlefield- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Open Sky- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Open Sky
Phantom Terrain Link Established: Road- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Road

~Gunner~
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Long Gunner's Stance- (Stance Ability, Gunner) +50 Ranged Attack when a Gun is equipped and possessor is in the back row
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.
Triple Shot- (Active Ability, Gunner) This character may use Triple Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character attacks 3 times, doing 66% normal damage for each shot with a 1% increased critical and a 1% increased miss chance

~Gunslinger~
Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Apprentice Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack and all Gunslinging spells cost possessor 50 less MP to cast
Basic Gunslinging Attunement- (Passive Ability, Gunslinger) All Gunslinging spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack and all Gunslinging spells cost possessor 10 less MP to cast
Close Shooting- (Passive Ability, Gunslinger) Possessor's 'Ranged Attack' actions deal full Damage to targets in the front row that are not higher Level than possessor if possessor has a Gun equipped and has either at least 5 Gunslinging spells equipped or no non-Gunslinging spells equipped
Element Bullet- (Technique Ability, Gunslinger) Possessor may use 'Element Bullet' in conjunction with a 'Ranged Attack' or 'Snipe' action so long as possessor has a Gun equipped and has a Gunslinging spell equipped. Said action gains possessor's element if possessor's element is a base element.
Fast Draw- (Passive Ability, Gunslinger) Possessor gains +250 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of combat if at least one Gun is equipped
Fast Reload- (Passive Ability, Gunslinger) Whenever possessor performs a Ranged Attack action, possessor may unequip an Ammo Accessory, and, following such option (regardless of whether or not it was taken), possessor may equip an Ammo Accessory
Gunslinger- (Passive Ability, Gunslinger) +400 Damage when using a ranged attack with a gun equipped, Gunslinging spells cost 50 less MP to cast, +50 additional damage and -5 additional MP per level of possessor
Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with 'Trick Shot' in their name

~Illusionist~
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance

~Kensei~
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

~Lawbringer~
Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack and +500 HP when a Mace is equipped.
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Judge- (Passive Ability, Lawbringer) Possessor has a 5% chance of being able to counter each hostile action targeting one of possessor's allies, to a max of one such action per turn, with a Melee Attack that has a 5% chance of inflicting Entombed: Incarcerated, with said attack being unable to use techniques, use spells, or be mutli-hit, Possessor has a 5% chance of being able to redirect debuffs from lower-level, non-unique sources that are below level 40 that target possessor's allies to any other target
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Ordered Harmony- (Passive Ability, Lawbringer) Possessor has a 5% chance of ignoring each instance of buff removal by a source of lower level than possessor that is below level 60
Police Officer- (Passive Ability, Lawbringer) Possessor deals 500 additional Damage to individuals who have Resisted an instance of infliction of Entombed: Incarcerated within the last 5 rounds
Pound the Gavel- (Active Ability, Lawbringer) Possessor may use Pound the Gavel in conjunction with a Melee Attack, so long as no other technique is used and a Mace is equipped. Possessor gains +35 Melee Attack, a 1% chance of inflicting 2 hits against 1, and cancels up to 3 debuffs applied by this attack's target or targets, providing that said target or targets are below user's level with this attack

~Magus~
Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Apprentice Orb Training- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has an Orb equipped, Possessor gains +20 to all stats if possessor has an Orb equipped
Bowl 'Em Over!- (Technique Ability, Magus) Possessor may use Bowl 'Em Over! in conjunction with a Ranged Attack, so long as no other technique is used and an Orb is equipped. Said Ranged Attack action gains +80 Ranged Attack and a 5% chance of inflicting Fatigued: Stun
Orb-Based Defense Field- (Passive Ability, Magus) Possessor gains +50 Defense when an Orb is equipped
Orb Element Override- (Active Ability, Magus) Possessor may spend an action to change the element of 1 equipped, non-unique Orb worth under 2,000,000 Gold to possessor's element
Orb-Based Vision- (Passive Ability, Magus) If possessor has at least one Orb equipped, possessor has a 50% chance per round of ignoring the negative effects of the status effect Impaired: Blind; if possessor has at least two Orbs equipped, possessor has a 100% chance per round of ignoring the negative effects of the status effect Impaired: Blind
Dud Sphere- (Technique Ability, Magus) Possessor may use 'Dud Stab' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains -1,000 Magical Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.

~Matrix Keeper~
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Matrix Wielding I- (Passive Ability, Matrix Keeper) +5 to all stats when a Assault Matrix is equipped
Assault Matrix Wielding II- (Passive Ability, Matrix Keeper) +25 to all stats when a Assault Matrix is equipped, +25 Ranged Attack and +25 Magical Attack when a Assault Matrix is equipped
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Beam Net- (Technique Ability, Matrix Keeper) Possessor may use 'Beam Net' in conjunction with a 'Magical Attack' or 'Ranged Attack' action, so long as no other technique is used and an Assault Matrix is equipped. Said action may not be Dodged by or Miss any target that is below Level 15.
Critical Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Critical Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +5% Critical.
Deft Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deft Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +5% To Hit.
Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Impairing Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Impairing Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains a 20% chance of inflicting Impaired.
Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Somewhat Good At Pinball- (Passive Ability, Matrix Keeper) +4 AGI

~Mentalist~
Adept Psychic Power Attunement- (Passive Ability, Mentalist) Psychic Power spells cost possessor 10,000 less MP to cast, Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Psychic Power Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Clairvoyance Powers- (Passive Ability, Mentalist) Possessor counts as being 1 Level higher for stat-scanning purposes when using a Psychic Power spell to do said scanning
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Psychometry Powers- (Passive Ability, Mentalist) Possessor's Psychic element items that provide bonuses to stats have said bonuses increasted by +20, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Manifest Time-Manipulating Psyche-Construct Phantom-Body Ally- (Passive Ability, Mentalist) Possessor may choose to count as possessing an additional ally who is a Golem & Spirit, Possessor obtains +2,000 to all stats, Possessor obtains +2,000 Melee Attack and Ranged Attack, Possessor's Petrified: Time Stop infliction chances are increased by 5%
Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Mentalist- (Passive Ability, Mentalist) +500 Damage to all damage dealing Psychic Power spells, MIN may be used instead of SPI as the relevant stat for magical attacks involving Psychic Power spells, All Psychic Power spells cost 30 less MP, +25 additional damage per possessor level
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Spoon Bending- (Passive Ability, Mentalist) At the beginning of each round, possessor may destroy any one item that possessor has equipped that is non-unique and worth under 10,000 Gold

~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.
Banker- (Passive Ability, Merchant) Possessor and possessor's allies gain +5,000 Defense against Gold Damage
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Consumable Salesman- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Consumables
Drink Vendor- (Passive Ability, Merchant) Possessor's half-price sales cap increases by 500 Gold for Drink consumables
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
Independently Wealthy- (Passive Ability, Merchant) Possessor gains (100,000 x Possessor Level, to a max of Level 99) Gold per month
Item Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Items (as in the type Item, which most Materials and Antiquities have, not all items)
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Trader- (Passive Ability, Merchant) Possessor gains +200 to all stats as a non-stacking buff that lasts until the end of the round whenever an item is traded to or from possessor (not counting the stealing of items or the creation of items)
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

~Monk~
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility

~Musician~
Appreciator of Fine Music- (Passive Ability, Musician) Stat buffs possessor obtains from Bardic Music spells worth over 5,000,000 Gold are increased by 600 points, to a max of 60,000 additional points per stat across all buffs
Apprentice Instrument Training- (Passive Ability, Musician) Possessor gains +50 Magical Attack if possessor has an Instrument equipped, Possessor gains +20 to all stats if possessor has an Instrument equipped
Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Can Play the Castanets- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Castanet' in its name equipped
Can Play the Harp- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Harp' in its name equipped
Can Play the Ocarina- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Ocarina' in its name equipped
Can Play the Organ- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Organ' in its name equipped
Can Play the Piano- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Piano' in its name equipped
Can Play the Saxaphone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Saxaphone' in its name equipped
Can Play the Trumpet- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trumpet' in its name equipped
Can Play the Violin- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Violin' in its name equipped
Musician- (Passive Ability, Musician) Possessor gains +(50 * Possessor Level) Magical Attack if possessor has an Instrument equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Instrument equipped

~Ravager~
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Axe Wielding I- (Passive Ability, Ravager) +5 to all stats when a Axe is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Bloody Hacking- (Active Ability, Ravager) +35 Melee Attack, 5% inflicts Wounded, this ability may be used in conjunction with a Melee Attack if an Axe is equipped so long as no other technique is used
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Raging Strike- (Technique Ability, Ravager) Possessor may use 'Raging Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if possessor is afflicted with Confusion: Berserk. Said action gains +500 Melee Attack as an uncapped bonus.
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities

~Reaper~
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Critical Harvest- (Technique Ability, Reaper) Possessor may use 'Critical Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +5% Critical.
Dud Harvest- (Technique Ability, Reaper) Possessor may use 'Dud Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Reaper equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Hexing Harvest- (Technique Ability, Reaper) Possessor may use 'Hexing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Hexed.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Suddenly Elongate Scythe- (Technique Ability, Reaper) Possessor may use 全uddenly Elongate Scythe・in conjunction with a Melee Attack action that solely targets individuals in the front row, provided that possessor has a Scythe equipped and no other Technique is used. Possessor gains +80 Melee Attack and may, after seeing the damage said Melee Attack action dealt to each individual in the front row, choose to not apply damage or any other effects from the Melee Attack action save the actual targeting of the individual as part of a Melee Attack action to any chosen number of front-row targets and make a second attack as part of the same Melee Attack action that solely targets a number of individual in the back row equal to the number of damage-forfeited targets in the front row, with this technique not being able to cancel damage and / or create a new attack more than once per round; this technique may re-assign missed and dodged hits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor's AGI is already at least 300.

~Sage~
Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Empower Staff- (Active Ability, Sage) Possessor may use an action to make it so that one Staff equipped by user gains +50 Melee Attack, +50 Magical Attack, +50 Defense, or +50 to any stat, stacks twice regardless of effects chosen
Old Man's Head Bonker- (Active Ability, Sage) Possessor may use Old Man's Head Bonker in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +35 Melee Attack and has a 5% chance of inflicting Confusion.
Noggin Thwack- (Active Ability, Sage) Possessor may use Noggin Thwack in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +45 Melee Attack has a 5% chance of inflicting Confusion, has a 5% chance of inflicting Stun, and has a 50% chance of dealing 5 MIN damage.
Spiral Staff Strike- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +50 Melee Attack.
Apprentice Staff Training- (Passive Ability, Sage) Possessor gains +50 Magical Attack and +25 Melee Attack if possessor has a Staff equipped, Possessor gains +20 to all stats if possessor has a Staff equipped
Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Staff Wielding II- (Passive Ability, Sage) +25 to all stats when a Staff is equipped, +25 Melee Attack and +25 Magical Attack when a Staff is equipped
Strike Which Brings Water from Rocks- (Active Ability, Sage) Possessor may use Strike Which Brings Water from Rocks in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +70 Melee Attack against Earth element targets, and, if this attack deals damage to an Earth element target, then user may immediately deal 2,000 flat Water element damage to up to 5 targets.

~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 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 Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN

~Shadow Blade~
Apprentice Knife Training- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack and +25 Magical Attack if possessor has a Knife equipped, Possessor gains +20 to all stats if possessor has a Knife equipped
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Charging Stab- (Technique Ability, Shadow Blade) Possessor may use 'Charging Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Clever Move- (Active Ability, Shadow Blade) Possessor may spend an action to cause target, who may not be more than double possessor's level or above Level 39, to count as not having acted yet for possessor's purposes
Critical Stab- (Technique Ability, Shadow Blade) Possessor may use 'Critical Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains +5% Critical.
Dual Knife-Wielding- (Passive Ability, Shadow Blade) Possessor gains +50 Melee Attack if possessor has two Knives or a Knife that is a Weaponx2 equipped
Dud Stab- (Technique Ability, Shadow Blade) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Knife equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Knife Wielding II- (Passive Ability, Shadow Blade) +25 to all stats when a Knife is equipped, +25 Melee Attack and +25 Magical Attack when a Knife is equipped
Pelican Ripper- (Active Ability, Shadow Blade) This character may use Pelican Ripper in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. This attack gains +400 Melee Attack against Aerials and has a 5% chance of inflicting AGI Drain on Aerials.
Shadow Blade- (Passive Ability, Shadow Blade) Possessor gains +(500 + 10 * Possessor Level) Melee Attack, +(250 + 5 * Possessor Level) Magical Attack, and +(100 + 10 * Possessor Level) AGI when possessor has a Knife equipped
Very Clever Moves- (Passive Ability, Shadow Blade) There is a 75% chance that possessor immediately gains another action after spending an action to use Clever Move

~Slasher~
Basic Murder Arts Attunement- (Passive Ability, Other: Slasher) All Murder Arts spells possessor casts that possess a Melee Attack bonus gain +10 Melee Attack, Murder Arts spells cost possessor 10 less MP to cast

~Slayer~
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Bury You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Earth element may gain '5% inflicts Entombed'
And With This, I Will Drown You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Water element may gain '5% inflicts Drowning'
And With This, I Will Freeze You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Ice element may gain '5% inflicts Frozen'
And With This, I Will Melt You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Acid element may gain '5% inflicts Dissolving'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped

~Smith~
Adept Smith Proficiency- (Passive Ability, Smith) Possessor gains an additional Accessory slot that may contain a Gauntlets or a Helm
Ammocrafter- (Passive Ability, Smith) All equipped Ammo accessories give +20 Ranged Attack if possessor has a Gun equipped
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Armorer- (Passive Ability, Smith) All armors have their stat bonuses that they provide increased by +20
Basic Flameforging Technique- (Passive Ability, Smith) Possessor's spells that create items cost 2,500 less XP to cast if possessor is in a Zone of Fire, Possessor gains +300 SPI if in a Zone of Fire, Artifice and Golomancy spells cost possessor 2,000 less MP if possessor is in a Zone of Fire
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.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Gunsmith- (Passive Ability, Smith) Each Gun equipped provides +40 Ranged Attack
Light Armor Crafter- (Passive Ability, Smith) +50 Defense if a Light Armor is equipped
Miner- (Passive Ability, Smith) +10 Defense against Earth, +40 Defense if the terrain or phantom terrain is Caverns, 20% Suffocation Resistance if an Aerial pet or summon is possessed by possessor in battle
Repair- (Passive Ability, Smith) Possessor and possessor's allies have a 25% chance of having their equipment broken equipment that was broken by a non-unique source of lower level than possessor repaired at the end of a thread
Smith- (Passive Ability, Smith) Equipped armors provide +20 Defense per possessor level and equipped Weapons give +10 to each attack bonus they already possess per possessor level
Swordsmith- (Passive Ability, Smith) All Swords does +200 damage
Trained Smelter- (Passive Ability, Smith) Each Light Armor or Heavy Armor equipped provides +20 Defense
Understands Common Smithing Errors- (Passive Ability, Smith) Possessor's Secret Formulas that produce items worth under 50,000,000 Gold that have a chance of failure have said falure chance reduced by 2%
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus
Whittler- (Passive Ability, Smith) +25 to all stats if a Trinket is equipped, +15 MIN if a Staff is equipped, 1% Melee Attacks against Plants of lower level inflict a debuff that reduces their target's Defense by 25 that stacks 10 times
Woodcarver- (Passive Ability, Smith) +100 Damage against Plants to all attacks that deal damage, +20 STR if a Staff or Mace is equipped

~Sorceress~
Apprentice Wand Training- (Passive Ability, Sorceress) Possessor gains +50 Magical Attack if possessor has a Wand equipped, Possessor gains +20 to all stats if possessor has a Wand equipped
Attunement of the Faintly Drifting Clouds- (Passive Ability, Sorceress) This character gains +2% Dodge when an Air element Wand is equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Flame Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when a Fire element Wand is equipped
Hand of the Sparkling Wand- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an multi-element Wand is equipped
Painter- (Passive Ability, Sorceress) Items that possessor creates obtain a non-stacking buff that causes SPI bonuses they provide to be increased by 150 points
Sorceress- (Passive Ability, Sorceress) Possessor gains +700 Magical Attack and +50 to all stats when a Wand is equipped plus an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats if a Wand is equipped.
Thunder Zapping- (Passive Ability, Sorceress) This character gains +25 Magical Attack when an Electrical element Wand is equipped
Wand Juggler's Stance- (Stance Ability, Sorceress) +25 Magical Attack per wand equipped, possessor may, as a free action once each turn, exchange one equipped Wand for one of two unequipped wands that are designated as "Juggling Wands" at the beginning of a battle or quest
Wand Wielding I- (Passive Ability, Sorceress) +5 to all stats when a Wand is equipped
Wand Wielding II- (Passive Ability, Sorceress) +25 to all stats when a Wand is equipped, +50 Magical Attack when a Wand is equipped

~Superhero~
Ultra-Agility- (Passive Ability, Superhero) +20,000 AGI, +5% Dodge

~Swordsman~
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Throw Sword- (Technique Ability, Swordsman) Possessor may use 'Throw Sword' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Sword equipped. One of said action's user's equipped Swords is unequipped as part of said action and adds its Melee Attack bonus as a Ranged Attack bonus to said action, with capping applying.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.

~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 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
Bank Actions- (Passive Ability, Temporaral Primarch) Possessor may, at the start of any round, choose for possessor's first action of the round to, instead of being placed in turn-order, be placed in possessor's Action Bank. Possessor's Action Bank may hold up to 3 actions and is emptied at the end of each battle. If in a battle where all opponents are lower Level than possessor, possessor may, at the start of any round, choose to remove an action from possessor's Action Bank and gain an additional action that round.
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 Understanding of the Heart of Time- (Passive Ability, Other: Temporal Primarch) Possessor's Time element allies gain +10 to all stats
Basic Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 50 points
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
Detachable Secondary Timestream- (Passive Ability, Temporal Primarch) Once per thread, if possessor is Time element, when possessor would acquire a debuff that would specifically reduce possessor's turn-order-determining stat sum or when possessor would be afflicted with Fatigued: Slow or Suffocation: No Future or when possessor would acquire a debuff that would change the round that possessor would treat the current round as, possessor may choose to not acquire said debuff or status effect
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
Expert Time Synchronization- (Passive Ability, Other: Temporal Primarch) Time element Damage dealt to possessor (not including healing) is halved, Time element Stat Damage (not including healing) dealt to possessor is halved, Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Time element accessories, and may not be converted into other types of slot by individuals below Level 100
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
Gift Actions- (Passive Ability, Temporaral Primarch) Possessor may, when removing an action from possessor's action bank, instead of assigning it to possessor, may assign it to one of possessor's willing allies
Global Timefreeze- (Passive Ability, Temporal Primarch) Once per thread, possessor may, at the start of a round, cause all lower-Level individuals below Level 80 who are not Resistant or Immune to Petrification or Petrification: Time Stop to be unable to act (excluding death attacks) during said round
Greater Weaponization of Time- (Passive Ability, Other: Temporal Primarch) Quantities of Time element Damage dealt by possessor are increased by 25,000 points
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
Hears When Someone's Time Is Running Out- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor is informed whenever the HP of a Time element individual below Level 60 or an individual below Level 60 with a Temporal Primarch debuff or debuff from a Time element action reaches and/or drops below 25% of its Max HP
Improved 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 5,000 points
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 Elemental Emanation- (Passive Ability, Temporal Primarch) Possessor's 'Call Forth the Living Time' ability may summon entities up to Level 20
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
Improved Zonal Acclimation of Time- (Passive Ability, Other: Temporal Primarch) Possessor gains +1,000 to all stats while in a Zone of Time
Improved Zonal Time Empowerment- (Passive Ability, Temporal Primarch) Possessor gains +500 to all stats while in a Zone of Time, Possessor gains +500 Melee Attack, Magical Attack, Ranged Attack, and Defense while in a Zone of Time
Makes an Incessant Ticking Sound- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor may choose to have a 30% chance of inflicting Fatigued: Stress on each opponent
Nourish Time- (Passive Ability, Temporal Primarch) Whenever possessor deals HP or MP healing to an Time element individual, possessor deals 300 additional points
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
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
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
Predict the Flow of Time- (Passive Ability, Temporal Primarch) Possessor gains +5% Dodge against Time element individuals
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
Reconsume Time Elemental Spawn- (Passive Ability, Temporal Primarch) Possessor may, at the start of any round, unsummon one of possessor's Time element Elemental summons to regenerate (1,000 * said Elemental's Level, to a Max of 99,000) HP
Reflect Time- (Passive Ability, Other: Temporal Primarch) Possessor Reflects Time against sources below Level 20 if Level 20 or greater
Regrab Object from the Past- (Active Ability, Other: Temporal Primarch) Possessor may spend an action to re-acquire an item that was stolen or destroyed (not counting by an effect possessed by the item itself, including the use of charges of a consumable) by an individual below Level 80 earlier in the thread that possessor possessed earlier in the thread
Retroactively Redirect Temporally Delayed Attack- (Active Ability, Other: Temporal Primarch) If possessor is Time element, possessor may spend an action to change the target of a delayed attack or action with said action's performer as its source that was delayed due to a Time element item or a Time Mage or Temporal Primarch ability to any individual in the same battlespace as the original target who is of lower Level than said action's performer
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
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
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
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-Dilation Field- (Stance Ability, Temporal Primarch) At the start of each round, possessor's opponents have a 70% chance of being afflicted with Impaired: Slow and possessor's allies have a 70% chance of being afflicted with Augmented: Haste
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
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 anything 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
Uplifted By Time- (Passive Ability, Temporal Primarch) If possessor is Time element, possessor has a 5% chance of being afflicted with Elevated at the start of each round if possessor is in a 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
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
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
Wind of Seconds- (Passive Ability, Other: Temporal Primarch) Once per thread when possessor is afflicted with Augmented: Haste while possessor is Time element, possessor may choose to regenerate 600,000,000 MP
Wrath of Wasted Seconds- (Passive Ability, Other: Temporal Primarch) If possessor is Time element, possessor deals 50,000 additional Damage per action to individuals whose stats possessor has scanned for each time during the thread that said individual has skipped performing an action (to a max of 2,000,000 additional Damage per action)
Zonal Time Control- (Passive Ability, Other: Temporal Primarch) Possessor may, at the start of each round, choose one Zone of Time that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

~Thief~
Advanced Backstabbing Training- (Passive Ability, Thief) Possessor may choose to have Properly Trained in Backstabbing work as a passive ability instead of a stance ability
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells gain +10 Melee Attack and cost 10 less MP, user gains +20 AGI on the first turn of battle
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Sudden Attack- (Passive Ability, Thief) Possessor gains +100 AGI on the first turn of battle, Possessor gains +60 Melee Attack against targets that have not yet acted on the first turn of battle
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

~Transmuter~
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Warrior~
Accurate in a Crisis- (Passive Ability, Warrior) Possessor gains +1% To Hit while in a Crisis Zone
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Adept Combat Arts Attunement- (Passive Ability, Warrior) Possessor's Combat Arts spells cost possessor 10,000 less MP to cast, Possessor's Combat Arts spells that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Combat Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Agile in a Crisis- (Passive Ability, Warrior) Possessor gains +200 AGI while in a Crisis Zone
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Capable in a Crisis- (Passive Ability, Warrior) Possessor gains a Buff Slot while in a Crisis Zone
Combat Arts Casting I- (Passive Ability, Warrior) Combat Arts spells cost possessor 20 less MP to cast
Combat Arts Casting II- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast
Commanding in a Crisis- (Passive Ability, Warrior) Possessor gains a Summon Slot while in a Crisis Zone
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Darkness element, up to 10 times per round
Deadly in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Critical while in a Crisis Zone
Energy Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Energy element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Energy element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Energy element, up to 10 times per round
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Fang Blow- (Technique Ability, Warrior) Possessor may use 'Fang Blow' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used. Said action gains +200 Melee Attack and the element Beast.
Fire Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Magic element, up to 10 times per round
Focused Combat Arts Casting- (Passive Ability, Warrior) Combat Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Combat Arts
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Light Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Light element, up to 10 times per round
Honed Strikes- (Passive Ability, Warrior) User possesses a base 17% Critical
Magic Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Magic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Magic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Magic element, up to 10 times per round
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Passive Weapon Juggling- (Passive Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon
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
Piercing Strikes- (Passive Ability, Warrior) Possessor's attacks pierce 400 Defense
Psychic Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Psychic element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Psychic element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Psychic element, up to 10 times per round
Pure in a Crisis- (Passive Ability, Warrior) Posessor may cure itself of any one minor status effect from a source below Level 40 at the start of each round while in a Crisis Zone
Refreshing in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 MP per round while in a Crisis Zone
Regenerating in a Crisis- (Passive Ability, Warrior) Posessor may renerate an additional 5,000 HP per round while in a Crisis Zone
Resilient in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Resilience while in a Crisis Zone
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Spirited in a Crisis- (Passive Ability, Warrior) Posessor gains +200 SPI while in a Crisis Zone
Strong in a Crisis- (Passive Ability, Warrior) Posessor gains +200 STR while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Possessor gains +1% Dodge while in a Crisis Zone
Technology Chaser (Ranged)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Technology element HP damage, perform a Ranged Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Technology element from said action, with said target being the only possible target of said Ranged Attack action, with said Ranged Attack action being solely Technology element, up to 10 times per round
Timefreeze Self-Copy Assault- (Passive Ability, Warrior) If possessor is Time element, is wielding at least one Time element weapon, and is Level 40 or greater, possessor's 'Melee Attack', 'Ranged Attack', and 'Magical Attack' actions gain X additional hits against each non-Time element target that is 20 or more Levels lower than caster that is not Immune to Petrified or Petrified: Time Stop, where X is equal to the number of Levels each such target is lower than possessor, divided by 5, rounded up
Tough in a Crisis- (Passive Ability, Warrior) Possessor gains +200 CON while in a Crisis Zone, HP gained from this CON increase does not count toward possessor's Max HP when calculating HP values to determine if possessor counts as being in a Crisis Zone
Undepleted Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max MP
Undepleted Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max MP
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Undepleted Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max MP
Undepleted Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max MP
Unmarred Agility- (Passive Ability, Warrior) Posessor gains +100 AGI while at Max HP
Unmarred Constitution- (Passive Ability, Warrior) Posessor gains +100 CON while at Max HP
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Unmarred Spirit- (Passive Ability, Warrior) Posessor gains +100 SPI while at Max HP
Unmarred Strength- (Passive Ability, Warrior) Posessor gains +100 STR while at Max HP
Warrior- (Passive Ability, Warrior) Wielder gains +500 Damage to all damage-dealing Combat Arts spells, All Combat Arts spells cost wielder 50 less MP. Provides +50 additional Damage to all damage-dealing Combat Arts spells, and -10 additional MP for all Combat Arts spells per possessor level.
Weapons Demo- (Stance Ability, Warrior) When possessor enters this stance or enters a battle, begin tracking each subtype of Weapon possessor equips or has equipped, For each such subtype, possessor gains +50 to all stats as buff that does not stack but increases in increments of +100, to a max of +10,000, This stance resets its count if exited or at the end of battle
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

~Wizard~
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
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

~Misc~
Aerial Traits- (Passive Ability, Skykeeper) Possessor gains +1 to all stats so long as possessor is an Aerial
Classic Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel, Possessor counts as possessing an ability named 'Angel Traits' including for prerequisite purposes
Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells gain +20 Magical Attack
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +10 additional Defense
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Can Leap Through Laser-Tripwire Grids- (Passive Ability, Ninja) Possessor gains 40% Dodge against Machines
Capable of Flight- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance if possessor is Air Element or an Aerial
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
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
Essence Algorithm: Aquatic Troll- (Passive Ability, Master of Monsters) At the beginning of a thread, possessor may choose to become the subtype Monster, to gain the base stats: STR 20, CON 30, AGI 5, MIN 5, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Aquatic Troll', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Canal Phantom- (Passive Ability, Deathless One) At the beginning of a thread, possessor may choose to become the subtype Undead, to gain the base stats: STR 2, CON 23, AGI 10, MIN 10, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Canal Phantom', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wise Orc Shaman- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 5, AGI 5, MIN 23, SPI 22, and to be able to choose, if a monster on the enemy list exists named 'Wise Orc Shaman', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Eyes Filled With Magical Blackbirds- (Passive Ability, Skykeeper) +500 Ranged Attack, +500 Magical Attack, 135% To Hit, Possessor may, up to once per round, perform a 'Ranged Attack' or 'Magical Attack' action as a counterattack against an opponent who targetted possessor with an offensive attack that dealt Damage to possessor and reduced possessor's HP
Good at Cleaning- (Passive Ability, Enchanter) Possessor regenerates 15 MP whenever possessor removes a debuff from a source below Level 20 from an ally
Has Consumed (1) of the Permanent Consumable "Lethality Diamond"- (Passive Ability, Permanent Item Effect) Possessor gains +25 Ranged Attack per level for each Throwing Weapon and +50 Ranged Attack for spells of the Combat Arts subtype assuming said spell already possesses a bonus to said attack type
Has Consumed (1) = # of the Permanent Consumable "Greater Blood Mirage Stone"- (Passive Ability, Permanent Item Effect) Possessor gains +10% Dodge and +5,000 Melee Attack, Cannot be used in combos
Has Wished for Boundless Agility- (Passive Ability, Weirdworker) +2,000 AGI
Lady's Grace- (Passive Ability, Commander) Possessor's pets and summons gain +(50 x Possessor Level) points to all stats
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Temporal Assassin- (Passive Ability, Gentleman Assassin) Possessor deals 60,000 additional Damage to individuals who count the current round's number as a different number than possessor does
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



Name: Sword-Vashna
Level: 79
Type: Golem
Elements: Mystic & Void & Time & Fate & Sonic & Life

Base STR: 12
Base AGI: 12
Base CON: 12
Base MIN: 12
Base SPI: 12

Equipped Items

Weapons-
*Sword of Vashna- (Weapon, Sword, Mystic & Void & Glory & Fate & Destruction & Life & Spatial, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 to all stats, May Heal, May deal MP Damage, 150% Critical, 150% Dodge, 250% To Hit, 150% Resilience, 75% inflicts any two minor or moderate negative status effect (but not sub-status effect except Paralyzed: Temporal Stasis, Imparied: Mute, Charm: Impressed, Voidstruck: Turned To Shadow, Manablasted: Mystic Seal, Stat Drain: AGI Drain, Stat Drain: SPI Drain, Stat Drain: MAG Drain, Stat Drain: MIN Drain, Manablasted: Mystic Leak, Fatigued: Elderly, Antimatter: Obliterated, or Stat Drain: ELM Drain), 2% inflicts Instant Death, Smitten, or Petrified: Time Stop, Wielder has a 20% chance of being able to change all targets of any single action of a lower-level individual that is below Level 40 each time such an individual conducts an action provided wielder's last action killed any entity that is not an ally of wielder, +10% Critical, +10% Resilience, +5% Dodge, +10% To Hit, Wielder's per-item Melee Attack bonus cap becomes two times the relevant stat, 25% Mystic Resistance, 25% Chaos Resistance, 25% Light Resistance, 20% Physical Resistance, 20% Technology Resistance, 20% Earth Resistance, 20% Magic Resistance, Charm Immunity, Stat Drain Immunity, Wounded Immunity, Paralyzed Immunity, Manablasted Immunity, Poison Immunity, Disease Immunity, Hexed Immunity, +750,000 HP, Wielder's 'Melee Attack' and 'Magical Attack' actions may remove one buff from a source below Level 60 on each of their targets, Wielder's 'Melee Attack' actions may destroy all of the non-unique spells worth under 100,000,000 Gold equipped by their targets, Wielder's 'Attack With Finesse' actions may deal full Damage to targets in the back row and may target individuals below Level 80 who are in different battlespaces, Wielder gains +15 Fame, Wielder is immune to debuffs from sources below Level 60, Sources below Level 60 cannot force wielder to leave battle or change rows, Wielder ignores the Defense of individuals below Level 60, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder ignores the Resistances, Immunities, and Reflections of individuals below Level 60, Wielder is Immune to individuals below Level 40, Wielder gains +20,000 to its turn-order-determining stat sum for turn-order-determining purposes and +400,000 Magical Attack as an uncapped effect if wielder has no allies and at least one of wielder's opponents is a Boss, Wielder gains 2 hits against 1 against Bosses, Wielder's 'Melee Attack' actions and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute, Wielder's 'Melee Attack' actions may become solely Glory element, Wielder's 'Magical Attack' actions scan their targets' stats, Wielder's Defense cannot be pierced by individuals below Level 60, Wielder's opponents below Level 60 cannot summon, Wielder counts as having an additional spell of every base subtype equipped, Wielder counts as having an additional spell of every subtype that wielder has at least one spell equipped from equipped, All non-unique Spells equipped by wielder that are worth under 100,000,000 Gold may, at wielder's discretion, become solely the subtype Wizard Magic, the subtype Combat Arts, the subtype Time Magic, the subtype Dark Magic, the subtype Combat Arts, the subtype Sword Arts, the subtype Astral Magic, the subtype Transmutation, the subtype Anarchomancy, the subtype Leadership, the subtype Ritual Magic, the subtype Divination, or the subtype Enchantment at the start of every round, targets of wielder's offensive actions that have a higher SPI than wielder obtain a debuff that causes their actions that do not have a Natural MP cost of 0 to cost 2,000,000 MP in addition to their other costs that stacks 5 times, Wielder's opponents may not leave battle without wielder's permission if below Level 60, Individuals killed by wielder have their corpses disappear if they are below Level 80 and wielder desires such, Individuals below Level 80 cannot prevent wielder from resurrecting individuals, Individiuals killed by wielder cannot be resurrected by sources below Level 80, Wielder counts as possessing 5 additional abilities from each base class excluding 'Prophet of the Brightest Heavens', 'Prophet of the Darkest Abysses', 'Chronicler of Eternity', and 'Hand of Valcont', Wielder counts as possessing 5 additional abilities from the class 'Radiant Hierophant', Wielder may, up to 12 times per thread as an action that is delayed 0 to 25 rounds, replicate the effect of any ability performable by a monster on the enemy list that is below Level 60, below caster's Level, and (normally fightable for drops or that is the entity 'Clock Stopper's Apprentice', 'Grandmaster', 'Clock Stopper', or 'Lesser Star Eater'), doing so as though said monster is performing said ability, Wielder may, if Level 71 or greater, spend an action to transform into the entity 'Grandmaster', Wielder may, if Level 99 or greater, spend an action to transform into the entity 'Lesser Star-Eater', Wielder's allies gain +10,000 to all stats and +100,000 HP and MP as a non-stacking bonus, Wielder must be Level 40 or greater, Wielder's name must include 'Vashna', Wielder may, in the shop thread, conver this item into the sub-character Sword-Vashna for a month, Cannot conduct absorbs, Generally requires reforging at the Forge of Aeons to upgrade in an RP thread
Alternate Whipform (Superior)- This item may, at the beginning of any round, gain '+1,000 points to wielder's unmodified stats as a non-stacking bonus', to become a Weaponx2, and to have its subtype change to Whip, Affects Weapons, Quest Enchantment
Alternate Swordform (Fast)- This item may, at the beginning of any round, gain '2 hits against 1', to become a Weaponx2, and to have its subtype change to Sword, Affects Weapons, Quest Enchantment
Alternate Axeform (Grandcleaving)- This item may, at the beginning of any round, to become a Weaponx1, to gain the effect 'wielder's per-item Melee Attack cap becomes two times the relevant stat', and to have its subtype change to Axe, Affects Weapons, Quest Enchantment
Alternate Soulform (Mageblood)- This item may, at the beginning of any round, have its subtype change to Soul and gain the effect 'Wielder dies if wielder reaches 0 MP; wielder may convert HP Damage dealt to wielder by sources below Level 60 into MP Damage', Affects Weapons, Quest Enchantment
Alternate Soulform (Ironsoul)- This item may, at the beginning of any round, have its subtype change to Soul and gain the effect 'Wielder dies if wielder reaches 0 HP; wielder may convert MP Damage dealt to wielder by sources below Level 60 into HP Damage', Affects Weapons, Quest Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Experimental Weapons Upgrade I- This item provides +1,000 to MIN, This item gains '40% may inflict Manablasted, This item provides +1% Dodge, Experimental Upgrade
*Gehlblanze Var-E- (Weapon, Sword, Mystic & Time & Destruction, 185,000,000 Gold) +185,000 Melee Attack, +185,000 MIN, +185,000 SPI, +1,850,000 MP, Wielder's 'Melee Attack', 'Attack with Finesse', 'Powerful Attack', and 'Melee Overdrive' actions deal both HP Damage and MP Damage, Wielder has a 5% chance of gaining an additional action each round (with this action being a bonus action that is placed in turn order normally)
Omega-Class Twincleaver- (Weapon, Sword, Destruction & Life, 250,000,000 Gold) +250,000 Melee Attack, +250,000 to all stats, Wielder's 'Melee Attack' and 'Melee Overdrive' actions may remove one buff from a source below Level 90 from each of their targets, or may deal no Damage and remove one debuff from a source below Level 90 from each of their targets, or may have a 250% chance of inflicting an instance of Wounded: Maimed that, as a non-stacking effect that is part of it, removes one random Constant Effect or Passive Ability from its possessor while present (with which one is being removed being randomly determined at the time of application), provided that its possessor is not above Level 80 and is not greater Level than its inflictor, Wielder must be Level 40 or greater and must possess the ability 'Adept Sword Training'
Motion-Cancelling Master's Deck of Adamantine-Bladed Cards- (Weapon, Throwing Weapon, Physical, 29,700,000 Gold) +30,000 Ranged Attack, Deals 3,000 AGI Damage on hit, +29,500 AGI, 75% inflicts Impaired: Slow, Wielder ignores the Defense of individuals below Level 20, Wielder ignores the Physical Resistance, Immunity, and Reflection of individuals below Level 20, Pierces 10,000 Defense, Wielder must be at least Level 35

Armor-
Idolic Wargod's Armor- (Armor, Heavy Armor, War, 220,000,000 Gold) +220,000 Defense, +2,100,000 HP as a non-stacking bonus, +190,000 STR, +190,000 CON, +190,000 Melee Attack, 140% Resilience and 140% Critical if wearer is Level 60 or greater, 40% War Resistance, 40% Destruction Resistance, Divine Magic, War Magic, and Catastrophe Magic spells cost wearer 300,000 less MP to cast, 160% Resilience, Wearer's allies and wearer may elect to receive worshipper benefits from wearer if they are not already receiving such benefits, Said benefits include +50 Melee Attack, +50 STR, +50 CON, and +25 AGI per Level of worshipper, to a max of Level 80, Said benefits only take effect if none of wearer's opponents are capable of granting worshipper benefits, Wearer may spend an action to resurrect one of its worshippers if said worshipper was killed by a source below Level 80 and no individual capable of granting worshipper benefits objects, Wearer must be Level 40 or greater

Accessories-
Amulet of the Wholly Balanced Self- (Accessory, Light & Void & Darkness, 200,000,000 Gold) +200,000 SPI, Wielder is afflicted with Elevated, Favored, and Favored: Anointed at the start of every round, Wielder cannot obtain debuffs or negative status effects from sources below Level 60, Wielder is cured of all minor negative status effects at the start of each round, Wielder is Immune to individual below Level 60 if wielder is Level 60 or greater and has all equal base stats, Wielder must be Level 40 or greater, Wielder (as an RP effect) feels a sense of calm, balance, and oneness with the universe
Huntmaster's Bandolier- (Accessory, Container, Air & Physical, 1,250,000 Gold) +1,000 Ranged Attack, +1,400 AGI, +800 to wearer's turn-order-determining stat sum for determining turn order, but not bonus actions, on the first turn, 12% Critical, 12% Dodge, 111% to Hit, 12% Resilience, grants either an additional Weapon slot that can contain a Throwing Weapon or two additional spell slots that can each contain a Thief Arts spell or three additional consumable slots that can each contain a Lethal Item, Wearer counts the first three turns of battle as the first turn of battle for purposes of spell and ability effects, gives +250 to all stats for each piece of equipment with 'Huntmaster' in its name, to a max of +1,250, Humans drop an additional 100 Gold at the end of battle if they otherwise do drop Gold, The Enhancement 'Unbreakable' may be applied to owner's items with the word 'Huntmaster' in their name for free 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
Owl-Counselor's Iron Mask-Glassses, Remnant of the Future- (Accessory, Mask, Earth & Time, 100,000,000 Gold) +100,000 Defense, +10,000 Defense Against Stat Damage, Wearer's 'Ranged Attack' actions may deal 10,000 AGI or MIN Damage, +1,000,000 HP as a non-stacking bonus, +100,000 to all stats while wearer is in a Chronogeomantic Zone of Night, 200% To Hit while wearer is in a Chronogeomantic Zone of Night, Wearer's 'Ranged Attack' actions may incorporate wearer's Melee Attack bonus instead of wearer's Ranged Attack bonus, cannot miss targets below Level 60, deal full Damage to targets in the back row, and may target individuals below Level 60 who are in different battlespaces who are not 20 or more Levels greater than wearer, Wearer's 'Mental Overdrive' actions may incorporate wearer's Melee Attack bonus instead of wearer's Magical Attack bonus, cannot miss targets below Level 60, deal full Damage to targets in the back row, and may target individuals below Level 60 who are in different battlespaces who are not 20 or more Levels greater than wearer, Wearer's stats may not be scanned by individuals below Level 60, Wearer may choose for this item to count as an Eyewear instead of a Mask, Wearer's Investigating the Enigma Man value increases by 2, Wearer may spend an action to scan the stats of up to 200,000 individuals, Wearer must be Level 20 or greater
Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder must be Level 40 or greater
Temporal-Essence-Harvesting Render-Talons- (Accessory, Gauntlets, War & Destruction & Fate & Time, 500,000,000 Gold) +500,000 Melee Attack, Wielder's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may deal (HP Damage or HP Drain) and/or (MP Damage or MP Drain) and may deal 40,000 AGI Damage or SPI Damage, Whenever wielder deals AGI Damage and/or SPI Damage, wielder may acquire a buff that stacks 200 times that provides +(The number of AGI Damage and/or SPI Damage dealt) to wielder's turn-order-determining stat sum for turn-order-determining purposes (to a max of 5,000,000 points across all instances of said buff), +400,000 STR, +400,000 AGI, +400,000 SPI, 40% inflicts Petrified: Time Stop, 160% Critical, +140% Critical, 260% To Hit, Wielder's per-item Melee Attack cap becomes (SPI * 2) or (AGI * 2), Wielder must be Level 60 or greater

Consumables-
Pack of Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 500 Gold) +5% to Hit, 15% cures Confusion, 5% inflicts Poison, 5% inflicts Discomfort, lasts 5 rounds, does not stack
Camel-Headed Bastard Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 30,000,000 Gold) User gains +30% to Hit, Cures Confusion on user, Inflicts Poison on all individuals who are not user, -3,000 to all stats of all individuals who are not user, User chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level that is equal to or lower than Level 20 that is normally fightable for drops and applies one stacked instance of every debuff that enemy could naturally apply to all opponents (with the same application conditionals as the debuffs on said enemy), buffs and debuffs resulting from this item's effects (including its ability to replicate abilities from the Enemy List) last 50 rounds and do not stack
Diviner's Cigarettes- (Consumable, Lethal Item, Fire, 20 Charges, 200,500 Gold) +9% to Hit, +9% Dodge, 80% cures Confusion, 80% inflicts Poison, 80% inflicts Discomfort, lasts 5 rounds, does not stack
Infinity Sticks- (Consumable, Medicine, Spatial & Time, Unlimited Charges, 200,000,000 Gold) +50% to Hit, Cures Confusion, Target regenerates 2,000,000 HP at the start of each round and is cured of Poison, Confusion, Diseased, Hexed, and Impaired at the start of each round, Target may enter any battlespace that is part of the same battle at the start of each round so long as no individual of Level 60 or greater in either the battlespace being entered or the battlespace being left objects, May only target user, this item's name counts as including 'Cigarette', does not stack
Fried Draconic Serpent-Phoenix Egg- (Consumable, Food, Fire, 1 Charge, 100,000,000 Gold) Target is dealt 1,000,000 Flat Fire element HP Healing, Target obtains a non-stacking buff that lasts until the end of the round that causes its possessor, to a max of three times per thread across all instances of the buff, to lose the buff upon death and immediately resurrect itself, with this effect not delaying the checking of victory conditions due to death, User must be Level 20 or greater

Spells-
(5 Base)
Cosmic Doctor Fist- (Spell, Healer Magic, Astral, 30,000 MP, 15,000,000 Gold) +15,000 Melee Attack, May Heal, May cure any one minor or moderate negative status effect, May cure any one debuff with a source below Level 70, Caster must be Level 35 or greater
Sanguine Glee- (Spell, Other: Murder Arts, Blood, 18,000 MP, 18,000,000 Gold) +18,000 Melee Attack, Deals HP Drain, 5% caster gains another action after this action if it killed a non-allied target or dealt more than 50% of a non-allied target's Max HP, Caster must be Level 20 or greater
Issacharian Strike- (Spell, Combat Arts, Fire & Magic, 0 MP, 2,000,000 Gold) +(Caster's STR) Melee Attack
War Drive- (Spell, Other: War Magic, Energy & War, 600,000 MP, 60,000,000 Gold) Caster obtains a non-stacking buff that lasts 5 rounds that causes all attacks involving its possessor casting a War Magic spell to incorperate its possessor's Melee Attack bonus, Magical Attack bonus, and Ranged Attack bonus
Nova Rush- (Spell, Other: War Magic, War & Energy & Fury, 550,000 HP, 55,000,000 Gold) +55,000 Melee Attack, +55,000 Magical Attack, This action may only target opponents of caster in a single row-order formation (but may target non-opponents regardless of their row-order formation), At the end of this action, caster is moved to a chosen row in the row-order formation of any opponents targeted by this action

(10 Unarmed Technique)
Colossus Hurl- (Spell, Unarmed Technique, Earth & Physical & Air, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, Caster may change target's row to the Front Row or the Back Row if target is below Level 90 and has lower Strength than caster or is below Level 40, Caster must be Level 40 or greater
Dimension-Breaking Riftpunch- (Spell, Unarmed Technique, Spatial, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, 15% inflicts Vanished, Target is unsummoned if below Level 80, Up to 200,000 entities in the same battlespace as target that are below Level 60 may be unsummoned, Caster may destroy a Zone of Spatial, Caster must be Level 40 or greater
Earthquake Stomp- (Spell, Unarmed Technique, Earth, 5,000 MP, 3,000,000 Gold) +8,000 Magical Attack, 30% inflicts Entombed, 50% deals 1/3 damage, otherwise deals 1/2 damage, 1 hit against 30
Heaven-Breaching Lightrain Skykick- (Spell, Unarmed Technique, Light & Air & Glory, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, Caster gains a 100% chance of inflicting Awestruck, Suffocation, and Impaired: Blind on all targets, Caster may destroy a Zone of Air, Caster must be Level 40 or greater
Punch So Hard It Breaks the Economy- (Spell, Unarmed Technique, Wealth & Destruction, 610,000 MP, 61,000,000 Gold) +61,000 Melee Attack, Target and any number of other entities in battle obtain a debuff that stacks 5 times that deals its possessor 61,000,000 Flat Wealth & Destruction element Gold Damage at the start of each round, Caster may destroy a Zone of Wealth, Caster must be Level 40 or greater
Triplefabulous Heeldrop- (Spell, Unarmed Technique, Chaos & Glory & Wealth, 100,000 MP, 30,000,000 Gold) +30,000 Melee Attack, 33% inflicts Charm, 33% inflicts Charm: Impressed, 33% inflicts Charm: Lovestruck, 3% gains '3 hits against 1'
Worldcore-Erupting Land-Sunder Strike- (Spell, Unarmed Technique, Fire & Earth & Physical, 100,000 MP, 61,000,000 Gold) +61,000 Melee Attack, +61,000 Ranged Attack, +61,000 Magical Attack, Caster gains a 100% chance of inflicting Fatigued: Stun on one target, Caster gains a 100% chance of inflicting Burning on all targets, Caster may turn a Zone of Earth with a source below Level 99 into a Zone of Fire, Caster must be Level 40 or greater
Grab a Puff of Cloud from Thin Air- (Spell, Unarmed Technique, Air, 5 MP, 20,000 Gold) 1% inflicts Charm: Impressed
Ki Fireball- (Spell, Unarmed Technique, Magic, 5 MP, 50,000 Gold) +50 Magical Attack, gains +50 Magical Attack, to a max of +7,000 Magical Attack, for each Martial Artist ability or Monk ability possessed for each empty Weapon slot
Ultimate Breaker!- (Spell, Unarmed Technique, Physical & Energy, 1,600,000 MP, 180,000,000 Gold) +180,000 Melee Attack, -18,000 Defense, -18% Resilience, stacks 10 times

(30 Sword Arts)
Annihilation Slash- (Spell, Sword Arts, Destruction, 400,000 MP, 200,000,000 Gold) +200,000 Melee Attack, Individuals killed by this action cannot be resurrected by individuals below Level 95 who are not 5 or more Levels greater than caster, Caster must be Level 40 or greater and must have a Sword equipped
Black Blade- (Spell, Sword Arts, Darkness, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Darkness
Blade Technique II- (Spell, Sword Arts, Physical, 250 MP, 250,000 Gold) +250 Melee Attack, caster must have a Sword equipped
Blue Blade- (Spell, Sword Arts, Ice, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Ice
Dancing Blade's Shadow- (Spell, Sword Arts, Physical & Air, 5,000,000 Gold) +5,000 Melee Attack, Actions this spell is involved in are delayed a number of rounds of caster's choosing that is between 1 and 3, Caster must be wielding a Sword worth 5,000,000 Gold or more
Elegant Strike- (Spell, Sword Arts, Physical & Air, 500 MP, 310,000 Gold) +350 Melee Attack, this spell may be used as part of an Attack with Finesse action
Energy Slash- (Spell, Sword Arts, Energy, 2,000 MP, 2,000,000 Gold) +2,000 Melee Attack, +2,000 Ranged Attack, This spell's natural bonuses ignore capping, Caster must be wielding a Sword and must be a Max HP
Execution Strike- (Spell, Sword Arts, Darkness & Physical, 40,000 MP, 20,000,000 Gold) +20,000 Melee Attack, 60% inflicts Wounded, Inflicts Instant Death on targets below Level 20, Caster must be Level 20 or greater and must be wielding a Sword worth 20,000,000 Gold or more
Feast of the Devourer Blades- (Spell, Sword Arts, Mystic & Destruction & Darkness & Fury, 1,500,000 HP, 150,000,000 Gold) +150,000 Melee Attack, Deals HP Drain, For the duration of this action, caster's Sword weapons gain caster's subtypes and caster gains the subtype Sword, Individuals killed by this action cannot be resurrected by individuals below Level 95 who are not 5 or more Levels greater than caster, 1 hit against 50, Caster gains a non-stacking buff that causes its possessor to count as wielding an additional number of Soul & Sword weapons equal to the number of non-summoned individuals this action killed, to a max of 200 such individuals, Caster must have a Sword equipped and must be Level 40 or greater
Glacial Blade Impact- (Spell, Sword Arts, Ice, 35,000 MP, 35,000,000 Gold) +35,000 Melee Attack, 60% inflicts Frozen, this action may become solely Ice element, Caster must be wielding a Sword worth at least 30,000,000 Gold
Green Blade- (Spell, Sword Arts, Air, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Air
Hand of Fate- (Spell, Sword Arts, Magic, 25% Max MP, 60,000 Gold) Caster's Sword's ability which sometimes activates on caster's next basic melee attack automatically activates on caster's next basic melee attack
Iaijutsu Strike- (Spell, Sword Arts, Air & Electricity, 300 MP, 290,000 Gold) Caster equips an unequipped weapon and immediately performs a single 'Melee Attack' action that includes no spells or techniques and that may only target one individual. Said attack deals an extra amount of damage of the same combination of elements it already deals in its standard damage equal to twice the Melee Attack bonus provided by the weapon that this spell equipped, to a max of 5,000,000 Damage.
Keen Strike- (Spell, Sword Arts, Physical, 400 MP, 260,000 Gold) +50 Melee Attack, this attack gains +7% Critical, caster must have a Sword equipped
Purity of the Sword- (Spell, Sword Arts, Light, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster becomes solely any one element that it currently is
Red Blade- (Spell, Sword Arts, Fire, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Fire
Song Blade- (Spell, Sword Arts, Sonic, 18,000 MP, 18,000,000 Gold) +18,000 Melee Attack, Cures all debuffs from sources below Level 60 that are present on all of caster's allies, 100% inflicts Charm, Caster must be Level 35 or greater and must be wielding a Sword worth 20,000,000 Gold or more
Storm Blade (2)- (Spell, Sword Arts, Electrical, 6,000 MP, 6,000,000 Gold) +6,000 Melee Attack, 35% inflicts Electrocuted, Caster must be wielding a Sword
Sun Sword Strike- (Spell, Sword Arts, Light & Fire, 190,000 HP, 190,000,000 Gold) +190,000 Melee Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's Fire-element, Light-element, or Solar Being allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater and must have a Sword equipped
Swift Strike- (Spell, Sword Arts, Physical & Air, 40 MP, 180,000 Gold) +70 Melee Attack, This spell's possessor may declare at the start of a round that the first action it makes this round must be a Melee Attack action that includes this spell, if its possessor does so, its possessor gains +5,000 to possessor's turn-order-determining stat total for turn-order-determining purposes this round and must perform such an action as possessor's first action, with possessor having to forfeit any actions which are not such action unless a non-allied source is controlling said actions or any source other than this spell's possessor is forcing said actions to specifically occur
White Blade- (Spell, Sword Arts, Light, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Light
Yellow Blade- (Spell, Sword Arts, Electrical, 5,000 MP, 5,000,000 Gold) Target Sword wielded by caster obtains +5,000 Melee Attack as a non-stacking buff and gains the element Electrical
Disembowel- (Spell, Sword Arts, Physical, 90 MP, 100,000 Gold) +90 Melee Attack, 10% inflicts Wounded, user must have a Sword equipped
Ghost Sword- (Spell, Sword Arts, Air, 70 MP, 50,000 Gold) +55 Melee Attack, caster may choose to use Spirit as Prime Attribute for this attack, 135% To Hit
6 Warrior’s Strike- (Spell, Sword Arts, Physical, 10 MP, 10,000 Gold) +15 Melee Attack, user must have a Sword equipped

Attached to Ability- Transmutative Augmentation: Precognitive Oni Sword-Fighter's Mind- (Spell, Transmutation, Psychic & Physical, 5,000 MP, 9,500,000 Gold) Target gains +4,100 MIN, 140% To Hit, 40% Dodge, Target counts as possessing 1 additional Kensei ability,Target's next 'Melee Attack' action, if it has a chance to not miss and is targeting only individuals below Level 60, does not miss, stacks 5 times

Pets-
None

Transformations-
None

Items: Brought From Outside

Via Armed to the Gills:
Ruinous Sword of Nokhret (Imitation)- (Weapon, Sword, Destruction & Darkness & Fire & Evil & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, +140,000 SPI, 215% To Hit, 115% Critical, 100% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, Wielder's Prime Attribute for 'Melee Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may become Spirit, Whenever wielder conducts an offensive action, wielder chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than wielder's Level (to a max of 60) and applies one stacked instance of every debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, with said infliction instances counting as coming from a source of Level equal to the Level of the entity they are replicated from, Multiple instances of this item may not be wielded at the same time, If wielder does not possess at least one Villain or Prophet of the Darkest Abysses ability, wielder obtains a debuff that sets all of its possessor's stats to -1 at the start of each of wielder's actions, with said debuff infliction counting as coming from a Level 99 source, May only be wielded by individuals of Level 40 or greater
Experimental Weapons Upgrade I- This item provides +1,000 to STR, This item gains '40% may inflict Antimatter, This item provides +1% Dodge, Experimental Upgrade
Sword of War- (Weapon, Sword, Darkness & Acid, 350,000,000 Gold) +700,000 Melee Attack, +700,000 STR, +700,000 CON, 180% Critical, 60% inflicts Devastated, 30% Devastation Resistance, Wielder must be Level 60 or greater

Tucked into a Bandolier pocket:
Stone Which Burns Away Hope- (Accessory, Magic Item, Fire, 30,000,000 Gold) Wielder's opponents below Level 60 have the element Hope in their actions replaced with the element Fire, Wielder's opponents below Level 60's fire element actions may not cure negative status effects or debuffs
The Astounding Pork- (Consumable, Food, Fire & Earth, 3 Charges, 2,000,000 Gold) Target regenerates 20,000,000 HP and MP and is cured of all minor negative status effects and obtains a non-stacking buff that causes its possessor to regenerate 2,000,000 HP and MP and be cured of all minor negative status effects at the start of each round
Warthyme- (Consumable, Medicine, Earth & War, 1 Charge, 6,000,000 Gold) +6,000 Melee Attack, +6,000 Ranged Attack, stacks 15 times
Interdiction Gigabomb- (Consumable, Lethal Item, 1 Charge, Formus & Aether & Destruction, 1 Charge, 200,000,000 Gold) User may deal 2,000,000 Flat Formus & Aether & Destruction element damage to up to 20,000,000 targets, placing a non-stacking debuff on said targets that makes its possessor, if its possessor is below Level 81, and all individuals below Level 80 in its possessor's battlespace, unable to summon, User must be Level 40 or greater

Abilities: Complete List At Event Start

Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Metacombine
Overdrive
Melee Overdrive
Mental Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Focus- (Active Ability, Attack) User's next Magical Attack does double damage.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).
Meditate- (Active Ability, Attack) Possessor may spend an action to Regenerate an amount of MP equal to (5% of user's Max MP). Cannot be used more times than user's level in one battle. User must be in the back row.

~Assassin~
Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Adept Throwing Weapon Training- (Passive Ability, Assassin) Throwing Weapon weapons equipped by possessor can provide an additional +10,000 Ranged Attack before capping, Throwing Weapon weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Throwing Weapon
Angel-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Angel-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Angel-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Assassin- (Passive Ability, Assassin) Possessor gains +700 Ranged Attack and +250 AGI when a Throwing Weapon is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(10 x Possessor Level) AGI if a Throwing Weapon is equipped.
Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Black Toss- (Technique Ability, Assassin) Possessor may use 'Black Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Burning Toss- (Technique Ability, Assassin) Possessor may use 'Burning Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Celestial-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Celestial-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Celestial-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Crisis Toss- (Technique Ability, Assassin) Possessor may use 'Crisis Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Throwing Weapon equipped. Said attack gains +1,000 Ranged Attack.
Critical Toss- (Technique Ability, Assassin) Possessor may use 'Critical Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% Critical.
Daemon-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Daemon-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Daemons and gains +25% Critical against Daemons.
Daemon-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Daemon-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Deft Toss- (Technique Ability, Assassin) Possessor may use 'Deft Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +5% To Hit.
Deva-Bane Toss- (Technique Ability, Assassin) Possessor may use 'Deva-Bane Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +750 Ranged Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Toss- (Technique Ability, Assassin) Possessor may use 'Deva-Hunting Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Dud Toss- (Technique Ability, Assassin) Possessor may use 'Dud Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Explosive Toss- (Technique Ability, Assassin) Possessor may use 'Ignition Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Flame Toss- (Technique Ability, Assassin) Possessor may use 'Flame Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Fire element.
Hard to Disarm With a Throwing Weapon- (Passive Ability, Assassin) Individuals below Level 20 may not unequip or steal possessor's equipped Throwing Weapons without possessor's permission
Hornet Stings- (Technique Ability, Assassin) Possessor may use Hornet Stings in conjunction with a Ranged Attack, so long as no other technique is used and a Throwing Weapon is equipped. Said attack gains +37 Ranged Attack, suffers -5% to hit, has a 2% chance of inflicting 2 hits, and has a 11% chance of inflicting Poison.
Hungering Toss- (Technique Ability, Assassin) Possessor may use 'Hungering Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, deals HP Drain, and deals 1/2 Damage.
Ignition Toss- (Technique Ability, Assassin) Possessor may use 'Ignition Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Juggler- (Passive Ability, Assassin) Possessor gains +200 AGI as a non-stacking buff on rounds after rounds during which possessor has performed a 'Trade' action
Juggler's Distraction- (Passive Ability, Assassin) Possessor may use 'Juggler's Distraction' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack's targets, for the duration of said attack, suffer -10% Dodge.
Night Toss- (Technique Ability, Assassin) Possessor may use 'Umbral Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Shadow Toss- (Technique Ability, Assassin) Possessor may use 'Shadow Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Strong Throw- (Passive Ability, Assassin) Possessor may use Strength as possessor's Prime Attribute for Ranged Attack action if possessor has a Throwing Weapon equipped.
Surprise Toss- (Technique Ability, Assassin) Possessor may use 'Surprise Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +1,000 Ranged Attack against targets that have not yet acted.
Thirsty Toss- (Technique Ability, Assassin) Possessor may use 'Thirsty Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Throwing Weapon equipped. Said attack gains +300 Ranged Attack, deals MP Drain, and deals 1/2 Damage.
Throwing Weapon Wielding I- (Passive Ability, Assassin) +5 to all stats when a Throwing Weapon is equipped
Throwing Weapon Wielding II- (Passive Ability, Assassin) +25 to all stats when a Throwing Weapon is equipped, +50 Ranged Attack when a Throwing Weapon is equipped
Throwing Weapon Wielding III- (Passive Ability, Assassin) Possessor gains +200 to all stats when a Throwing Weapon is equipped and +200 Ranged Attack when a Throwing Weapon is equipped
Toss Mastery- (Passive Ability, Assassin) Technique Abilities from the Assassin class whose name includes 'Toss' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Trained In Boomerang Use- (Passive Ability, Assassin) Possessor gains +10 Ranged Attack if possessor has a Throwing Weapon whose name includes 'Boomerang' equipped
Umbral Toss- (Technique Ability, Assassin) Possessor may use 'Umbral Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Unexpected Toss- (Technique Ability, Assassin) Possessor may use 'Unexpected Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack against targets that have not yet acted.
Vexatious Toss- (Technique Ability, Assassin) Possessor may use 'Vexatious Toss' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Throwing Weapon equipped. Said attack gains +200 Ranged Attack and gains a 50% chance of inflicting a random minor negative status effect that its target is not yet afflicted with.

~Blazing Sultan~
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Blazing Sultan- (Passive Ability, Blazing Sultan) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fire Resistance, Possessor ignores Fire Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Control of Fire- (Passive Ability, Blazing Sultan) Possessor has a 20% chance of being able to cancel the actions of Fire element individuals below Level 20, with things that would occur before and after said actions still occurring
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round
Fire Manipulation- (Passive Ability, Blazing Sultan) Possessor may choose one of the following at the beginning of each round if Fire element: Create a Zone of Fire, Remove a Zone of Fire created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fire by either possessor or a source below Level 20, Add Fire to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Fire element on a Fire element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fire, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fire, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Fire element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fire to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fire, 5% Fire Resistance, or +50 Defense against Fire and 1% Fire Resistance until the end of the round as a non-stacking buff
Partially Unfettered by the Bonds of Fire- (Passive Ability, Blazing Sultan) Possessor gains 5% Burning Resistance

~Clearance~
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
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
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Permitted to Battle 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

~Crafter~
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 1% chance of not expending the first charge that they would expend for said use
Basic Lethal Item Charge Preservation- (Passive Ability, Crafter) Lethal Item Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Basic Medicine Charge Preservation- (Passive Ability, Crafter) Medicine Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Apprentice Crafter Proficiency- (Passive Ability, Crafter) Consumables (not including Permanent Consumables) possessor uses have a 4% chance of not expending the first charge that they would expend for said use, Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional 2,000 points
Basic Powder Charge Preservation- (Passive Ability, Crafter) Powder Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use

~Defender~
Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Block around the Clock- (Technique Ability, Defender) Possessor may use Block Around the Clock in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. User performs a Defend action at the beginning of every round for a number of rounds equal to user's level, to a max of 24 rounds, as a non-stacking effect; these Defend actions may not include spells or techniques. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Defensive Stance- (Stance Ability, Defender) +50 Defense
Defensive Stance II- (Stance Ability, Defender) +200 Defense
Host a Block Party- (Technique Ability, Defender) Possessor may use Host a Block Party in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. Up to 5 allies of user may immediate perform a Defend action provided that they have not already performed a Defend action this round. The benefits of all such Defend actions last until either the end of the round or until their performer performs another Defend action.
Iron Column- (Active Ability, Defender) This character may use Iron Column in conjunction with a Defend action, so long as no other technique is used and a Shield is equipped. This character gains +170 Defense added to the result of the Defend action.

~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 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
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
Magical Infravision- (Passive Ability, Diviner) Possessor gains +5% To Hit against Fire element targets that are below Level 60
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Superior Vision- (Passive Ability, Diviner) Possessor gains 105% To Hit
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes

~Ebon Chancellor~
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Darksight- (Passive Ability, Ebon Chancellor) Possessor gains +5% To Hit while in a Zone of Darkness
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness

~Enchanter~
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Dart Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Throwing Weapons cost 200 XP less when applying said enhancements to Throwing Weapons
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Lethal Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Deadly Items cost 200 XP less when applying said enhancements to Deadly Items
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements

~Evermason~
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Idol of War- (Passive Ability, Evermason) Possessor's allies and Possessor may elect to receive worshipper benefits from possessor if they are not already receiving such benefits, Said benefits include +50 Melee Attack, +50 STR, +50 CON, and +25 AGI per level of worshipper, to a max of Level 80, Said benefits only take effect if possessor is a Golem and none of possessor's opponents are capable of granting worshipper benefits
Obdurate- (Passive Ability, Evermason) Possessor is Immune to individuals below Level 40, Possessor ignores the Defense of individuals below Level 40, Possessor ignores the Defense of non-unique individuals below Level 60, Possessor's Defense cannot be pierced by sources below Level 60

~Geomancer~
Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Strengthened Zonal Link: Zone of Light- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Light' ability may create a Zone of Light even if other zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present

~Guardian~
Adept of the Brass Fortress- (Passive Ability, Guardian) Each equipped Heavy Armor provides +25 additional Defense
Apprentice Heavy Armor Mastery- (Passive Ability, Guardian) Possessor gains +50 Defense if possessor has a Heavy Armor equipped
Basic Heavy Armor Mastery- (Passive Ability, Guardian) All Heavy Armors worn by possessor provide +10 additional Defense
Bulwark Stance- (Stance Ability, Guardian) User must be in front row and have a Heavy Armor equipped, there is a 5% chance that any hit from a damage or stat-damage dealing attack that would hit an ally in the back row instead hits user
Guardian- (Passive Ability, Guardian) Possessor gains +(500 + (50 * Possessor Level)) Defense if possessor has a Heavy Armor equipped
Hard to Push Around- (Passive Ability, Guardian) Possessor gains +450 STR and +450 CON per 5 levels (rounded up) to a max of +12,000 STR and +12,000 CON for purposes of resisting attempts to forcibly change possessor's row
Heavy Armor Wearer I- (Passive Ability, Guardian) Possessor gains +5 to all stats when possessor has a Heavy Armor equipped
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
Paid Bodyguard- (Passive Ability, Guardian) Possessor's allies may use an amount of Gold up to a max of 100,000 to give possessor a Defense bonus and the provider of the Gold equal to the amount of Gold divided by 1,000, rounded down, this counts as a buff that does not stack which disappears when possessor is killed or otherwise rendered unable to continue battle
Tank Hits- (Technique Ability, Guardian) Possessor may use 'Tank Hits' in conjunction with a 'Defend' action so long as no other technique is used and possessor has a Heavy Armor equipped. Said action generates a non-stacking buff effect that lasts until the end of the round and is present on its caster, that causes, whenever an opponent whose AGI is lower than caster's CON who is not above Level 40 or 5 or more Levels greater than caster performs a single-target attack that targets an ally of caster's who is not in the front row while caster is in in front row, for 5% of the not-(Resistance/Immunity/Absorption)-or-Defense-counting Damage dealt by said attack to be re-directed to caster so long as no other effect has re-directed any of the Damage generated by said attack.
Well-Paid Bodyguard- (Passive Ability, Guardian) The Gold cap on Bodyguard is increased by 100,000 and possessor gains 15% of the money spent on said ability

~Healer~
*Doctor Leon Kindler's Undying Arm- (Passive Ability, Healer) Possessor gains +100,000 Melee Attack and +100,000 Magical Attack for purposes of actions that are non-offensive and Heal, Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain 'Heals', Possessor's 'Melee Attack' and 'Attack with Finesse' actions may cure Wounded, Possessor's 'Melee Attack' and 'Attack with Finesse' actions may resurrect targets killed by sources below Level 60, Possessor gains 1 weapon slot, This ability may not be destroyed by sources below Level 100

~Illusionist~
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor

~Kensei~
Adept Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor 10,000 less MP to cast, Sword Arts spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Light Cigarettes With a Sword- (Passive Ability, Kensei) If possessor is wielding a Sword, possessor's 'Melee Attack' actions may involve the use of a Consumable whose name includes 'Cigarette' or 'Cigar' that only targets possessor
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Cut through Space- (Technique Ability, Kensei) Possessor may use 'Cut through Space' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +30,000 Melee Attack, gains the element Spatial, and may target individuals below Level 80 who are in different battlespaces who are not 20 or more Levels greater than its user.
Essence-Warped Strike- (Technique Ability, Kensei) Possessor may use 'Essence-Warped Strike' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Any moderate negative status effect infliction chance that said action possesses may be exchanged for an equal chance of inflicting a different moderate negative status effect.
Expert Sword Arts Attunement- (Passive Ability, Kensei) Sword Arts spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Sword Arts Spells, and may not be converted into other types of slots by individuals below Level 100
Focused Sword Arts Casting- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sword Arts
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Is Sometimes a Sword- (Passive Ability, Kensei) Possessor is retired if the non-temporary item 'Sword of Vashna' ceases to exist, save by being transformed into possessor, Possessor cannot be detransformed into an item by effects that would detransform possessor in non-RP threads
Is Sword-Vashna- (Passive Ability, Kensei) One of possessor's weapon slots contains a temporary copy of the item '*Sword of Vashna' at the beginning of each thread, with the stipulation that said copy cannot be transformed into a sub-character
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Living Weapon- (Passive Ability, Kensei) Possessor gains the subtype Sword and always counts as wielding a Sword
Mage King's Demise- (Technique Ability, Kensei) Possessor may use 'Mage King's Demise' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +150,000 Melee Attack, gains the element Physical, and prevents its target from casting spells if its target is below Level 80 and not 5 or more Levels greater than its caster.
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Thirst- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Thirst' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action moves its user to the front row, also placing a non-stacking buff on its user that provides its user's next 'Melee Attack' action with +1,000 Melee Attack and 'deals HP Drain', with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Cutting Flies in Half- (Passive Ability, Kensei) Possessor gains +2% To Hit against Insects while wielding a Sword
Practiced Cutting Horses in Half- (Passive Ability, Kensei) Possessor gains +2% Critical against Animals and Steeds while wielding a Sword
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Residual Sword-Charging- (Passive Ability, Kensei) Whenever possessor conducts a 'Melee Attack' or 'Overdrive' action that involves the casting of a Sword Arts spell, possessor may choose to apply a buff that stacks 5 times to one of possessor's equipped Sword weapons that possesses a Magical Attack bonus that adds the elements of one Sword Magic spell that was used in said action to said Sword's elements (discounting the element Universe), with said buff lasting 5 rounds
Ruin Strike- (Technique Ability, Kensei) Possessor may use 'Ruin Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +50,000 Melee Attack, gains the element Destruction, and applies a debuff that stacks 3 times that provides -5,000 CON. Said action gains the additional cost of 5% of its user's Max MP.
Science-Destroyer- (Technique Ability, Kensei) Possessor may use 'Science Destroyer' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action if possessor is wielding a Sword, if possessor is casting a Sword Arts spell as part of said action, and if no other technique is used. Said action gains +60,000 Melee Attack, gains the element Mystic, and changes all of its target's Technology-element actions to being solely Null element if its target is below Level 65 and not more than 5 Levels greater than its caster. This technique has RP effects that foul up most technological things.
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Strike Like Air- (Passive Ability, Kensei) Possessor gains +5% To Hit (to a max of 200%) with 'Melee Attack' actions if possessor has an Air element Sword and an Air element Sword Arts spell equipped
Superior Bladesman's Art- (Technique Ability, Kensei) Possessor's 'Melee Attack' and 'Attack with Finesse' actions gain '2 hits against 1' against targets 5 or more Levels lower than possessor if possessor has a Sword and at least 5 Sword Arts spells equipped.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Sword Echo- (Technique Ability, Kensei) Possessor may use 'Sword Echo' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, has a buff from a Kensei ability, and no other technique is used. If an attack that is part of said action misses, said action's user may remove one stacked instance of a buff from a Kensei ability to recalculate the attack's miss chance up to 100 times.
Time-Split Cut- (Technique Ability, Kensei) Possessor may use 'Time-Split Cut' in conjunction with a 'Melee Attack' action if possessor has a Sword equipped, a Sword Arts spell is cast as part of said action, and no other technique is used. Said action is delayed one round.
Tingly Sword Strikes- (Passive Ability, Kensei) When possessor conducts an action that incorporates the Melee Attack bonus of a Sword possessor is wielding, possessor may pay 15 MP to give that action a 15% chance of inflicting Paralyzed
Transform Into Vashna's Sword- (Active Ability, Kensei) Posessor may spend an action to become the item '*Sword of Vashna' as an effect that ignores the effect 'Is Sometimes a Sword'
Unified Knowledge of Swordsmanship and Sword Arts- (Passive Ability, Kensei) Possessor may count Swordsman abilities possessor possesses as Kensei abilities (including for prerequisite purposes), Possessor may count Kensei abilities possessor possesses as Swordsman abilities (including for prerequisite purposes)
Wave-Cutting Motion- (Passive Ability, Kensei) Possessor gains +350 Ranged Attack and +350 Magical Attack if possessor is wielding a Sword
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

~Living Legend~
Apprentice Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +500 Defense against Glory
Apprentice Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 5% Glory Resistance
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
Basic Acceleration Within Glory's Dominion- (Passive Ability, Other: Living Legend) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Glory
Basic Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +50 Defense against Glory
Basic Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 1% Glory Resistance
Basic Glory Synchronization- (Passive Ability, Other: Living Legend) Possessor gains +25 to all stats if possessor is Glory element
Detect Glory- (Passive Ability, Living Legend) Possessor gains +1% To Hit against Glory element targets
Improved Glory Resistance- (Passive Ability, Other: Living Legend) Possessor gains 10% Glory Resistance
Improved Defenses Against Glory- (Passive Ability, Other: Living Legend) Possessor gains +5,000 Defense against Glory
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

~Monk~
Adept Unarmed Technique Attunement- (Passive Ability, Monk) Unarmed Technique spells cost possessor 10,000 less MP to cast, Unarmed Technique spells cast by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Unarmed Technique Spells, and may not be converted into other types of slots by individuals below Level 100
Awareness of Energy Chakras- (Passive Ability, Monk) Possessor gains +100 STR, +100 AGI, +100 CON, +100 MIN, and +200 SPI
Basic Ki Use- (Passive Ability, Monk) Possessor gains +50 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 200 less MP for possessor to cast
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Bee Defends Its Hive- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, to a max of once per round, in response to an action in which an opponent of possessor attacked a single ally of possessor, perform a 'Melee Attack' action that targets solely said opponent (and, optionally, possessor) as a counter. Said counter may be a 'Ranged Attack' action with the same targeting restriction if possessor possesses the ability 'Bee Style Weapon Addition' and is wielding a Bow.
Bee Drives In Its Stinger- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor may, whenever possessor performs an attack that targets a single individual other than possessor, choose to obtain a debuff that reduces its possessor's Defense by 500 that does not stack and that lasts until the end of the next round to cause said attack to deal 10,000 additional Damage.
Bee Sting- (Technique Ability, Monk) Possessor may use 'Bee Sting' in conjunction with a 'Melee Attack' or 'Attack with Finesse' action so long as no other technique is used, an Unarmed Technique spell is cast as part of said action, and possessor is in 'Bee Style' stance. Said action gains +100 Melee Attack, gains a 15% chance of inflicting Pain, and increases its chances of inflicting minor negative status effects by 15%.
Bee Style- (Stance Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack.
Bee Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Ranged Attack if wielding a Throwing Weapon while in 'Bee Style' stance. Possessor may use Techniques that require possessor be in 'Bee Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Throwing Weapon. Possessor may count the Melee Attack bonus provided by Monk abilities and techniques as an equal Ranged Attack bonus instead of a Melee Attack bonus (not being able to count it as both for purposes of the same effect, action, or attack) if wielding a Throwing Weapon and in 'Bee Style' stance. Possessor may use Monk Techniques that may be used in conjunction with a 'Melee Attack' action in conjunction with a 'Ranged Attack' action if possessor is wielding a Throwing Weapon and is in 'Bee Style' stance. Possessor counts as possessing 8 additional Assassin abilities for prerequisite purposes if possessor possesses this ability and 'Master of Bee Style'.
Black Belt- (Passive Ability, Monk) Possessor gains +500 Melee Attack, +500 STR, +500 AGI, +500 CON, +1% Resilience, +1% To Hit, +1% Critical, and +1% Dodge
Blades of the Wolf Pack- (Technique Ability, Monk) Possessor may use 'Blades of the Wolf Pack' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains (+500 Melee Attack and +5% To Hit) for each other individual that targeted one or more of said action's target's with an attack that incorperated the Technique 'Blades of the Wolf Pack' earlier in the same round, to a max of 200 different individuals.
Blue Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Brawny- (Passive Ability, Monk) Possessor gains +100 STR and +100 CON
Brown Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Bumbling Bee Defensive Ruse- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +10% Dodge against individuals who have not attacked possessor on a previous round.
Controlled Breathing- (Passive Ability, Monk) Possessor gains 1% Suffocation Resistance
Defensive Combat Training- (Passive Ability, Monk) +20 Defense
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Green Belt- (Passive Ability, Monk) Possessor gains +50 Melee Attack, +50 STR, +50 AGI, and +50 CON
Has Undergone Harsh Training- (Passive Ability, Monk) +400 HP
Has Undergone More Harsh Training- (Passive Ability, Monk) +200 HP, +50 STR, +50 CON, +50 AGI
Howling Rage- (Technique Ability, Monk) Possessor may use 'Howling Rage' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action's performer gains a buff at the start of said action that stacks 3 times that lasts 5 rounds that provides +500 Melee Attack, +500 STR, and +5% Critical.
Improved Defensive Combat Training- (Passive Ability, Monk) +200 Defense
Improved Ki Channeling- (Passive Ability, Monk) Possessor gains +300 SPI, Spells with 'Ki ' or 'Ki-' in their name cost 500 less MP for possessor to cast
Ki Charge- (Passive Ability, Monk) Possessor may, at the start of any round, obtain a buff that provides +50 STR, AGI, CON, and SPI, with said buff stacking 5 times
Ki Energy Projection- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may, before or after any action, remove a stacked instance of said buff to gain +500 Ranged Attack for the remainder of the round as a buff that stacks 5 times
Ki Levitation- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor gains 15% Dodge
Ki Strike- (Technique Ability, Monk) Possessor may use Ki Strike in conjunction with a Melee Attack action, so long as no other technique is used and an Unarmed Technique spell is cast as part of said action. Possessor gains +300 Melee Attack for purposes of said action.
Ki-Powered Casting- (Passive Ability, Monk) If possessor possesses a buff from an ability of possessor's called 'Ki Charge', possessor may remove a stacked instance of said buff to make any one spell possessor is casting cost 500 less MP to cast, with a max of 5 such stackings being removed per spell
Martial Artist- (Passive Ability, Monk) +300 Melee Attack if at least one Weapon slot is empty, +300 STR, AGI, and CON, +110 MIN and SPI, 120% To Hit, 15% Dodge, 10% Resilience
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Master of Bee Style- (Passive Ability, Monk) Possessor gains +500 AGI and +500 Melee Attack while in 'Bee Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes.
Master of Wolf Style- (Passive Ability, Monk) Possessor gains +500 STR and +5% To Hit while in 'Wolf Style' stance, possessor counts as having mastered a First-Degree Martial Art for prerequisite purposes
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Monk's Build- (Passive Ability, Monk) Possessor gains +200 CON, +200 AGI, +200 STR, and +2,000 HP
Muscular- (Passive Ability, Monk) Possessor gains +200 STR and +50 CON
Orange Belt- (Passive Ability, Monk) Possessor gains +40 Melee Attack, +40 STR, +40 AGI, and +40 CON
Purple Belt- (Passive Ability, Monk) Possessor gains +100 Melee Attack, +100 STR, +100 AGI, and +100 CON
Red Belt- (Passive Ability, Monk) Possessor gains +200 Melee Attack, +200 STR, +200 AGI, and +200 CON
Swarm of Martial Blows- (Passive Ability, Monk) If possessor is in 'Bee Style' stance, possessor gains +5% To Hit, Critical, and Dodge for each ally possessor possesses who is in a Monk stance, to a max of 5 such allies.
Toned Body- (Passive Ability, Monk) Possessor gains +50 CON, +50 STR, and +300 HP
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Wolf Hunts With Allies- (Passive Ability, Monk) If possessor is in 'Wolf Style' stance, possessor obtains (+5% To Hit, +5% Dodge, +5% Critical, +5% Resilience, and +500 Melee Attack) per unique ally who is in a Monk stance whose name includes 'Style', to a max of 30 such allies.
Wolf Style- (Stance Ability, Monk) Possessor gains +500 STR and +5% To Hit.
Wolf Style Weapon Addition- (Passive Ability, Monk) Possessor gains +400 Melee Attack if wielding a Sword while in 'Wolf Style' stance. Possessor may use Techniques that require possessor be in 'Wolf Style' stance and casting an Unarmed Technique spell without casting an Unarmed Technique spell if possessor is wielding a Sword. Possessor counts as possessing 8 additional Swordsman abilities for prerequisite purposes if possessor possesses this ability and 'Master of Wolf Style'.
Wolf Takedown- (Technique Ability, Monk) Possessor may use 'Wolf Takedown' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack and a 50% chance of inflicting Fatigued: Prone.
Wolf's Sudden Lunge- (Technique Ability, Monk) Possessor may use 'Wolf's Sudden Lunge' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used, said action incorporates the casting of an Unarmed Technique spell, and possessor is in 'Wolf Style' stance. Said action gains +500 Melee Attack, gains +15% To Hit, and cannot be countered by entities below Level 40.
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

~Radiant Hierophant~
Absorb Light- (Passive Ability, Radiant Hierophant) Possessor Absorbs Light against sources below Level 20 if Level 20 or greater
Adept Light Synchronization- (Passive Ability, Radiant Hierophant) Amounts of Light element Damage possessor deals are increased by 10,000 points, Light 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 Light element Spells, and may not be converted into other types of slots by individuals below Level 100
Ambassador of Day- (Passive Ability, Radiant Hierophant) Possessor's Darkness-element allies gain +300 to all stats as a non-stacking buff if possessor is Light element
Apprentice Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense against Light
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +100 to all stats
Apprentice Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 to all stats while in a Zone of Light
Basic Acceleration Within Light's Dominion- (Passive Ability, Radiant Hierophant) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Light
Basic Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 500 points
Basic Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +50 to all stats
Basic Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 Defense against Light
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +10 to all stats
Basic Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats while in a Zone of Light
Control of Light- (Passive Ability, Radiant Hierophant) Possessor has a 20% chance of being able to cancel the actions of Light element individuals below Level 20, with things that would occur before and after said actions still occurring
Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +500 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Detect Light- (Passive Ability, Radiant Hierophant) Possessor gains +1% To Hit against Light element targets
Elemental Attack-Conversion: Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Attack-Conversion: Light' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Magic element and no other technique is used. Said action becomes solely the element Light.
Elemental Invocation of Light- (Technique Ability, Radiant Hierophant) Possessor may use 'Elemental Invocation of Light' in conjunction with an 'Elemental Attack' action so long as possessor is Light element and no other technique is used. Said action gains +500 Melee Attack, +500 Magical Attack, or +500 Ranged Attack.
Emanate Light- (Passive Ability, Other: Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element Damage to up to 10 targets
Greater Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 25,000 points
Improved Affinity to Healing Via Light- (Passive Ability, Radiant Hierophant) Whenever possessor obtains Light element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Command of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Improved Defenses Against Light- (Passive Ability, Radiant Hierophant) Possessor gains +5,000 Defense against Light
Improved Defenses that Utilize Light- (Passive Ability, Radiant Hierophant) Possessor gains +2,000 Defense if possessor has any Light-element items equipped that provide a Defense bonus
Improved Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 10% Light Resistance
Improved Understanding of the Heart of Light- (Passive Ability, Radiant Hierophant) Possessor's Light element allies gain +250 to all stats
Improved Weaponization of Light- (Passive Ability, Radiant Hierophant) Quantities of Light element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Light- (Passive Ability, Radiant Hierophant) Possessor gains +1,000 to all stats while in a Zone of Light
Light Immunity- (Passive Ability, Radiant Hierophant) Possessor gains Light Immunity against sources below Level 20 if Level 20 or greater
Light Manipulation- (Passive Ability, Radiant Hierophant) Possessor may choose one of the following at the beginning of each round if Light element: Create a Zone of Light, Remove a Zone of Light created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Light by either possessor or a source below Level 20, Add Light to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Light element on a Light element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Light, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Light, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Light element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Light to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Light, 5% Light Resistance, or +50 Defense against Light and 1% Light Resistance until the end of the round as a non-stacking buff
Like a Lone Star within the Night- (Passive Ability, Radiant Hierophant) Possessor, if Light-element, gains +200 to all stats if possessor has no Light-element allies and at least one Darkness-element ally
Nonsynchrnous Elemental Attack-Conversion: Light- (Passive Ability, Radiant Hierophant) Possessor may use the Technique 'Elemental Attack-Conversion: Light' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Light element.
Nourish Light- (Passive Ability, Other: Radiant Hierophant) Whenever possessor deals HP or MP healing to an Light element individual, possessor deals 300 additional points
Nourished By Light- (Passive Ability, Radiant Hierophant) If possessor is Light element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Light
Partial Channeling of the Wrath of Light- (Passive Ability, Radiant Hierophant) Possessor's Melee Attack, Magical Attack, and Ranged Attack actions may gain 5% inflicts Awestruck
Partially Unfettered by the Bonds of Light- (Passive Ability, Radiant Hierophant) Possessor gains 5% Awestruck Resistance
Prosperous Venting of Excess Light- (Passive Ability, Radiant Hierophant) If possessor is Light element and performs an 'Elemental Attack' action that is solely Light element, said action deals 5,000 additional Damage, and, at the end of said action, possessor regenerates 5,000 HP.
Radiant Hierophant- (Passive Ability, Radiant Hierophant) Possessor ignores (1 * (Possessor Level/5), rounded down)% Light Resistance, Possessor ignores Light Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Reflect Light- (Passive Ability, Radiant Hierophant) Possessor Reflects Light against sources below Level 20 if Level 20 or greater
Shadow-Casting Brilliance- (Passive Ability, Radiant Hierophant) Possessor's Darkness-element allies gain +200 to all stats as a non-stacking buff if possessor is Light element
Soothing Light Emanation- (Passive Ability, Other: Radiant Hierophant) Whenever possessor absorbs Damage that is Light element Damage, Possessor may choose to deal 10,000 Flat Light element HP Healing to up to 10 targets that are Light element
Stability Within Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains 25% minor negative status effect resistance while in a Zone of Light
Understanding of the Bonds of Light- (Passive Ability, Other: Radiant Hierophant) Possessor gains +200 to all stats if possessor's stats are linked to the stats of a Light element individual
Zonal Light Control- (Passive Ability, Radiant Hierophant) Possessor may, at the start of each round, choose one Zone of Light that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

~Ravager~
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped

~Slayer~
And With This, I Will Burn You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Fire element may gain '5% inflicts Burning'
And With This, I Will Strangle You!- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped that is Air element may gain '5% inflicts Suffocation'
Any Object Is Deadly In My Hands- (Passive Ability, Slayer) Possessor may choose to count Antiquities equipped through possessor's Slayer abilities as weapons as Deadly Items
Apprentice Deadly Item Training- (Passive Ability, Slayer) This character gains +60 Melee Attack, +60 Ranged Attack, +60 Magical Attack, and +5% Critical when a Deadly Item is equipped.
Apprentice Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +5,000
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Weapon Improvisation- (Passive Ability, Slayer) Possessor may equip Antiquities in weapon slots, these Antiquities provide a Ranged, Melee, and Magical attack bonus equal to their value divided by 1,000, to a max of +1,000
Defensive Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense bonus equal to its value divided by 1,000, to a max of +1,000 Defense
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor's Defense is halved, Possessor's Resilience drops to 0%, Possessor's Dodge is halved, Possessor gains +(Possessor's former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor's lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor's former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Slayer- (Passive Ability, Slayer) Possessor gains +(500 +(50 * Possessor Level)) Melee Attack, Magical Attack, and Ranged Attack if possessor has a Deadly Item equipped, Possessor gains +5% Critical if possessor has a Deadly Item equipped
Stat-Defense-Focused Improvisation- (Passive Ability, Slayer) An item that possessor equips as a weapon through one of possessor's Slayer abilities that was an Antiquity at the time it was equipped may provide a Defense against Stat Damage bonus equal to its value divided by 10,000, to a max of +100 Defense against Stat Damage

~Swordsman~
Accurate Sword Use- (Passive Ability, Swordsman) Possessor gains +1% To Hit when a Sword is equipped
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aerials and gains +25% Critical against Aerials.
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Aerial-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Alien-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aliens and gains +25% Critical against Aliens.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Alien-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Aquatic-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Aquatic-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Armor-Piercing Slash- (Technique Ability, Swordsman) Possessor may use 'Armor-Piercing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack pierces 200 Defense.
Armored Swordsmanship- (Passive Ability, Swordsman) +60 Melee Attack while possessor has both a Sword and a Heavy Armor equipped, +1% To Hit while possessor has both a Sword and a Heavy Armor equipped
Awesome Slash- (Technique Ability, Swordsman) Possessor may use 'Awesome Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Bio-Horrors and gains +25% Critical against Bio-Horrors.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Bio-Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Bio-Horrors, gains +25% Critical against Bio-Horrors, gains +5% To Hit against Bio-Horrors, and gains 5% inflicts Instant Death against Bio-Horrors.
Black Slash- (Technique Ability, Swordsman) Possessor may use 'Black Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Bright Slash- (Technique Ability, Swordsman) Possessor may use 'Bright Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Burning Slash- (Technique Ability, Swordsman) Possessor may use 'Burning Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Fire element, and gains '30% inflicts Burning'.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Coded Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coded Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Coded Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Coded Beings, gains +25% Critical against Coded Beings, gains +5% To Hit against Coded Beings, and gains 5% inflicts Instant Death against Coded Beings.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Crisis Overcrash: Million-Sword Rain- (Technique Ability, Swordsman) Possessor may use 'Crisis Overcrash: Million-Sword Rain' in conjunction with a 'Melee Overdrive', 'Ranged Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Sword equipped. Said action gains +10,000 Melee Attack, +10,000 Ranged Attack, a Prime Attribute of 'STR + AGI', deals 1/2 Damage, and gains '10 hits against all opponents'. Said action sets its user's MP to 0 for the remainder of the thread.
Crisis Slash- (Technique Ability, Swordsman) Possessor may use 'Crisis Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used, possessor is in a Crisis Zone, and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack.
Critical Slash- (Technique Ability, Swordsman) Possessor may use 'Critical Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% Critical.
Cthonian-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Cthonians and gains +25% Critical against Cthonians.
Cthonian-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Cthonians and gains +5% To Hit against Cthonians.
Cthonian-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Cthonian-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Cthonians, gains +25% Critical against Cthonians, gains +5% To Hit against Cthonians, and gains 5% inflicts Instant Death against Cthonians.
Dangerous Sword Use- (Passive Ability, Swordsman) Possessor gains +1% Critical when a Sword is equipped
Drakeling-Bane Blade- (Passive Ability, Swordsman) Possessor gains +40 Melee Attack against Dragons if a Sword is equipped
Darkspawn-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Darkspawn and gains +25% Critical against Darkspawn.
Darkspawn-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Darkspawn-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Darkspawn-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Demon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Demons and gains +25% Critical against Demons.
Demon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Demons and gains +5% To Hit against Demons.
Demon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Demon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Demons, gains +25% Critical against Demons, gains +5% To Hit against Demons, and gains 5% inflicts Instant Death against Demons.
Devil-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Devils and gains +25% Critical against Devils.
Devil-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Devils and gains +5% To Hit against Devils.
Devil-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Devil-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Devils, gains +25% Critical against Devils, gains +5% To Hit against Devils, and gains 5% inflicts Instant Death against Devils.
Double Slash- (Technique Ability, Swordsman) Possessor may use 'Double Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '2 hits against 1' and deals 1/3 Damage.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dragon-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Dragon-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Dragon-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Swordsman equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Elemental-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Elemental-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Elemental-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Elementals, gains +25% Critical against Elementals, gains +5% To Hit against Elementals, and gains 5% inflicts Instant Death against Elementals.
Envenomed Slash- (Technique Ability, Swordsman) Possessor may use 'Envenomed Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Poison.
Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Expert Sword Training- (Passive Ability, Swordsman) The Melee Attack bonus granted by up to one Sword weapon that possessor has equipped may, during possessor's actions that involve attacks, if possessor desires such, be multiplied by the Randomized Attribute Sum during possessor's Damage Formula calculations, with possessor declaring such at the beginning of possessor's actions to obtain said effect, with any such increase granted being capped by a value equal to (Possessor's normal capping value * the Randomized Attribute Sum rolled) and being capped as though it came from this ability (assuming this ability were also a Weapon that is a Sword)
Explosive Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning', deals 1/4 Damage, and gains '1 hit against 10'.
Fae-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Fae-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Fae-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Fae, gains +25% Critical against Fae, gains +5% To Hit against Fae, and gains 5% inflicts Instant Death against Fae.
Famous Slash- (Technique Ability, Swordsman) Possessor may use 'Famous Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten', deals 1/4 Damage, and gains '1 hit against 10'.
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Fire Slash- (Technique Ability, Swordsman) Possessor may use 'Fire Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flame Slash- (Technique Ability, Swordsman) Possessor may use 'Flame Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1
Glowing Slash- (Technique Ability, Swordsman) Possessor may use 'Glowing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Light element, and gains '30% inflicts Awestruck'.
Gobsmacking Slash- (Technique Ability, Swordsman) Possessor may use 'Gobsmacking Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Glory element, and gains '15% inflicts Awestruck: Myth-Eaten'.
Golem-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Golem-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Golem-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Golems, gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Great Slash- (Technique Ability, Swordsman) Possessor may use 'Great Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Glory element.
Greater Banishing Slash- (Technique Ability, Swordsman) Possessor may use 'Greater Banishing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Slash- (Technique Ability, Swordsman) Possessor may use 'Erasure Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hefty Strike- (Passive Ability, Swordsman) Possessor's 'Powerful Attack' technique provides an additional +200 Melee Attack and may be used in conjunction with 'Powerful Attack' actions
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Horror-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Horror-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Horror-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Humanoid-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Human-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Hungering Slash- (Technique Ability, Swordsman) Possessor may use 'Hungering Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Ignition Slash- (Technique Ability, Swordsman) Possessor may use 'Ignition Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Fire element, and gains '15% inflicts Burning'.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Insects and gains +25% Critical against Insects.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
Insect-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Machine-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Machine-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Machine-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Machines, gains +25% Critical against Machines, gains +5% To Hit against Machines, and gains 5% inflicts Instant Death against Machines.
Magic Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Magic Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Magic Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Magic Beings, gains +25% Critical against Magic Beings, gains +5% To Hit against Magic Beings, and gains 5% inflicts Instant Death against Magic Beings.
Mamma Bear Slash- (Technique Ability, Swordsman) Possessor may use 'Mamma Bear Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack against targets who have damaged, inflicted negative status effects on, debuffed, or killed its user's summons.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Monster-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Monsters and gains +25% Critical against Monsters.
Monster-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Monsters and gains +5% To Hit against Monsters.
Monster-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Monster-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Monsters, gains +25% Critical against Monsters, gains +5% To Hit against Monsters, and gains 5% inflicts Instant Death against Monsters.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Night Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Ooze-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Oozes and gains +25% Critical against Oozes.
Ooze-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Oozes and gains +5% To Hit against Oozes.
Ooze-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Ooze-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Oozes, gains +25% Critical against Oozes, gains +5% To Hit against Oozes, and gains 5% inflicts Instant Death against Oozes.
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Paralytic Slash- (Technique Ability, Swordsman) Possessor may use 'Paralytic Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Plant-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Plants, gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targeting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Prime-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Prime-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Prime-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Primes, gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Quick Sword Strike Training- (Passive Ability, Swordsman) Possessor's damage-dealing Melee Attack actions that involve more than one hit deal 250 additional Damage on every hit after the first.
Reptile-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Reptile-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Robot-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Robot-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Robot-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Robots, gains +25% Critical against Robots, gains +5% To Hit against Robots, and gains 5% inflicts Instant Death against Robots.
Shadow Slash- (Technique Ability, Swordsman) Possessor may use 'Shadow Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Shapeshifter-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Shapeshifter-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Shapeshifter-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Shapeshifter-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Shining Slash- (Technique Ability, Swordsman) Possessor may use 'Shining Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +300 Melee Attack, becomes solely Light element, and gains '15% inflicts Awestruck', deals 1/4 Damage, and gains '1 hit against 10'.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Solar Being-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Solar Being-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Solar Being-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Solar Beings, gains +25% Critical against Solar Beings, gains +5% To Hit against Solar Beings, and gains 5% inflicts Instant Death against Solar Beings.
Spirit-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spirit-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Spirit-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Spirits, gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Strong Slash- (Technique Ability, Swordsman) Possessor may use 'Strong Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Physical element, and gains '30% inflicts Wounded'.
Sweeping Slash- (Technique Ability, Swordsman) Possessor may use 'Sweeping Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '1 hit against 3' and deals 2/3 Damage.
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage
Sword and Board Stance- (Stance Ability, Swordsman) Possessor gains +200 Melee Attack and +200 Defense if possessor has both a Sword and a Shield equipped while in this stance.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Throw Sword- (Technique Ability, Swordsman) Possessor may use 'Throw Sword' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Sword equipped. One of said action's user's equipped Swords is unequipped as part of said action and adds its Melee Attack bonus as a Ranged Attack bonus to said action, with capping applying.
Tri Slash- (Technique Ability, Swordsman) Possessor may use 'Tri Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains '3 hits against 1' and deals 2/3 Damage.
Triumphant Slash- (Technique Ability, Swordsman) Possessor may use 'Triumphant Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +500 Melee Attack, becomes solely Glory element, and gains '30% inflicts Awestruck: Myth-Eaten'.
Umbral Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Umbral-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Umbrals and gains +25% Critical against Umbrals.
Umbral-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Umbrals and gains +5% To Hit against Umbrals.
Umbral-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Umbral-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Umbrals, gains +25% Critical against Umbrals, gains +5% To Hit against Umbrals, and gains 5% inflicts Instant Death against Umbrals.
Undead-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Undead-Slaying Slash- (Technique Ability, Swordsman) Possessor may use 'Undead-Slaying Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +1,000 Melee Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack

~Transmuter~
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Wanderer~
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Swift Arrival- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 200 points higher for turn-order-determining purposes on the first round of battle
Swift Travel- (Passive Ability, Wanderer) Possessor's sum of turn-order-determining attributes is considered to be 50 points higher for turn-order-determining purposes, Possessor's sum of turn-order-determining attributes is considered to be an additional 150 points higher for turn-order-determining purposes if possessor has a Vehicle, Vessel, or Steed transformation equipped

~Warrior~
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Light Chaser (Melee)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Melee Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Melee Attack action, with said Melee Attack action being solely Light element, up to 10 times per round
Negaself Slayer- (Passive Ability, Warrior) Possessor may not be replicated by individuals below Level 60 without possessor's permission
Nice Catch!- (Passive Ability, Warrior) 'Trade' actions that give an item to possessor may not be countered (including preemptive counters) by individuals below Level 20
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.
Weapon Juggling- (Stance Ability, Warrior) Whenever possessor makes a Melee Attack, Powerful Attack, or Attack with Finesse action, possessor may, as part of said action, either before or after any attacks produced by said action, unequip a weapon and then equip a weapon

~Wizard~
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) 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 Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
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 Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
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.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
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
Fast Spellcasting- (Passive Ability, Wizard) Possessor may declare at the start of a round that possessor's first action of the round will be a 'Cast a Spell' action, Possessor gains +500 to possessor's turn-order-determining stat sum as a non-stacking bonus during rounds that possessor declares such, but must either perform such an action if such an action is possible or possessor must skip said action if such an action is not possible
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Maximal Casting- (Technique Ability, Wizard) Possessor may use Maximal Casting in conjunction with a 'Magical Attack' action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

~Other~
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Basic 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 Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +1,000 HP, +1,000 MP, +100 to damage dealt, and +100 to all stats
Basic Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +10 additional Magical Attack, and all Shadow Magic spells cost possessor 10 less MP to cast
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
Hallucinatory Nowhere-Body- (Passive Ability, Other: Unbound Guru) Possessor gains 120% Dodge, Individuals below Level 60 who both have not scanned possessor's stats and could not target possessor if possessor were in a different battlespace cannot hit possessor with attacks, Possessor is Immune to individuals below Level 40
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Wings of Destructive Fury- (Passive Ability, Demonologist) Possessor gains +15,000 AGI, +5,000 Magical Attack, +5,000 Melee Attack, and may deal 100,000 Flat Destruction or Fury element Damage to any one target once per round when possessor switches rows
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Draconics wrote:Part 2, broken up so they can fit in a post without collapsing it:

Name: Vashna Sasseen
Level: 79
Type: Undead & Golem & Hollow-Soul
Elements: Null

Base STR: 14
Base AGI: 14
Base CON: 14
Base MIN: 14
Base SPI: 14
(Counting Heart bonus)

Equipped Items

Weapons-
*Sword of Vashna- (Weapon, Sword, Mystic & Void & Glory & Fate & Destruction & Life & Spatial, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, +400,000 to all stats, May Heal, May deal MP Damage, 150% Critical, 150% Dodge, 250% To Hit, 150% Resilience, 75% inflicts any two minor or moderate negative status effect (but not sub-status effect except Paralyzed: Temporal Stasis, Imparied: Mute, Charm: Impressed, Voidstruck: Turned To Shadow, Manablasted: Mystic Seal, Stat Drain: AGI Drain, Stat Drain: SPI Drain, Stat Drain: MAG Drain, Stat Drain: MIN Drain, Manablasted: Mystic Leak, Fatigued: Elderly, Antimatter: Obliterated, or Stat Drain: ELM Drain), 2% inflicts Instant Death, Smitten, or Petrified: Time Stop, Wielder has a 20% chance of being able to change all targets of any single action of a lower-level individual that is below Level 40 each time such an individual conducts an action provided wielder's last action killed any entity that is not an ally of wielder, +10% Critical, +10% Resilience, +5% Dodge, +10% To Hit, Wielder's per-item Melee Attack bonus cap becomes two times the relevant stat, 25% Mystic Resistance, 25% Chaos Resistance, 25% Light Resistance, 20% Physical Resistance, 20% Technology Resistance, 20% Earth Resistance, 20% Magic Resistance, Charm Immunity, Stat Drain Immunity, Wounded Immunity, Paralyzed Immunity, Manablasted Immunity, Poison Immunity, Disease Immunity, Hexed Immunity, +750,000 HP, Wielder's 'Melee Attack' and 'Magical Attack' actions may remove one buff from a source below Level 60 on each of their targets, Wielder's 'Melee Attack' actions may destroy all of the non-unique spells worth under 100,000,000 Gold equipped by their targets, Wielder's 'Attack With Finesse' actions may deal full Damage to targets in the back row and may target individuals below Level 80 who are in different battlespaces, Wielder gains +15 Fame, Wielder is immune to debuffs from sources below Level 60, Sources below Level 60 cannot force wielder to leave battle or change rows, Wielder ignores the Defense of individuals below Level 60, Wielder ignores the Defense of non-unique individuals below Level 80, Wielder ignores the Resistances, Immunities, and Reflections of individuals below Level 60, Wielder is Immune to individuals below Level 40, Wielder gains +20,000 to its turn-order-determining stat sum for turn-order-determining purposes and +400,000 Magical Attack as an uncapped effect if wielder has no allies and at least one of wielder's opponents is a Boss, Wielder gains 2 hits against 1 against Bosses, Wielder's 'Melee Attack' actions and 'Attack with Finesse' actions may use Spirit or Agility as their Prime Attribute, Wielder's 'Melee Attack' actions may become solely Glory element, Wielder's 'Magical Attack' actions scan their targets' stats, Wielder's Defense cannot be pierced by individuals below Level 60, Wielder's opponents below Level 60 cannot summon, Wielder counts as having an additional spell of every base subtype equipped, Wielder counts as having an additional spell of every subtype that wielder has at least one spell equipped from equipped, All non-unique Spells equipped by wielder that are worth under 100,000,000 Gold may, at wielder's discretion, become solely the subtype Wizard Magic, the subtype Combat Arts, the subtype Time Magic, the subtype Dark Magic, the subtype Combat Arts, the subtype Sword Arts, the subtype Astral Magic, the subtype Transmutation, the subtype Anarchomancy, the subtype Leadership, the subtype Ritual Magic, the subtype Divination, or the subtype Enchantment at the start of every round, targets of wielder's offensive actions that have a higher SPI than wielder obtain a debuff that causes their actions that do not have a Natural MP cost of 0 to cost 2,000,000 MP in addition to their other costs that stacks 5 times, Wielder's opponents may not leave battle without wielder's permission if below Level 60, Individuals killed by wielder have their corpses disappear if they are below Level 80 and wielder desires such, Individuals below Level 80 cannot prevent wielder from resurrecting individuals, Individiuals killed by wielder cannot be resurrected by sources below Level 80, Wielder counts as possessing 5 additional abilities from each base class excluding 'Prophet of the Brightest Heavens', 'Prophet of the Darkest Abysses', 'Chronicler of Eternity', and 'Hand of Valcont', Wielder counts as possessing 5 additional abilities from the class 'Radiant Hierophant', Wielder may, up to 12 times per thread as an action that is delayed 0 to 25 rounds, replicate the effect of any ability performable by a monster on the enemy list that is below Level 60, below caster's Level, and (normally fightable for drops or that is the entity 'Clock Stopper's Apprentice', 'Grandmaster', 'Clock Stopper', or 'Lesser Star Eater'), doing so as though said monster is performing said ability, Wielder may, if Level 71 or greater, spend an action to transform into the entity 'Grandmaster', Wielder may, if Level 99 or greater, spend an action to transform into the entity 'Lesser Star-Eater', Wielder's allies gain +10,000 to all stats and +100,000 HP and MP as a non-stacking bonus, Wielder must be Level 40 or greater, Wielder's name must include 'Vashna', Wielder may, in the shop thread, conver this item into the sub-character Sword-Vashna for a month, Cannot conduct absorbs, Generally requires reforging at the Forge of Aeons to upgrade in an RP thread
Alternate Whipform (Superior)- This item may, at the beginning of any round, gain '+1,000 points to wielder's unmodified stats as a non-stacking bonus', to become a Weaponx2, and to have its subtype change to Whip, Affects Weapons, Quest Enchantment
Alternate Swordform (Fast)- This item may, at the beginning of any round, gain '2 hits against 1', to become a Weaponx2, and to have its subtype change to Sword, Affects Weapons, Quest Enchantment
Alternate Axeform (Grandcleaving)- This item may, at the beginning of any round, to become a Weaponx1, to gain the effect 'wielder's per-item Melee Attack cap becomes two times the relevant stat', and to have its subtype change to Axe, Affects Weapons, Quest Enchantment
Alternate Soulform (Mageblood)- This item may, at the beginning of any round, have its subtype change to Soul and gain the effect 'Wielder dies if wielder reaches 0 MP; wielder may convert HP Damage dealt to wielder by sources below Level 60 into MP Damage', Affects Weapons, Quest Enchantment
Alternate Soulform (Ironsoul)- This item may, at the beginning of any round, have its subtype change to Soul and gain the effect 'Wielder dies if wielder reaches 0 HP; wielder may convert MP Damage dealt to wielder by sources below Level 60 into HP Damage', Affects Weapons, Quest Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Experimental Weapons Upgrade I- This item provides +1,000 to MIN, This item gains '40% may inflict Manablasted, This item provides +1% Dodge, Experimental Upgrade

Mad World-Judge's Tome of World-Destabilizing Magics- (Weapon, Book, Chaos & Law & Magic, 230,000,000 Gold) +230,000 Magical Attack, +230,000 Defense, +230,000 SPI, +2,300,000 MP as a non-stacking bonus, 160% Critical, 260% To Hit, Wielder's 'Magical Attack' and 'Overdrive' actions may gain '1 hit against 2,000,000,000', Wielder's MP-determining stat becomes Spirit, 10% inflicts Insanity, 25% Insanity Resistance, Wielder's actions may destroy a Zone, Terrain, or Phantom Terrain created by a source that is either below Level 80 or both below Level 95 and below wielder's Level, Entities killed by wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions may not be resurrected by sources below Level 90 that are not greater Level than wielder without wielder's permission, Wielder may choose for wielder's 'Overdrive', 'Melee Overdrive', and 'Ranged Overdrive' actions to randomly use any one stat as their Prime Attribute, Wielder may choose at the beginning of any round to become a combination of randomly selected base elements (with each combination of such elements having an equal probability of being selected) as a non-stacking buff, Wielder may treat Law and/or Chaos as base elements, Wielder gains 30% Chaos Resistance if wielder has a Law-element ally, Wielder gains 30% Law Resistance if wielder has a Chaos-element ally, Whenever one of wielder's opponents would choose a value that would normally be determined randomly, if wielder possesses the ability 'Adept Chaos Synchronization' or the ability 'Adept Law Synchronization', wielder may choose for said value to instead be determined randomly, with individuals below Level 80 not being able to choose its result, Wielder must be Level 40 or greater and must possess the ability 'Adept Anarchomancy Attunement', 'Adept Wizard Magic Attunement', 'Worldbound God', 'High Judge', or 'Xaos Xomptroller' w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders, Affects Weapons and Armor, Enchantment w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Demonically Possessed Karaoke Machine- (Weaponx0, Instrument, Darkness & Technology, 4,115,000 Gold) +5,000 Melee Attack, +6,000 Ranged Attack, +5,000 Magical Attack, +4,500 to all stats, +7,000 MP, if wielder is below Level 50 and does not have the ability Demonologist, then wielder performs, at the beginning of every round, a Melee Attack, a Ranged Attack, and then a Magical Attack on wielder, these three attacks cannot Heal or inflict any positive effects, This item provides an additional +5,000 Ranged Attack and +5,000 Magical Attack if its wielder has the ability Bard, This item provides an additional +5,500 AGI if its wielder has the ability Dancer, This item cannot be equipped with any other Weaponx0 w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders, Affects Weapons and Armor, Enchantment

Armor-
God-Mage's Legend-Metal Shield-Orrery which Scatters Damage Across the Infinities of Space and Time- (Armor, Aura, Spatial & Time & Magic, 450,000,000 Gold) +450,000 Defense, +450,000 Magical Attack, +450,000 MIN and SPI, +4,500,000 MP as a non-stacking bonus, Wearer gains +1,000 additional Defense for each Spell equipped, to a max of 30 Spells, Wearer gains a 25% chance of being able to re-direct each instance of Damage that would be dealt to wielder by a source below Level 99 that is below wearer's Level to any one individual that is below Level 99 that is below wearer's Level who is in a different battlespace, Wearer gains a 25% chance of being able delay each instance of Damage that would be dealt to wielder by a source below Level 99 that is below wearer's Level for 5 rounds, with said delayed damage floating on wearer as a debuff until it is dealt and dealing itself at the start of the round instead of obeying the normal rules for delayed actions, Wearer is immune to individuals below Level 40, Wearer ignores Defense-piercing from sources below Level 40, Wearer's 'Magical Attack', 'Overdrive', and 'Cast a Spell' actions that involve wearer casting one or more spells may not be countered by individuals below Level 79 who are equal Level to or lower Level than wearer, May only be equipped by individuals of Level 60 or greater (who possess the ability 'Adept Wizard Magic Attunement' or both the abilities 'Expert Aura Mastery' and 'Advanced Understanding of Common Practices of Theoretical Magic') w/ Ghostfog- Provides +5% Dodge and +400 MP to Undead wielders, Affects Weapons and Armor, Enchantment w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Accessories-
*Black Sash of Legend- (Accessory, Scarf, Magic, X Gold) +200,000 Magical Attack, +200,290 Defense, +200,600 STR, +201,070 AGI, +215,820 CON, +240,980 MIN, +2,000,000 HP, +221,590 SPI, +2,000,000 MP, +10 Fame, Provides wielder with 5 bonus weeks 1/year, 5% each turn possessor gains an additional action which can only be used to perform the 'Cast a Spell' ability, possessor gains 10 Spell slots, Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats, All Rune Magic spells gain +10 Magical Attack, boost stats of those other than caster by 10 more points, and cost 10 less MP, Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge, 25% Magic Resistance, 5% Water Resistance, 5% Earth Resistance, 5% Electrical Resistance, +50 additional defense if possessor has an Evermason, Abjurer, Artificer or Golomancer ability, possessor regenerates 50 MP per round, possessor's Magical Attacks may use Mind as their prime attribute, possessor, at beginning of battle, wielder has a 5% chance of scanning each opponent's stats, All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP, Wearer's Summoned Undead and Dragons have +200 HP and deal 20 more damage with their attacks, 5% Critical, 5% Dodge, 5% Resilience, 104% to Hit, +10 Defense against darkness, +10 Defense against light, Wearer's Leadership spells that already hit at least 1 target hit 2 additional targets and cost 40 less MP, +50 to all summoned and pet Abstracts' stats, possessor may use Attack With Finesse, Grand Spell, and Powerful Attack, +500 damage against Fighters, Clerics, Wizards, and Thieves, equipped Walruses provide an additional +10,000 to all stats, As an RP effect this item provides +500 additional points to all stats when combating agents of the Bluewar Ministry, +250 Magical Attack against Drakespawn, +1,000 HP and MP and +100 to all stats when fighting bosses, +80 to all wearer's pets' and summons' stats, +800 to all wearer's pets' and summons' damage, Wielder regenerates 20,000 MP per round, +200 to the listed Damage values of wearer's pets and summons, Wielder gains +100 additional Defense for each Spell equipped, to a max of 200 Spells, Spells cost wearer 5,000 less MP to cast, wielder may choose, at the beginning of a thread, to exchange 2 other accessory slots for a pet slot up to 1 time, Wielder's turn-order-determining stat may become Mind upon equipping this item, all of wielder's pets and summons may act on possessor's turn-order-determining stat's value instead of their own provided that no opponents are above (Wielder's Level + 10) or above Level 99 and provided wearer's name is 'Vashna Saseen', Opposing bosses below Level 10 that are listed as below Level 10 on the Boss List have their Boss Effects disabled provided wearer is at least Level 19 and wearer's name is 'Vashna Saseen', Wearer gains 5 spell slots that may only hold Wizard Magic spells, Whenever wielder casts a spell, wielder may pay 500,000 MP to choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one base element, or to cure any one minor or moderate negative status effect, If wielder is an Undead and is Level 40 or greater, wielder, to a max of twice per thread, has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Mystic element, from an individual 20 or more Levels greater than wielder, from an element wielder is weak to, or from an individual or Level 100 or greater, In these cases, when wielder self-ressurects, wielder does so with amounts of HP, MP, and stats equal to wielder's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, May only be wielded by individuals named 'Vashna Saseen' Activated: May 7th, 2017 w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Three of Swords Corporation Flag (2)- (Accessory, Magic Item, Magic & Fate, 8,000,000 Gold) +8,000 SPI, Wielder's allies who are members of the Guild 'Three of Swords Corporation' gain +1,600 to all stats as a non-stacking bonus, Wielder's allies who are members of the Guild 'Three of Swords Corporation' gain +1,600 Melee Attack, Magical Attack, and Ranged Attack as a non-stacking bonus, Wielder's allies who are members of the Guild 'Three of Swords Corporation' gain 5% Fate Resistance w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
*Heart of Stories- (Accessory, Crystal, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 10,000,000 Gold) +500 points to all of wielder's unmodified stats, +1 to each of wielder's Base Stats, Wearer must have a Base STR, AGI, CON, MIN, and SPI each of at least 11 to have this item equipped w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Aeons-Forged Mask of Fated Money and Power Though Money (Also Elegance) Featuring Bonus DOSH~!- (Accessory, Mask, Time & Wealth & Fate, 650,000,000 Gold) +650,000 Defense, +6,500,000 Defense against Gold Damage, +650,000,000 to all stats, +65% To Hit, +65% Dodge, Wearer may spend an action to escape from a random quest, Wearer may spend an action to have a 15% chance of inflicting Petrified on a target with less Gold than wearer (provided that target's Level is below 90), Wearer may spend an action to gain +65,000 to all stats as a non-stacking effect if possessor spends 650,000,000 Gold as part of said action, Wearer's actions may gain the element Fate if wearer possesses at least 1,000,000,000 Gold, Wearer's allies gain +5% To Hit if wearer has more Gold than they do, Wearer must be Level 40 or greater w/Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment w/ Opulent- This item is worth 4 times its prior value, Affects any type of possession, Smithing Technique
*Tome of the Elder Runes- (Accessory, Tome, Magic, 45,000,000 Gold) Wielder gains +2,000 Magical Attack per Elder Symbol equipped, Wielder gains +2,000 to all stats per Elder Symbol equipped, Wielder gains 5 Accessory slots, to a max of 24 Accessory slots, that may only hold Elder Symbols w/Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
---Emblem of the Rainbow-Mage- (Accessory, Other: Elder Symbol, Magic & Earth & Air & Fire & Water & Hope & Darkness & Physical & Psychic & War, 30,100,000 Gold) +30,000 Magical Attack, +30,000 MIN, +30,000 SPI, Whenever wielder casts a spell, wielder may choose to either give it +30,000 Magical Attack if it already possesses at least one type of attack bonus, to have it inflict any one chosen minor or moderate negative status effect if the action said spell is involved in would not otherwise possesses a chance of inflicting any negative status effects, to pierce 15,000 Defense against Magic, to gain 30% Critical, to gain 130% To Hit, to cost 30,000 less MP, to become solely any one of the elements Earth, Air, Fire, Water, Hope, Darkness, Magic, Physical, Psychic, or War, or to cure any one minor or moderate negative status effect w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
---Ancient Symbol of the Apocalypse- (Accessory, Other: Elder Symbol, War & Destruction & Fate, 400,000,000 Gold) +400,000 Magical Attack, +400,000 Defense, +400,000 SPI, +400,000 CON, Wielder may equip Weaponx2 items as though they were Weaponx1 items, Wielder's per-item Magical Attack cap becomes (SPI * 2), Wielder must be Level 60 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
---Symbol of Ancient Divinities- (Accessory, Other: Elder Symbol, Light, 150,000,000 Gold) +150,000 Magical Attack, +150,000 Defense, +150,000 SPI, +150,000 MIN, +1,500,000 MP as a non-stacking effect, +750,000 HP as a non-stacking effect, 40% Mystic Resistance, 10% Base Element Resistance, Wielder is immune to individuals below Level 40, The first time per thread that wearer is killed by a source below Level 80 that is not more than 20 Levels higher than wearer, wearer regenerates and is then healed for 1,000,000 points of Flat Light or Mystic element HP Healing and MP Healing, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, 30% inflicts Awestruck, Wielder may treat Divine Magic spells that wielder casts or has equipped as Ancient Magic spells, Wielder must be at least Level 40 and must have a patron deity w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
---Emblem of Magi- (Accessory, Other: Elder Symbol, Magic, 36,000,000 Gold) +18,000 Magical Attack, +36,000 MIN, +36,000 SPI, +300,000 MP as a non-stacking bonus, 30% Magic Resistance, 5% Mystic Resistance, Spells cost wielder 300,000 less MP to cast as a non-stacking bonus w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
---Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder must be Level 40 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

Consumables-
*Captain Miller's Booze Collection- (Consumable, Drink, Water & Darkness, Unlimited Charges, 60,000 Gold) +5,000 HP, +5,000 MP, Inflicts Poison: Drunk, can be used 5 times per Quest or Battle w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Divinely Good Corn- (Consumable, Food, Earth, 1 Charge, 80,000,000 Gold) Heals 800,000 HP, Target may gain an additional Worshipper Benefit that causes its possessor to regenerate (5,000 * Possessor Level, to a max of Level 80) HP at the start of every round, provided that possessor is already obtaining at least one worshipper benefit, with said benefit being added to the worshipper benefit list of the source of its possessor's choice for said possessor
Interdiction Gigabomb- (Consumable, Lethal Item, 1 Charge, Formus & Aether & Destruction, 1 Charge, 200,000,000 Gold) User may deal 2,000,000 Flat Formus & Aether & Destruction element damage to up to 20,000,000 targets, placing a non-stacking debuff on said targets that makes its possessor, if its possessor is below Level 81, and all individuals below Level 80 in its possessor's battlespace, unable to summon, User must be Level 40 or greater
Grain of Famine- (Consumable, Food, Destruction & Earth, 1 Charge, 350,000,000 Gold) All buffs applied to targets by Food and Drink consumables have their stat, HP, MP, and Defense boosts converted into equal-but-opposite penalties (to a max of 1,000,000 points of conversion per stat and for Defense and 100,000,000 points of conversion for HP and MP), have the rest of their text removed, and become debuffs, Target cannot be positively affected by Food or Drink consumables
Fake Bird Summoning Stone- (Consumable, Summoning Stone, Magic, Unlimited Charges, 4,000 Gold) Does nothing. There is a 25% chance that a Confused individual with this item equipped chooses to use it instead of taking a random action, with such a chance occurring only once across all equipped instances of this item.

Spells (Counts as having 143 spells equipped, 75 actually equipped, +18 due to those equipped and +50 because one of each base school)-
(5 Base)
Create Constellation of the Rainbow Dragon- (Spell, Astral Magic, Earth & Metal & Wood & Fire & Water & Ice & Energy & Electrical & Acid & Air & Hope & Darkness & Technology & Psychic & Physical, 60,000 MP, 30,000,000 Gold) Caster creates an Empowered Constellation called the 'Constellation of the Rainbow Dragon', said empowered constellation causes all base element, Wood element, or Metal element element individuals on its possessor's side of battle to gain +15,000 to all stats as a non-stacking effect and makes Wood and Metal base elements
Dismiss Motion- (Spell, Other: Litigamancy, Law, 8,000,000 MP, 80,000,000 Gold) Caster cancels all of target individual below Level 80's delayed and repeating actions
Ouroboros Bindings- (Spell, Summoner Magic, Spatial & Earth & Physical & Magic, 3,000,000 MP, 300,000,000 Gold) +300,000 Melee Attack, +300,000 Ranged Attack, +300,000 Magical Attack, The first time per battle this spell is cast either by an individual of Level 96 or greater or targeting solely individuals of lower Level than its caster, this spell's action causes, after the first attack targeting each of its targets, a replicated instance of the entity 'Finite Ouroboros' from the Enemy List to perform two consecutive 'Consume' actions targeting each target of this action (and only targeting those individuals), with each target that is hit and damaged by both such attacks being afflicted with a special instance of Paralyzed that counts as a major negative status effect and that is connected to a replicated instance of the entity 'Finite Ouroboros' from the Enemy List that becomes present as a special effect that is not on any side of battle, cannot act, and cannot be targeted save by individuals who are either afflicted with said instance of Paralyzed or by individuals of Level 100 or greater, with said instance of Paralyzed being unable to be cured until said replicated entity instance is killed (at which point it vanishes) with said replicated entity instance being unable to effect individuals other than the possessor of said status effect and immediately vanishing of said individual either is removed from the thread or is cured of said instance of said status effect, Caster must be Level 60 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Damnation- (Spell, Dark Magic, Darkness & Spatial & Agony, 3,000,000 MP, 250,000,000 Gold) +250,000 Magical Attack, 150% inflicts Paralyzed, 150% inflicts Voidstruck: Endless Torment, 15% may inflict Vanished and / or Smitten, May inflict Vanished and / or Smitten on targets below Level 60, Target, if below Level 90 and below caster's Level, obtains -25,000 to all stats at the start of each round that caster is alive, Target, if below Level 60 and below caster's Level, cannot act, Debuffs inflicted by this spell may not be cured by sources of lower Level than caster that are below Level 90, Caster must be Level 70 or greater

(Sash- 10 Bonus, no restrictions)
Endfeast- (Spell, Other: Culinary Arts, Earth & Air & Water, 500,000 MP, 100,000,000 Gold) +100,000 Magical Attack, Heals, Heals 10,000 Stat Damage from each stat, cures all minor and moderate negative status effects, +10,000 to all stats, 1 hit against 50, does not stack, Caster must be Level 40 or greater
Vanishing Sunrise- (Spell, Ethereal Magic, Aether & Air & Darkness, 2,000,000 MP, 200,000,000 Gold) Caster obtains a non-stacking buff that causes individuals in the same battlespace who are below Level 100 who are not 20 or more Levels greater than caster to not check for per-round status effect recovery / wearing-off chances at the start of each round
One Hundred Thousand Rays- (Spell, Hypertech, Technology, 1,416,000 MP, 12,515,000 Gold) +14,575 Magical Attack, +14,550 Ranged Attack, deals 1/20 damage, 100 hits divided among 100, this spell repeats itself as a Cast a Spell action that costs no MP, has a Prime Attribute of (SPI / 2), and does not have this repetition effect attached at the beginning of its caster's first action every round for 100 rounds, does not stack
Ride Into Battle on a Sword- (Spell, Combat Arts, Physical & Air, 400 MP, 75,000 Gold) +85 Melee Attack, 5% inflicts Confusion: Surprised, This spell may not be cast normally, this spell's possessor may auto-cast it at the beginning of battle as part of a Melee Attack action that may be made from any row that actions may normally be taken in that deals normal damage from the back row, Wielder must have a Sword equipped to cast this spell w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
'You're All Dead!'- (Spell, Leadership, Darkness & Fire & Psychic & Evil & Destruction, 3,000,000 MP, 300,000,000 Gold) +300,000 Magical Attack, 30,000 Stat Damage to each stat, 25% inflicts Smitten: Great Atrocity, 25% inflicts Instant Death, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster, may destroy one non-unique item equipped by target if target is below Level 60 and said item is worth below 100,000,000 Gold, caster chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level and applies one stacked instance of one chosen debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, this action repeats itself against the same targets at the start of each round, 1 hit against each opponent, This spell may be case a max of once per thread across all copies, not counting actions where this spell's effect causes its casting to be repeated that are generated by this spell's effect, This spell possesses the additional subtypes Dark Magic and Catastrophe Magic, Caster must be Level 40 or greater and must possesses the abilities 'General', 'Warlock', and either 'Ruinous Flame of Nokhret' or both 'Catastrophe Mage' and 'Villain' w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Annihilation- (Spell, Dark Magic, Destruction, 400,000 MP, 200,000,000 Gold) +200,000 Magical Attack, Individuals killed by this action cannot be resurrected by individuals below Level 95 who are not 5 or more Levels greater than caster, Caster must be Level 40 or greater
Attack from Within- (Spell, Combat Arts, Physical, 7,000 MP, 800,000 Gold) If this spell is equipped, its equipper may take actions while removed from battle by individuals below Level 100 in a manner that is considered being eaten, with each action costing this spell’s MP cost and being considered a casting of this spell
Worldspheres of Flame and Ice- (Spell, Other: Catastrophe Magic, Ice & Fire, 9,000,000 MP, 415,000,000 Gold) +415,000 Magical Attack, 100% inflicts Burning, 100% inflicts Frozen, Destroys all zones created by sources below Level 90, Caster must be Level 60 or greater or (must be Level 40 or greater and possess the ability 'Adept Catastrophe Magic Synchronization')
Wrath of the Divine- (Spell, Divine Magic, Faith & Glory, 3,000,000 MP, 300,000,000 Gold) All entities in the same battlespace as caster that are below caster's Level, are below Level 80, are not Deities, are not bossess that are fewer than 10 Levels lower than caster, that do not possess caster as a Patron Deity, and that do not possess the same Patron Deity as caster are killed, Caster must be Level 60 or greater and must either possess a Patron Deity or be a Deity

(Expert AND Adept Wizard Magic AND Sash- 35 Wizard only, cannot be converted except for the 5 from the Sash)
Aging Ray- (Spell, Wizard Magic, Time, 900 MP, 460,000 Gold) +625 Magical Attack, deals 65 AGI damage
Anti-Magus Wall- (Spell, Wizard Magic, Magic, 25,000 MP, 3,100,000 Gold) +6,000 Defense against Magic, lasts 5 rounds, may only be cast by individuals above Level 35, does not stack
Arcane Healing- (Spell, Wizard Magic, Magic, 5,000 MP, 2,200,000 Gold) +2,300 Magical Attack, Heals, 50% cures any one minor status effect
Arcane Protective Spell Against the Serpents- (Spell, Wizard Magic, Magic & Light, 10,000 MP, 24,000,000 Gold) Target gains 20% Serpent Blessed Resistance
Blackclad Order’s Summoning Defense Ward- (Spell, Wizard Magic, Magic, 36,000 MP, 3,100,000 Gold) +3,000 Defense against Summons, stacks 3 times
Black Antiworld- (Spell, Wizard Magic, Void & Destruction & Spatial, 4,000,000 MP, 400,000,000 Gold) +400,000 Magical Attack, This action has a 50% chance of removing each buff or debuff on each of its targets that comes from a source below Level 96 that is equal Level to or lower Level than caster, This action deals (400,000 * the number of buffs and debuffs, combined, removed from that individual, to a max of 200 such buffs) Flat Void & Destruction & Spatial element Flat Damage to each individual it removed buffs or debuffs from, this spell may be treated as though it possessed the subtype Astral Magic instead of or in addition to the subtype Wizard Magic, Caster must be Level 60 or greater and must possess the ability 'Expert Wizard Magic Attunement' w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Brainburst Impulse- (Spell, Wizard Magic, Psychic, 14,000 MP, 14,000,000 Gold) 7,000 MIN Damage, 60% inflicts Wounded: Bleeding, 60% inflicts Mindblasted
Cyclic Grand-Magidetonation- (Spell, Wizard Magic, Magic & Fire, 8,000,000 MP, 200,000,000 Gold) +200,000 Magical Attack, This action repeats itself at the start of each round if none of caster's other actions have repeated on that round, 1 hit against 20,000,000, deals 1/2 Damage, Caster must be Level 40 or greater and must possess the ability 'Expert Wizard Magic Attunement'
Devastation Pattern- (Spell, Wizard Magic, Mystic & Destruction, 700,000 MP, 180,000,000 Gold) +180,000 Magical Attack, 200% inflicts any one minor negative status effect, 100% inflicts any one moderate negative status effect, X hits against (1,000 * X), where X is equal to the number of rounds that the action involving this spell has repeated itself on plus one, to a max of 5, Actions involving this spell repeat themselves at the start of each round if all targets are of a Level equal to or lower than caster's if caster possesses the ability 'Expert Wizard Magic Attunement', Caster must be Level 55 or greater
Dragonstrike- (Spell, Wizard Magic, Energy & Fire, 500,000 MP, 70,000,000 Gold) +140,000 Magical Attack, +140,000 Ranged Attack, This action may (provided no other action of caster's has repeated the same round) either repeat itself at the start of the round after it is performed or may instead at the start of the round after it is performed replicate the effect of any ability performable by a Dragon on the enemy list that is below Level 70, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, deals 1/2 Damage, 1 hit against 50,000, this action ignores the Defense of targets below Level 20, attacks and actions involving the casting of this spell may not be reflected by individuals below Level 40, Caster must be Level 20 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Epoch Draconis- (Spell, Wizard Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness & Time, 9,400,000 MP, 210,000,000 Gold) Caster summons 60 Dragons below Level 90 at the start of each round that are normally fightable for drops on the Enemy List, This action repeats itself at the start of each round if no other action of caster's has repeated on said round, Caster must by Level 60 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Fly- (Spell, Wizard Magic, Air, 30,000 MP, 3,000,000 Gold) Target gains +3,000 AGI, 35% Earth Resistance and 50% Entombed Resistance, does not stack
Fumubafflah- (Spell, Wizard Magic, Ice, 76,000 MP, 8,512,331 Gold) +8,915 Magical Attack, 30% inflicts Frozen, 1 hit against 30, deals 1/3 damage
Mage’s Homing Bolts- (Spell, Wizard Magic, Magic, 50,000 MP, 3,200,000 Gold) Deals 45,000 Flat Magic element damage, 5 hits divided among 5, This spell’s Damage value may not be increased above 100,000
Gakmondulo- (Spell, Wizard Magic, Earth, 40 MP, 115,000 Gold) +127 Magical Attack
Great Mage's Power Blast- (Spell, Wizard Magic, Magic, 121,000 MP, 30,555,918 Gold) +30,000 Magical Attack, Caster may ignore the defense of targets below Level 20 with attacks and actions involving this spell, attacks and actions including this spell may not be reflected by individuals below Level 40, May only be cast by individuals above Level 19
Great Mage's Protection Circle- (Spell, Wizard Magic, Magic, 121,000 MP, 30,555,918 Gold) Caster gains +3,455 Defense, +3,000 MIN and SPI, +30,000 MP, 25% Magic Resistance, and 25% Physical Resistance, Spells cost caster 5,000 less MP to cast, This spell's buff provides an additional +100 additional Defense for each Spell caster has equipped, to a max of 50 Spells, caster may reflect actions from sources below Level 20, 50% caster may reflect actions from sources below Level 40, This effect is a Circle effect, May only be cast by individuals above Level 19, Does not stack
Improved Mass Confuse- (Spell, Wizard Magic, Magic, 70 MP, 1,200,000 Gold) +1,200 Magical Attack, 15% inflicts Confusion, 1 hit against 19, May only be cast by individuals of Level 20 and greater
Improved Wizard’s Avalanche- (Spell, Wizard Magic, Ice, 7,500 MP, 3,600,000 Gold) +2,750 Magical Attack, 30% inflicts Frozen, 1 hit against 30, deals 3/4 damage
Issaros- (Spell, Wizard Spell, Fire, 0 MP, 2,000,000 Gold) +SPI Magical Attack w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Jerynniyos- (Spell, Wizard Magic, Ice & Magic, 0 MP, 2,000,000 Gold) + (Caster's SPI) Magical Attack w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Mega Boom- (Spell, Wizard Magic, Magic & Fire, 5,000 MP, 3,000,000 Gold) +9,000 Magical Attack, 50% deals 1/3 damage, otherwise deals 1/2 damage, 1 hit against 30
Message Via Dreams- (Spell, Wizard Magic, Magic, 200 MP, 300,000 Gold) Target who is afflicted with Fatigued: Asleep gains +300 MIN and +300 SPI, does not stack
Poultry Pummel- (Spell, Wizard Magic, Earth & Air, 70 MP, 48,000 Gold) +51 Magical Attack, +46 Ranged Attack, caster may choose to have this spell count as an Anarchomancy spell when equipped or when cast at any time possessor could take an action, 1% Gives caster the item Chicken or the item Turkey (caster's choice)
Power Word 'Drop Your Eggs'- (Spell, Wizard Magic, Air, 500,000 MP, 30,000,000 Gold) Target, if below Level 60, obtains a debuff that makes it unable to summon or use Food consumables that does not stack and lasts 1 round, with this duration being extended to 2 rounds if target is in a Chronogeomantic Zone of Breakfast, Caster must be Level 20 or greater and must possess the ability 'Wizard', As an RP effect, targets will often utter 'Wizards be makin me drop mah eggs!'
Power Word 'SHUT UP!'- (Spell, Wizard Magic, Sonic, 120,000 MP, 60,000,000 Gold) 100% inflicts Impaired: Silence, Target, if below Level 80, may not perform Sonic element actions that cost more than 0 MP or cast Bardic Music or Leadership spells, Caster must be Level 40 or greater
Realized Nightmares- (Spell, Wizard Magic, Darkness, 5,000 MP, 3,000,000 Gold) +2,000 Magical Attack, 30% inflicts Confusion: Fear, Deals double damage to targets who are afflicted with Fatigued: Asleep, to a max of 2,000,000 additional points
Rebounding Lightning Bolt- (Spell, Wizard Spell, Electrical, 200 MP, 138,000 Gold) +180 Magical Attack, if target's side has individuals in both its front row and its back row, an additional target in the front row is hit two additional times and an additional target in the back row is hit one additional time, if target's side does not have individuals in both its front row and its back row, an additional target in one of its rows is hit one additional time and two targets in another side's rows are each hit one additional time, with these targets being in different rows if possible
Sensei Flare- (Spell, Wizard Magic, Magic & Destruction, 500,000 MP, 100,555,918 Gold) +500,000 Magical Attack, Caster's per-item Magical Attack cap is multiplied by 5 for actions including this spell (to a max of 5,000,000 additional points total), Actions including this spell raise the per-item Magical Attack cap of all of caster's allies (including caster) by 50,000 points as a non-stacking buff, Caster may ignore the Defense, Resistances, Immunities, Reflections, and Absorptions of targets below Level 40 with attacks and actions involving this spell, attacks and actions including this spell may not be reflected by individuals below Level 60, This spell requires 5 actions of charge-up to cast, May only be cast once every 5 rounds, May only be cast by individuals above Level 39 w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Supreme Antimagic Field- (Spell, Wizard Magic, Magic, 5,000,000 MP, 200,000,000 Gold) Caster creates a Zone of Null and attaches an effect to said Zone that prevents individuals below Level 80 from creating Zones of Magic, that prevents individuals below Level 80 who are below caster's Level from casting spells that are not Hypertech, Thief Arts, Combat Arts, Ninjutsu, Unarmed Technique, or Sword Arts spells that are spells of a base subtype, and that prevents individuals below Level 80 who are below caster's Level from performing Magic element actions that cost more than 0 MP, caster must be Level 40 or greater and possess the ability 'Expert Wizard Magic Attunement'
Time Flies!- (Spell, Wizard Magic, Time, 5,000 MP, 78,000 Gold) Increments the count of what number round in the current battle it currently is by 1, takes effect 200 times per battle
Undying Golem Magelord's Eternally-Ricocheting Lightning- (Spell, Wizard Spell, Electrical, 200 MP, 100,000,000 Gold) +100,000 Magical Attack, 2 hits against 1 target in each row of target row-order formation, this action may repeat itself with new targets each round if none of its caster's other actions have already repeated on said round, Caster must be Level 39 or greater and must possess the ability 'Adept Wizard Magic Attunement'
Wish- (Spell, Wizard Magic, Magic, 100,000 MP, 50,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, May be cast a max of 12 times per thread per caster and per copy of this spell, Summons created through this spell may not summon, Costs 5,000 XP and 1,000,000 Gold to cast, Has RP effects
Wizard’s Summoning- (Spell, Wizard Magic, Magic, 50,000 MP, 5,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend monster from the enemy list that is non-Elite, below Level 40, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon
Wizard's Fire Shield- (Spell, Wizard Magic, Fire, 5,000 MP, 2,100,000 Gold) Gives target +2,300 Defense, Gives target 30% Fire Resistance, Gives target 30% Resilience, Gives target 30% Water Weakness, Target counts as having an additional Shield equipped as a Weapon in a Weapon Slot (though target does not count as having an additional slot for any purposes that check or utilize the existence of said slot; only the Shield, if checked for what type of slot it is in, responds as being present in a weapon slot, and the target counts as having a Shield equipped in a Weapon slot for effects that check if anything is equipped in a weapon slot), lasts 2,000 rounds, Does not stack
Wizard's Maze- (Spell, Wizard Magic, Magic & Spatial, 450,000 MP, 14,570,000 Gold) 35% inflicts an instance of Vanished on targets below Level 60 that automatically wears off after 5 rounds and does not affect individuals with over 40,000 MIN
Zonal Meltdown- (Spell, Wizard Magic, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Ice & Energy, 60,000 MP, 11,000,000 Gold) Caster attaches an effect to target Zone that stacks 5 times across all zones that cannot be carried in a buff slot by individuals below Level 60 that deals 100,000 Flat damage of any base element to each opposing individual within said zone at the start of each round, with caster being able to choose a different base element every round

(Adept Life Synch - 5 Life-Element only, cannot be converted)
Constellations to Dragons- (Spell, Summoner Magic, Astral & Life, 60,000 MP, 30,000,000 Gold) Caster destroys an Empowered Constellation that caster created whose name includes 'Dragon' and then summons a Dragon from the Enemy List that is below Level 65 that is normally fightable for drops, Max 8 summoned
Worldwide Harvest- (Spell, Divine Magic, Earth & Life, 3,200,000 MP, 160,000,000 Gold) +160,000 Magical Attack, Heals HP, deals 1/2 Damage, 1 hit against 5,000,000,000 willing targets, May be cast once every 1,000 rounds, Caster must be Level 40 or greater
Mother's Milk- (Spell, Alchemy, Life, 100,000 MP, 85,000,000 Gold) +81,000 Magical Attack, Heals, +8,000 to all stats, stacks 2 times, only affects caster's summons
Supreme Arcane Life-Creation- (Spell, Wizard Magic, Magic & Life, 400,000 MP, 100,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend, non-Immortal entity from the enemy list that is non-Elite, below Level 80, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon, Caster must be Level 40 or greater and must possess the ability 'Adept Wizard Magic Attunement', As an RP power this spell is particularly good for creating new chimera-type creatures and introducing them to a world on a permanent basis
Weaving the Unending Cycle- (Spell, Druid Magic, Earth & Light & Darkness & Life, 240,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not prevent the resurrection of individuals without caster's permission, At the start of each round, caster may select one dead individual who was killed by a source below Level 80 that was not 19 or more Levels greater than caster and resurrect that individual (optionally transforming that individual into an entity from the Enemy List that is below Level 80, that is an Animal, Aquatic, Aerial, Cthonian, Astral Being, Human, Humanoid, Insect, Plant, Spirit, Fae, Shapeshifter, or Monster, that is 20 or more Levels below caster that is normally fightable for drops) with said effect counting as a Polymorph effect, not stacking with other Polymorph effects, and overriding Polymorph effects from lower-Level sources, does not stack, Caster must be Level 40 or greater

(Adept Geomancy Magic- 10 Geomancy only, cannot be converted)
Block Geomancy- (Spell, Geomancy, Magic, 5,000 MP, 5,000,000 Gold) Individuals below Level 60 who are below caster's Level may not cast Geomancy spells without caster's permission, Caster must be Level 20 or greater
Dig a Hole and Jump in It!- (Spell, Geomancy, Earth, 100 MP, 38,000 Gold) Caster, if in the back rank, gains +10% Dodge while in the back rank as a buff that does not stack and is removed as soon as caster is no longer in the back rank
Geomatic Dimension Trap: Walled River of Brain-Beating Manly Salmon-Gigases (Phasic Type)- (Spell, Geomancy, Spatial & Water & Physical & Psychic, 600,000 MP, 60,000,000 Gold) Caster creates another battlespace that has its terrain set to River and attaches a non-stacking debuff to up to 20 targets below Level 80 that are not 20 or more Levels greater than caster; said targets count as being the battlespace created by this spell in addition to any battlespaces they would otherwise be in (returning to just said other battlespace, should any such battlespaces exist, upon losing said buff), and, while counting in said spell-created battlespace, are dealt 600,000 Flat Physical & Water & Psychic element Damage and 12,000 Flat Physical & Water & Psychic element MIN Damage at the start of each round, Caster must be Level 40 or greater or must be both Level 20 or greater and possess the ability 'Adept Geomancy Attunement'
Minor Core Vent Blast- (Spell, Geomancy, Fire & Earth & Air, 500 MP, 900,000 Gold) +900 Magical Attack, 15% inflicts Burning, 15% inflicts Fatigued: Stun
Rezone- (Spell, Geomancy, Water & Air & Earth, 500 MP, 40,000 Gold) Caster may replace any current Zones with a Zone of any base element or create a new Zone of any base element
Set Phantom Terrain: Road- (Spell, Geomancy, Physical, 100 MP, 80,000 Gold) The Phantom Terrain is set to Road
Terrain Spell of the Battlefield: Blades of War Unmatched- (Spell, Geomancy, War, 700 MP, 115,000,000 Gold) Caster may use an action to create up to ten Temporary Weapons (each of which may be different) named 'Weapon of War Unmatched' that is solely War element, that is worth 115,000,000 Gold, that possesses a 5% chance of inflicting Devastated if its wielder is Level 40 or greater, that provides + (Wielder Level x5,000, to a max of 600,000) to any one attack type and + (Wielder Level x5,000, to a max of 600,000) to any all stats, and, if desired, equip said weapon(s). The terrain or phantom terrain must be Battlefield to cast this spell and caster must be Level 20 or greater w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Terrain Spell of the Battlefield: Timeless Armaments- (Spell, Geomancy, War, 1,115,000 MP, 115,000,000 Gold) Caster obtains a buff that prevents entities below Level 80 from placing debuffs on weapons without wielder's permission, from destroying weapons without wielder's permission, and from altering the stats of weapons without wielder's permission, The terrain or phantom terrain must be Battlefield to cast this spell, caster must be Level 40 or greater, and caster must possess the ability 'Adept Geomancy Attunement' w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Terrain Spell of the Desert: Sandwyrm's Sinkhole- (Spell, Geomancy, Earth, 7,000 MP, 760,000 Gold) Inflicts Entombed, 1 hit against 50, may only be cast by individuals Level 17 or higher, may only be cast if the terrain or phantom terrain is Desert
Terrain Spell of the Road: Enforce Speed Limit With Aircraft- (Spell, Geomancy, Air & Technology, 750 MP, 176,000 Gold) Attaches an effect to a Terrain or Phantom Terrain that reads in its caster's turn-order-determining stat sum as a value, Whenever an individual in said zone acts at a turn-order-count higher than said value, this spell deals 60,000 Flat Air & Technology element damage to said target and reduces the turn-order-determining total of said target by 200, to a minimum of 1, as a debuff that stacks 200 times, The terrain or phantom terrain must be Road to cast this spell

(Adept Transmuter- 10 Transmutation Magic only, cannot be converted)
Transmute Arms: Ancient Fury Siegebuster Arm-Cannons- (Spell, Transmutation, Magic & Technology & Fire & Destruction & Fury, 1,500,000 MP, 150,000,000 Gold) Target may, upon being targeted with this spell, choose to lose up to 2 weapon slots, and, for each such weapon slot lost, gain +150,000 Ranged Attack, +150,000 Magical Attack, +150,000 AGI, +150,000 SPI, 100% Critical, +5% Critical, 200% To Hit, +5% To Hit, a 5% chance of inflicting Devastated, and count as wielding an additional Magic & Technology & Fire & Destruction & Fury element Siege Weapon & Gun that counts as the source of these bonuses as a buff that stacks twice, with said buff also becoming the cause of the accepted weapon-slot loss, with these buffs overriding other Transmute Arms spells
Transmute Arms: Cosmic Doctor Hands- (Spell, Transmutation, Magic, 50 MP, 60,000 Gold) Target gains +15,000 Melee Attack and 'deals 150,000 additional HP Healing' for each unfilled Weapon slot or each Weapon slot that contains a Fist Weapon, to a max of two such slots, target loses these bonuses if those slots become filled with things that are not Fist Weapons, overrides other Transmute Arms spells, does not stack
Transmute Back: Powerful Wings- (Spell, Transmutation, Air, 30,000 MP, 3,000,000 Gold) Target gains +3,000 AGI, 35% Earth Resistance and 50% Entombed Resistance, overrides other Transmute Back spells, does not stack
Transmute Form: Body of Iron- (Spell, Transmutation, 70 MP, Magic, 20,000 Gold) Target gains +150 Defense, Electrical element attacks that hit target also hit two of target's allies, with the additional hits generated by this effect not being able to generate further additional hits due to this effect and not being able to hit unwilling targets above Level 39, does not stack
Transmute Form: Body of Wood- (Spell, Transmutation, 80 MP, Magic, 40,000 Gold) Target gains +210 Defense, Target gains 150% Fire Weakness, overrides other Transmute Form spells, does not stack
Transmute Head: A Ring of Eyes to See the Beyond- (Spell, Transmutation, Spatial & Psychic, 50,000 MP, 5,000,000 Gold) Target may scan the stats of one target in the same battlespace or one target of a Level lower than 60 in a different battlespace at the start of each round, target counts as having one less Accessory slot than otherwise, to a minimum of 0 such slots, and target counts as having an additional Eyewear accessory equipped, overrides other Transmute Head spells, does not stack
Transmutative Augmentation: Augmented Defense- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Defense, stacks 5 times
Transmutative Augmentation: Augmented Mind- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 MIN, stacks 5 times
Transmutative Augmentation: Augmented Power- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +70 Melee Attack, +70 Ranged Attack, and +70 Magical Attack, stacks 5 times
Transmutative Augmentation: Augmented Solidarity of Form- (Spell, Transmutation, Magic, 500 MP, 70,000 Gold) Target gains +30 Defense against Stat Damage, stacks 5 times

Attached to Transmuter Abilities - NOT EQUIPPED:
Transmutative Augmentation: Precognitive Oni Sword-Fighter's Mind- (Spell, Transmutation, Psychic & Physical, 5,000 MP, 9,500,000 Gold) Target gains +4,100 MIN, 140% To Hit, 40% Dodge, Target counts as possessing 1 additional Kensei ability,Target's next 'Melee Attack' action, if it has a chance to not miss and is targeting only individuals below Level 60, does not miss, stacks 5 times
Transmute Form: Body of Panopticum- (Spell, Transmutation, 945,000 MP, Magic, 94,500,000 Gold) Target gains +45,700 Defense, +45,000 CON, 30% Physical Resistance, and 10% Base Element Resistance, Target may Reflect actions from sources of lower Level than wielder who are below Level 40, Target gains a 25% chance of optionally being able to Reflect actions from non-unique sources of lower Level than wielder who are below Level 60, Target may scan the stats of any individual who conducts a hostile action against wearer, overrides other Transmute Form spells, Caster must be Level 40 or greater, does not stack
Transmute Arms: Cosmic Matter- (Spell, Transmutation, Darkness & Astral, 1,000,000 MP, 95,000,000 Gold) Target gains +95,000 Melee Attack and +95,000 Magical Attack, Target's 'Melee Attack' and 'Magical Attack' actions gain a 60% chance of inflicting Voidstruck and a 10% chance of inflicting Vanished, overrides other Transmute Arms spells, does not stack, Caster must be Level 40 or greater and possess the ability 'Adept Transmutation Attunement'
Transmute Head: Thousand Memory-Sealing Eyes- (Spell, Transmutation, Darkness & Earth, 700 MP, 60,000,000 Gold) Target obtains a non-stacking buff that causes its opponents who are below Level 80 and not more than 5 Levels greater than it to be unable to willingly dismiss buff they have placed on individuals and that allows its possessor to optionally remove one such buff from each opposing individual below Level 80 at the start of each round, Said buff's possessor also allows it, at the start of each round, to cause any number of entities that are below Level 80 that are not 5 or more Levels greater than it to cease having counted as having scanned the stats of any desired combination of individuals, Said buff overrides other Transmute Head spells

Pets-
*Mr. Freshness- (Pet, Human, Light, Lv.79, X Gold)
HP- 14,050,000
MP- 11,890,000
STR- 115,000
AGI- 144,700
CON- 121,000
MIN- 127,000
SPI- 144,700
Fame- 21
XP- 0
XP Needed- 1,549,200,000 (Standard Multiplier x2, Power x3, Raised to x60 to bypass Level 80 cap)
Defense- 47,400, +474,000 against Earth, +474,000 against Light
Critical Chance- 95%
Resilience- 163%
To Hit- 215%
Dodge- 95%
Resistances and Immunities- Blight Magic Immunity, 80% Light Resistance, 80% Earth Resistance, 80% Physical Resistance, Immune to Paralysis, Fatigued, Pain, Pain: Discomfort, Confusion: Depression, Disease, Pain, Confusion: Fear, Confusion, Charm, Poison, and Stat Drain, 160% Minor Status Effect Resistance, 80% Moderate Status Effect Resistance
Prime Attribute- Strength + Any One Other
Constant Effects-
It's Mr. Freshness!- Everyone on all sides of battle in the same battlespace as possessor gains Immunity to Confusion: Depression, This immunity may not be pierced by individuals below Level 100, As an RP effect: No one can be depressed when Mr. Freshness is around!, Constant Effect
I Am the Evermason! (Member of the High Evermasons Society)- All of possessor's allies' Golomancy spells cost half their normal MP cost, All Golems allied with possessor gain +2,000,000 HP and +35,000 to all stats, does not stack, Constant Effect
So Fresh!- Possessor's Resistances, Immunities, Reflections, and Absorbtions may not be pierced or ignored by individuals below Level 100, Possessor possesses a 90% chance of automatically being cured of any minor or moderate negative status effect from a source below Level 100 at the start of every round, Constant Effect
These are the Hands that Built this City- Possessor's Large Structure allies gain +30,000,000 HP, +300,000 Defense, and +55,000 to all stats, does not stack, Constant Effect
Echo of the Architect's Powers- Possessor gains +35,000 to all stats, Possessor's Damage-dealing actions may deal an additional 105,000 Damage if possessor chooses such, Constant Effect
Serpent-Eater- Serpent Blessed below Level 70 may not inflict debuffs on possessor, Serpent Blessed below Level 100 deal half Damage to possessor as an effect that does not stack, Constant Effect
Mask of the Architect- Possessor is Immune to individuals below Level 40, Possessor gains +150,000 to all stats for each ally possessor possesses, to a max of 10 such allies, who are unique and possess a Constant Effect named 'Mask of the Architect', Constant Effect
Indexed Effects-
OVERWHELMINGLY FRESH!- Possessor gains +3,500 to all stats, Possessor's damage-dealing actions count as dealing an additional 2,000 damage if possessor chooses such, Constant Effect
Minty Power- Possessor gains +3,000 to all stats, Constant Effect
Fresh Nature- Possessor may be afflicted with a minor positive status effect of possessor's choice at the start of battle, Constant Effect
Electrostatic Super-Aura- Possessor may deal 270,000 Flat Electrical element Damage to any individual who conducts a hostile action that targets possessor, Constant Effect
Blindingly Clean- Any individual below Level 100 who conducts an offensive action against possessor has a 250% chance of being afflicted with Impaired: Blind, Possessor gains 200% Minor Status Effect Resistance, Constant Effect
Abilities-
Clean Your Clock- 97,000 Damage, 21,000 AGI damage, inflicts Fatigued: Stun, Physical, 0 MP
Loads of Know-How- +115,000 MIN, lasts 20 rounds, stacks 2 times, Earth & Magic, 0 MP
Scour- 110,050 Damage, Targets become unable to inflict Poison, Disease, or Paralysis, 1 hit against 50,000, Light & Water, 1,000 MP
Dazzle Ray- 97,000 Damage, inflicts Charm, 200% may inflict Impaired: Blind, Impaired Blind: Constant Glare, and/or Confusion, 100% may inflict Awestruck, Light, 200 MP
Aura of Glare- 104,500 Damage, inflicts Impaired: Blind, inflicts Awestruck, 200% may inflict Impaired: Blind: Constant Glare and/or Confusion, this action may be used as a counter to an attack that targets possessor and cannot be cast otherwise, Light, 0 MP
Helping Hand- Caster deals 30,000 Flat Light element Stat Point Healing of any combination of stats, with this number being the total number across all stats that is healed, with caster being able to allocate said healing as caster determines across said stats, 100% inflicts Rejuvenation, Light, 20 MP
Minty Tornado- 97,000 Damage, 150% may inflict Awestruck, 200% may inflict Fatigued: Prone, Caster removes all Zones of Acid, Agony, and Darkness that are in battle, This action repeats itself each round after casting with its targets determined once more by its caster as long as its caster remains alive, repeating a max of once per round, Light & Air, 1,200 MP
Mintify!- Cures target of all minor and moderate negative status effects, 50% cures any one major negative status effect with a source below Level 90, Light, 5,000 MP
Freshness INFUSION- Target becomes immune to minor and moderate status effects from sources below Level 89 as well as immune to debuffs from sources below Level 80, Light & Magic, 5,000 MP
Clean Up Your Act- 58,900 Damage, Target, if below Level 80, becomes unable to inflict debuffs or status effects, Physical & Magic, 5,000 MP
Mass Minty Heal- 75,400 Damage, Heals, cures Pain: Discomfort, Paralysis, Fear, Poison, and up to five other minor or moderate negative status effects, 1 hit against 100,000,000, Light & Air, 10,000 MP
You're All Washed Up- 75,400 Damage, inflicts Drowning, inflicts Awestruck, 75% target loses each action if target is below Level 80 as a debuff that does not stack, with effects that would happen before and after each lost action still occurring, this action may gain '1 hit against 50, deals 1/3 Damage', Water & Light & Magic, 5,000 MP
Ward against Uncleanliness- All Blight Magic spells cost any individual in the same battle as this buff's possessor 4,000,000 MP more to cast, with this effect sitting as a buff on its caster, stacks 10 times, lasts until end of battle, Light & Water, 15,000 MP
And they Can Tear it Down- 161,000 Damage, deals double damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, Light & Physical or Air & Physical or Magic & Psychic or Water & Air or Ice & Earth, 1,000 MP
Architect's Construction- 20,000,000 Damage, Heals, only affects Large Structures, deals double Healing to Large Structures as an effect that does not stack with other effects that multiply Damage or Healing against Large Structures, Light & Physical or Air & Physical or Magic & Psychic or Water & Air or Ice & Earth, 1,000 MP
Magic Eraser- Removes any five buffs or debuffs from target, Magic & Light, 80,000 MP
Clean Till It Shines- Removes a (debuff from a source below Level 100) or (a minor or moderate negative status effect) or (a major negative status effect from a source below Level 80) from target, Said target gains a buff that allows said target to have a 200% chance of inflicting Impaired: Blind on any individual who conducts an offensive action against its possessor at the end of each such action, Light & Water, 100,000 MP
Building the Perfect City- Caster summons up to 20 Large Structures that are normally fightable for drops on the Enemy List that are Level 80 or lower, Earth & Physical, 3,000,000 MP
Remold and Repurpose- Caster replaces target non-unique individual below Level 40 with any entity on the Enemy List that is below Level 40 that is normally fightable for drops, with said replacement being a summon that is on caster's side of battle and said replacement removing said replaced individual from the thread and not being a debuff, Earth & Life, 800,000 MP
Omega-Hope Hand-Cannon- 165,000 Damage, this action deals 350,000 additional Damage, this action deals 10,000,000 additional Damage to bosses, 200% inflicts Zealblasted, 1 hit against 60,000,000, Hope, 3,500,000 MP
Aurora Forehead Blast- 900,000 Damage, Consumes one action from both the individual 'Mr. Freshness' and one individual named 'Ice Guardian Golem: Polar Slayer Variant', may be used as a counter that consumes both of the individual 'Mr. Freshness' and one individual named 'Ice Guardian Golem: Polar Slayer Variant''s next actions, Cannot consume the actions of caster's opponents, 250% inflicts Confusion, 1 hit against 5,000,000, This is a Combo Move, 5,000 MP per participant
Maid Brothers: It's Cleaning Time!- Cures all minor, moderate, and major negative status effects and up to 5 debuffs from a source below the Level of the lowest Level participant, 1 hit against 500, May be used up to 7 times per thread, Consumes one action from the individual 'Mr. Freshness' and one individual named 'Vashna Saseen', Cannot consume the actions of caster's opponents, This is a Combo Move, 5,000 MP per participant
Glorious Overcrash: I Am The Architect Of Nexus- Caster becomes Immune to Damage (including Stat Damage), Debuffs, and Negative Status Effects for 5 rounds, Non-Overcrash abilities do not cost caster MP to cast for 5 rounds, Caster's buffs cannot be removed without caster's permission by sources below Level 100, Caster's Golem and Large Structure allies are Immune to Damage (including Stat Damage), Debuffs, and Negative Status Effects from sources below Level 80 for 5 rounds, Universe, 1 MP, Reduces caster's MP to 0 for remainder of thread
Indexed Abilities-
Many Minty Bounties- Inflicts any three minor positive status effects, Light, 5,000 MP
Happy Days are Here Again- Cures all minor negative status effects from all individuals in battle, May remove one debuff from a source below Level 60 from each individual in battle (with the choice being made once globally and one debuff having to be removed from each valid target if it is made), Light & Air, 20,000 MP
Minty Heal- 750,000 Damage, Heals, cures Pain: Discomfort, Paralysis, Fear, Poison, and up to ten other minor negative status effects, Light & Air, 180 MP
Clean In a Flash- This ability may only be cast as a counter to an action that creates a debuff, Caster removes one debuff created by said action, This ability may be cast a max of five times per round, Light & Air, 120,000 MP (Indexed at Level 75)
Counter-Countermagic- This ability may only be cast as a pre-emptive counter in response to a counter that either stops a buff or debuff, removes a buff or debuff, or cancels an action. This counter may be used up to 10 times in a string of counters. Said countered action is cancelled provided that it comes from a source of a lower Level than caster, Magic, 15,000 MP
Crack His Knuckles- Caster gains +120,000 STR, caster's next Damage-dealing attack deals 1,000,000 additional Damage, does not stack, Physical, 200,000 MP
Clean Up the Cosmos- Caster removes all Empowered Constellations that are set, Caster desets any Hell Cosmos that is present, Light & Astral, 1,900,0000 MP
Awards-
'Destroyed a Major Recruiting Station of the Bright Crusade'
'Enemy of the Bright Crusade'
'Wanted By the Bright Crusade for Destroying an Important Planet'
'Has Reached Round 41 in a Pet Endurance Match'
'Participated In The Quest 'A Phonecall from Donna'
'Fought the Ascendants of the Fourth Ascension as Part of the Three of Swords Corporation'
'Mask of the Architect'
Mr. F: Buffs from items/abilities: +42700 to all Stats, +330000 HP, +328150 MP, +108610 to damage dealt

Transformations-
Restored Dimensional Hypervessel- (Transformation, Vessel, Spatial & Technology, 450,000,000 Gold)
Level 79
HP- 6,000,000
MP- 6,000,000
STR- 45,000
AGI- 54,000
CON- 45,000
MIN- 45,000
SPI- 45,000
XP- 0
XP Needed- # (Standard Multiplier x2)
Minimum Level- 79
Defense- 26,000
Defense against Stat Damage- 4,500
Critical Chance- 100%
Resilience- 100%
To Hit- 200%
Dodge- 100%
Resistances and Immunities- 80% Earth Resistance, 80% Air Resistance, 80% Fire Resistance, 80% Water Resistance, 80% Darkness Resistance, 80% Ice Resistance, Voidstruck Immunity, Frozen Immunity, Suffocation Immunity, Impaired Immunity, Confusion Immunity, Pain Immunity, Poison Immunity, Diseased Immunity, Charm Immunity, Fatigued Immunity, 156% Minor Status Effect Resistance, 100% Moderate Status Effect Resistance, 15% Major Status Effect Resistance
Prime Attribute- Agility
Constant Effects-
Ancinent Dimensional Battleship- Possessor gains the subtypes Machine and Astral Being, Constant Effect
Passenger Capacity (20,000,000)- Possessor may at any time take an action to pick up or deploy up to 1,000,000 passengers, Possessor may, at the start of battle, pick up any number of passengers up to max capacity, All passengers are automatically deployed when possessor dies, Vehicle Trait
Dimension-Charting Supersystems- Possessor may not be prevented from entering or leaving battlespaces or threads by sources below Level 80, Constant Effect
Advanced Components- Possessor gains +30,000 to all stats, Possessor is Immune to individuals below Level 40, Constant Effect
Aether-Traversal-Capable- Possessor gains +200,000 Defense against Aether, Possessor gains +200,000 Defense against effects attached to Zones, Terrains, and Phantom Terrains, Possessor is Immune to effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 60, Constant Effect
Huge- Possessor gains +4,000,000 HP, +20,000 STR, +20,000 CON, and +70,000 Defense, Possessor may count as up to 2,000 individuals in its row for row-order purposes, Constant Effect
Abilities-
Ancient Cannons- 75,000 Damage, 1 hit against 500,000, Technology or Energy or Magic, 0 MP
Warp-Slam- 80,000 Damage, 200% inflicts Fatigued: Stun, 1 hit against 500, Physical & Technology & Spatial, 0 MP
Deathray- 140,000 Damage, 15% inflicts Instant Death, 1 hit against 500,000, Darkness & Technology, 250,000 MP
Endless Ray- 30,000 Damage, this action repeats itself at the start of each round with different targets being able to be chosen so long as none of its performer's other actions already repeated on said round, 1 hit against 800,000,000, Technology & Magic or Technology & Energy, 50,000 MP
Wave-Motion Gun- 300,000 Damage, this action deals 5x Damage to targets below Level 90 (to a max of 50,000,000 additional Damage), This action requires 5 actions of charge-up, 1 hit against 2,000,000,000, Technology, 2,000,000 MP
Cosmic Energy-Wall- +150,000 Defense, Targets gain 50% Base Element Resistance, 1 hit against 5,000,000, does not stack, Energy & Astral & Wonder, 900,000 MP
Dimension-Jump- Caster exits its current battlespace and enters another battlespace that is part of the same battle so long as no individual of Level 80 or greater in either battlespace objects, Magic, 150,000 MP
Hyperdrive- Caster exits its current battlespace and enters another battlespace that is part of the same battle so long as no individual of Level 80 or greater in either battlespace objects, Technology or Astral, 25,000 MP
Temporal Warp- Caster exits its current battlespace and enters another battlespace that is part of the same battle so long as no individual of Level 80 or greater in either battlespace objects, Time, 150,000 MP
Timefreeze Bombardment- 45,000 Damage, 25,000 AGI Damage, 15% inflicts Petrified: Time Stop, 1 hit against 8,000,000, Time & Technology, 800,000 MP
Node Signal: Empower- Caster's allies obtain +30,000 to all stats, stacks 3 times, Technology & Psychic, 300,000 MP
Node Signal: Ward- Caster's allies obtain +50,000 Defense and +50% Resilience, stacks 3 times, Technology & Psychic, 300,000 MP
Miraculous Technologies- Caster replicates the effect of any ability performable by a entity on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said entity is performing said ability, Technology, 50,000 MP

IN ADDITION TO THE ABOVE:
Gold:
1,650,000,000 Gold

Stuffed in his spellbook:
*Master Tortenbaum's Mystic Lattice- (Spell, Enchantment, Magic, 1,900 MP, 140,000 Gold) +3 Buff Slots, this spell is a buff, does not stack w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Arcane Infrastructure: Mystical Geoprocessing- (Spell, Technomancy, Magic & Technology, 0 MP, 30,000,000 Gold) Caster regenerates (The number of Zones present, to a max of (Caster's number of Technomancer abilities + Caster's number of Geomancer abilities, to a max of 5,000)) * 5,000) MP, Caster must be Level 20 or greater
Global Defense- (Spell, Hypertech, Technology & Warding, 2,000,000 MP, 200,000,000 Gold) Caster and caster's allies obtain a non-stacking buff that provides +200,000 Defense, that allows its possessors to have a 20% chance of Reflecting actions from sources below Level 95 that are not 20 or more Levels greater than its caster, and that allows its possessors to deal 2,000,000 Flat Technology element Damage to entities that conduct offensive actions that target them at the end of such actions, Caster must be Level 40 or greater
Open Gate to Echo Providence- (Spell, Gate Magic, Null, 5,000 MP, X Gold) Has RP effects, Permits escape from random quests at the start of the round after it is cast
Bar- (Spell, Other: Litigamancy, Law, 20,000,000 MP, 100,000,000 Gold) Caster removes one opponent from battle until the end of the round, with a max of one such individual being removed at a time and said individual immediately being returned (before victory conditions are checked) if no other individual would exist on its side of battle in the same battlespace (or across all battlespaces in the battle)
Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater

Pocket Junk:
Chaotic Fragment- (Item, Material, Chaos, 100 Gold) w/ Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment
Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Coins for the Ferryman- (Item, Currency, Darkness & Water, 100,000 Gold)
Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
2 Droplet of Semiinfinity- (Item, Antiquity, Spatial & Time, 200,000,000 Gold)
Pun Times- (Item, Material, Time & Whimsy, 5,000,000 Gold)

Abilities: Complete List At Event Start

Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Metacombine
Prepare
Overdrive
Melee Overdrive
Mental Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Focus- (Active Ability, Attack) User's next Magical Attack does double damage.
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).

~Abjurer~
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
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 Item Preservation Application Aptitude- (Passive Ability, Abjurer) Possessor's items have a 5% less chance of being stolen or destroyed by individuals equal to or below level 10
Basic Magical Trap Resistance- (Passive Ability, Abjurer) Possessor takes 500 less damage from Traps and has a 5% higher chance of disarming them
Basic Protection Magic Attunement- (Passive Ability, Abjurer) All Protection Magic spells gain +10 Defense and cost 10 less MP
Protection Magic Casting I- (Passive Ability, Abjurer) Protection Magic spells cost possessor 20 less MP to cast
Protection Magic Casting II- (Passive Ability, Abjurer) Protection Magic spells cost possessor 200 less MP to cast

~Alchemist~
Alchemist- (Passive Ability, Alchemist) Potions heal an addition 1000 HP or MP per possessor level if they already heal those stats
Apprentice Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells possessor casts cost 500 less Gold and 500 less XP
Basic Alchemy Attunement- (Passive Ability, Alchemist) All Alchemy spells cost 10 less Gold and 10 less XP
Basic Study of Homunculus-Creation Principles- (Passive Ability, Alchemist) Possessor's Alchemy summons gain +25 to all stats, Possessor's Alchemy summons gain +25 additional points to all stats if Golems
Basic Understanding of Alchemical Substance-Transmutation- (Passive Ability, Alchemist) Possesor obtains 5,000 Temporary Gold at the start of each battle or RP thread
Dangerous Mixing- (Technique Ability, Alchemist) Possessor may use 'Dangerous Mixing' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as possessor is casting an Alchemy spell as part of said action and no other technique is used. Said action gains +500 Ranged Attack, +500 Magical Attack, and 20% inflicts Dissolving.
Has Added Agility-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 AGI
Has Added Mind-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 MIN
Has Added Speed-Enhancing Ingredients To Own Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +200 to possessor's turn-order-determining stat sum for turn-order-determining purposes
Has Devised A Self-Enhancing Drug Regimen- (Passive Ability, Alchemist) Possessor obtains +20 to all stats
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Potion Boost- (Passive Ability, Alchemist) Possessor's Alchemy spells whose name includes 'Potion' and possessor's Potion consumables that apply buffs to stats have said values increased by 50 points, to a max of 500 points across all stacked applications per individual.

~Anarchomancer~
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Random Melee Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack (this is not a buff)
Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)

~Arcane Vizier~
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Arcane Vizier- (Passive Ability, Arcane Vizier) Possessor ignores (1 * (Possessor Level/5), rounded down)% Magic Resistance, Possessor ignores Magic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Basic Acceleration Within Magic's Dominion- (Passive Ability, Arcane Vizier) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Magic
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element
Basic Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats while in a Zone of Magic
Improved Zonal Acclimation of Magic- (Passive Ability, Arcane Vizier) Possessor gains +1,000 to all stats while in a Zone of Magic
Magic Manipulation- (Passive Ability, Arcane Vizier) Possessor may choose one of the following at the beginning of each round if Magic element: Create a Zone of Magic, Remove a Zone of Magic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Magic by either possessor or a source below Level 20, Add Magic 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 Magic element on a Magic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Magic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Magic, 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 Magic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Magic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Magic, 5% Magic Resistance, or +50 Defense against Magic and 1% Magic Resistance until the end of the round as a non-stacking buff
Magical-Spells Casting-Form- (Stance Ability, Arcane Vizier) Spells cast by possessor gain the element Magic
Magic-Boosted Magic- (Technique Ability, Arcane Vizier) Possessor may use 'Magic-Boosted Magic' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action gains +15 Magical Attack.
Magic-Saturated Form- (Stance Ability, Arcane Vizier) Possessor, if possessor is Magic element and has at least 5 spells equipped, gains the subtype Magic Being.
This Fire is MAGIC FIRE!- (Technique Ability, Arcane Vizier) Possessor may use 'This Fire is MAGIC FIRE!' in conjunction with a 'Magical Attack' action so long as possessor is Magic element and no other technique is used. Said action treats the Resistances to non-Magic elements of targets of said action, provided that said targets do not possess Magic Resistance, do not possess Magic Immunity, do not Absorb Magic, do not Reflect Magic, and are not Level 40 or greater, as being half their value, rounded up.

~Arcanist~
Apprentice Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures possessor summons through Aracanist Magic spells or Cards gain +150 to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost 500 less MP and gain +150 additional Magical Attack
Arcanist- (Passive Ability, Arcanist) All entities possessor summons through Arcanist Magic spells or Cards gain +(10 x Possessor Level) to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost (50 x Possessor Level) less MP and gain +(25 x Possessor Level) Magical Attack if they possess a Magical Attack bonus
Arcanist Magic Casting I- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 20 less MP to cast
Arcanist Magic Casting II- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 200 less MP to cast
Augmented Elementalize Via Card- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability may use unique spells in addition to non-unique ones, and it does not render the spell used effectless if said spell is unique
Augmented Elementalize Via Card II- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability does not render spells effectless
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Arcanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Card-Playing Stance- (Stance Ability, Arcanist) Possessor's Arcanist Magic spells gain +50 Magical Attack
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Dramatic Card Use- (Passive Ability, Arcanist) When possessor uses the Cast a Spell action and casts an Arcanist Magic spell, possessor may choose a target and have a 5% chance of inflicting Charm: Impressed on said target
Elementalize Via Card- (Active Ability, Arcanist) Possessor may, as an action, cause an equipped non-unique Arcanist Magic spell to lose all of its effects for the remainder of the thread to cause a willing target individual to become the element or elements of said spell
Expanded Elementalize Via Card- (Passive Ability, Arcanist) Possessor may use Elementalize Via Card to affect items as well as individuals, but possessor may not use Augmented Elementalize Via Card or Augmented Elementalize Via Card II as part of an action using this ability
Fast Shuffler- (Passive Ability, Arcanist) If possessor's actions for an entire round all involve either an Arcanist Magic spell, an Arcanist ability, or passing, then possessor gets +10 to possessor's turn-order-determining stat sum for turn-order-determining purposes the next round
Poker Face- (Passive Ability, Arcanist) There is a 50% chance that each action possessor makes that involves an Arcanist Magic spell cannot be countered by individuals under level 20
Throw Card Dramatically- (Active Ability, Arcanist) Possessor may use Throw Card Dramatically in conjunction with a Magical Attack, so long as no other technique is used and an Arcanist Magic spell is cast as part of said Magical Attack. Possessor gains a 5% chance of inflicting Charm: Impressed with this attack.
Trade Cards- (Active Ability, Arcanist) Possessor may, if possessor is a Deck-Based Arcanist, exchange a card in possessor's hand with a card from a willing target Deck-Based Arcanit's hand

~Architect~
Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Apprentice Tool Training- (Passive Ability, Architect) Possessor gains +50 Melee Attack if possessor has a Tool equipped, Possessor gains +20 to all stats if possessor has a Tool equipped
Basic Dissassembly- (Passive Ability, Architect) Possessor, when wielding a Tool, gains +50 Melee Attack against Robots, Machines, Clockworks, Vehicles, Vessels, and Mechs
Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Knowledge of Architectural Techniques- (Passive Ability, Architect) Possessor's Large Structure pets and summons gain +200 Defense
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.
Proper Tool Calibration- (Passive Ability, Architect) Possessor may remove any number of debuffs from Tool items that possessor is carrying that come from sources below Level 10 at the beginning of each round
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
Tool Wielding I- (Passive Ability, Architect) +5 to all stats when a Tool is equipped

~Artificer~
Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Artifice Casting I- (Passive Ability, Artificer) Artifice spells cost possessor 20 less MP to cast
Artifice Casting II- (Passive Ability, Artificer) Artifice spells cost possessor 200 less MP to cast
Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Artificer's Magical Item-Creation Procedure: Remove Technology Element- (Passive Ability, Artificer) Whenever possessor creates a Gadget Accessory or Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 5,000 Gold and 500 XP and, so long as it would retain at least one element as part of its text (discounting any buffs or debuffs that are on it when checking such), remove the element Technology from its elements, with this removed element not being a buff and being part of the created item's text
Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost 10 less MP, XP, and Gold
Build Artificer's Doodad- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Gadget Accessory or Magic-element Magic Item Accessory named '<Possessor's Name>'s Artificer's Doodad' with a Gold value of 500 and the text 'Possessor obtains +5 to all stats'
Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Improved Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by individuals below Level 10
Skilled In Cheap Manufacturing Techniques- (Passive Ability, Artificier) Possessor may choose to have any Artifice spell that possessor casts cost 2,500 less Gold to cast, with any item created by it becoming temporary and being worth 10,000 less Gold than it otherwise would be, to a minimum of 1 Gold
Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals

~Astromancer~
Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set

~Auramancer~
Apprentice Aura Mastery- (Passive Ability, Auramancer) Possessor gains +50 Defense if possessor has an Aura equipped
Auramancer- (Passive Ability, Auramancer) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(250 + (25* Possessor Level)) Mind and Spirit if possessor has an Aura equipped
Basic Aura Mastery- (Passive Ability, Auramancer) All Auras equipped by possessor provide +10 additional Defense
Blessed Aura- (Passive Ability, Auramancer) Possessor obtains 30% Hexed Resistance if possessor has an Aura equipped
Healthy Aura- (Passive Ability, Auramancer) Possessor obtains 30% Diseased Resistance if possessor has an Aura equipped
Vitalizing Aura- (Passive Ability, Auramancer) Possessor obtains 30% Fatigued Resistance if possessor has an Aura equipped
Shared Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +50 Defense as a non-stacking bonus if possessor has an Aura equipped
Shared Blessed Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Hexed Resistance if possessor has an Aura equipped
Shared Healthy Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Diseased Resistance if possessor has an Aura equipped
Shared Vitalizing Aura- (Passive Ability, Auramancer) Possessor's allies obtain 15% Fatigued Resistance if possessor has an Aura equipped
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
Wide Aura Protection- (Passive Ability, Auramancer) Possessor and possessor's allies obtain +200 Defense against attacks that target more than one individual that is not their performer if possessor has an Aura equipped

~Bard~
Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Footsteps Accompanied by Excessive Bass- (Passive Ability, Bard) Possessor gains +150 Magical Attack and 15% inflicts Impaired: Deaf when using a Bardic Music spell that provides a Magical Attack bonus, Possessor's stats are immediately scanned by all opponents when possessor shifts rows unless possessor has the ablility 'Apprentice Bardic Music Attunement', Possessor may choose at the start of any action or round to disable this ability's other aspects or re-enable them if possessor has the ability 'Apprentice Bardic Music Attunement'
Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
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
Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Turkey Music!- (Active Ability, Bard) Possessor may, once per day, create up to 10 of the item Turkey at no cost, Food consumable with Turkey in the name heal for 1.2 times normal value and provide stat, HP, and MP boosts of 1.2 times normal value for possessor
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

~Blessing~
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessed with Djorgammon's Fortitude- (Passive Ability, Blessing) Possessor gains +5,000 HP, +120 Defense against Stat Damage, and 15% Resilience
Mana Spark Blessing 19- (Passive Ability, Blessing) +300 STR, +300 AGI, +300 CON ("Triangular")
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.
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

~Botanist~
Apprentice Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Botanist- (Passive Ability, Botanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Plant pet only, This ability provides +50 HP and +10 to all stats of possessor's Plant pets and summons per Level of possessor
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
Can Identify Most Common Herbs- (Passive Ability, Botanist) Possessor's Medicine Consumables that Heal deal an additional 500 HP, Possessor is considered to be 3 Levels higher for stat-scanning purposes when attempting to scan the stats of Plants below Level 20
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
Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Herb Lore- (Passive Ability, Botanist) Possessor’s Medicine consumables that heal HP heal an additional 40 points.
Knowledge of Crop Rotation- (Passive Ability, Botanist) Possessor's Plant pets gain +50 to all stats as a buff that stacks 20 times when equipped or unequipped
Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Photosynthetic- (Passive Ability, Botanist) If possessor is a Plant, possessor regenerates 2,000 HP and 2,000 MP at the start of each round that possessor is in a Zone of Light
Plant Traits- (Passive Ability, Botanist) Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's Agility is multiplied by .75, and possessor gains immunity to Impaired. This ability only takes effect if possessor is an Plant.
Understands Basic Plant Augmentation Treatments- (Passive ABility, Botanist) Possessor's Plant pets and summons gain +50 to all stats

~Captain~
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Hyperspace Navigation- (Passive Ability, Captain) Possessor and possessor's allies gain 30% Dodge and 130% To Hit if possessor is in a Vessel transformation and the terrain or phantom terrain is Hyperspace
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Warp Captain- (Passive Ability, Captain) Possessor gains +500 to all stats if in a Vessel Transformation if the Terrain or Phantom Terrain is Space, Possessor's Vessel Transformations gain +5% Dodge, to a max of 100%, and +5% To Hit, to a max of 200%, if the Terrain of Phantom Terrain is Space

~Channeler~
Apprentice Channeling Attunement- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional 5,000 points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional 500 points of each that they can already transfer
Basic Ambient Mana Rerouting- (Passive Ability, Channeler) If possessor is Level 6 or greater possessor may choose for non-unique Level 1 opponents who would be rolled as encounters in Random Dungeons to not appear.
Basic 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 Element Channeling- (Passive Ability, Channeler) Spells that include one of possessor's elements cost possessor 30 less MP to cast
Basic Magic Retention- (Passive Ability, Channeler) Spells cost possessor 20 less MP to cast
Basic Transfer Mastery- (Passive Ability, Channeler) Whenever possessor transfers HP or MP from on source to another, possessor may transfer an additional 200 points
Basic Understanding of Theoretical Mana Pattern Copying- (Passive Ability, Channeler) Possessor gains +50 to all stats if possessor is not the only individual in battle
Basic Zonal Element Channeling Linkup- (Passive Ability, Channeler) When possessor is in a Zone of a base element, quantities of Damage dealt by possessor that are of said element are increased by 500 points
Channel Leyline- (Passive Ability, Channeler) Possessor regenerates 100,000 MP at the start of every round if a Leyline is considered present
Channeler- (Passive Ability, Channeler) All Channeling spells cast by possessor can that transfer HP or MP may transfer an additional (2,000 x Possessor Level) points of each that they can already transfer; all Channeling spells cast by possessor can that transfer stats may transfer an additional (100 x Possessor Level) points of each that they can already transfer
Re-Position Garbage- (Passive Ability, Channeler) Possessor may, at the start of each round, move a debuff from a source below Level 10 that is on a target that is either willing or below Level 40 onto a new target that is either willing or below Level 20

~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
Apprentice Chef Proficiency- (Passive Ability, Chef) Possessor gains +50 to all stats for each Food or Drink equipped, Possessor's Food and Drink consumables that heal HP or MP heal 5,000 more points of each type that they already heal
Autocannibalize- (Technique Ability, Chef) Possessor may use 'Autocannibalize' in conjunction with a 'Melee Attack' action. Said action deals HP Drain to its user if its user is targetted.
Butcher- (Passive Ability, Chef) Whenever one of possessor's Chef abilities would heal HP or add HP healing to something, said amount of HP healing is increased by 500 as an effect that does not trigger itself or stack
Butchering Strike- (Technique Ability, Chef) Possessor may use Butchering Strike in conjunction with a Melee Attack or Powerful Attack action, so long as no other technique is used and so long as said action only targets individuals that are below Level 60. This action, if it kills its target, causes its user to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 500,000 HP.
Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Gobble It Down- (Technique Ability, Chef) Possessor may use 'Gobble It Down' in conjunction with a 'Use an Item or 'Metacombine' action so long as no other technique is used, a Food consumable is used as part of said action, and possessor has used more charges of Food consumables in the same thread than any other individual currently in the same battle. Said action has instances of HP and MP regeneration that Food consumables that are part of it increased by 1,000,000 points per each such Food consumable, to a max of 2 such consumables total per round.
Grill Fish- (Ability, Chef) 50 additional HP is restored for each Food element consumable possessor uses that restores HP, Possessor may skip a turn deal 500 Fire damage per possessor level to an Aquatic that is judged by a mod to be a fish in an RP thread, or 250 Fire damage per possessor level to an Aquatic judged to not be a fish in an RP thread, out of RP-based threads, this functions on the principle that all Aquatics count as fish
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
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

~Clearance~
Has a Basic Permit to Battle Antithesis Dragon- (Passive Ability, Clearance) Possessor may fight the monster 'Antithesis Dragon' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos

~Commander~
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Annoyance General's Generally Annoying Tactics- (Passive Ability, Commander) At the start of each round, each of possessor's opponents is randomly afflicted with either -100 to a randomly determined stat, -2% to Dodge, To Hit, Resilience, or Critical, or -100 Defense, with said debuffs stacking 10 times across all possible debuffs
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Battle Formation: Phoenix Formation- (Stance Ability, Commander) Possessor's team's row setup changes while in this stance. If another positive source on possessor's side alters possessor's team's row setup, then possessor's team must decide which setup to use, with the assignment of a setup being random between the available, contested choices if the team cannot decide on one. Possessor's row setup gains the following categories: Main Body, Left Wing, Right Wing, and Tail. The Main Body, Left Wing, and Right Wing, are considered to be front rows in all respects not otherwise specified. The Tail is considered to be a back row in all respects not otherwise specified. Only the Main Body counts as possessing members in the front row when determining how many individuals may be in the Tail. A number of individuals in the Left Wing and Right Wing equal to the number of individuals in the opposite wing gain +10 to their relevant combat stat (to a max of +1,000) for each individual in the opposite wing. There may not be more individuals in the Left Wing or the Right Wing than in the body, and rows are changed as normal if such an invalid arrangement of individuals occurs.
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Director- (Passive Ability, Commander) Possessor's allies gain +100 MIN as a non-stacking effect
Focused Leadership Casting- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Leadership
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Leadership Casting II- (Passive Ability, Commander) Leadership spells cost possessor 200 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies
Raging Coaching- (Passive Ability, Commander) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk

~Crusher~
Mountain-Shattering Strike- (Technique Ability, Crusher) Possessor may use 'Mountain-Shattering Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Hammer equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Nail-Driving Blow- (Technique Ability, Crusher) Possessor may use 'Nail-Driving Blow' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Hammer equipped. Said action gains +600 Melee Attack, and changes the text of all stacked instances of one buff or debuff with said action's performer as a source, adding the text 'the first time this buff or debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'

~Deathless One~
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Overcome Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) Possessor's 'Undead Weakness: Blunt Weapons' ability loses its text
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Undead Weakness: Blunt Weapons- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Hammer, Staff, or Mace deal 500 additional Damage to possessor
Undead Weakness: Holy Iconography- (Passive Ability, Deathless One) If possessor is Undead, individuals with a Holy Symbol equipped gain +500 Defense against possessor

~Diviner~
Ancient Magic: Divining Techniques of a Grand Era- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher
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 Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking 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
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Instinctive Sense to Tell When the Least Conveninent Time to Give Someone a Phone Call is for That Person- (Passive Ability, Diviner) Possessor's first 'Ranged Attack' or 'Magical Attack' action of each battle obtains 'Pierces 2,000 Defense'
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
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Whisper-Mote Listener- (Passive Ability, Diviner) Possessor may claim Whisper Motes
Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in

~Dracomage~
Basic Dragon Magic Attunement- (Passive Ability, Other: Dracomage) All Dragon Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all Dragon Magic spells cost possessor 100 less MP to cast

~Dragon Lord~
Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Basic Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Clinging Breath- (Passive Ability, Dragon Lord) Possessor may choose for possessor's 'Dragon's Breath' actions to repeat themselves the round after they are first used, with a max of one action being repeated per turn per individual by this ability
Cloud Breath- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15'
Cone Breath- (Technique Ability, Dragon Lord) Possessor may use 'Cone Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in the front row and 15 individuals in the back row'
Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Dragon's Breath- (Passive Ability, Dragon Lord) If possessor is a Dragon and possessor has not used this ability within the last four rounds, possessor may spend an action to deal (1,000 * Possessor Level) Flat Fire element Damage to any one target
Elemental Breath: Air- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Air element Damage
Elemental Breath: Earth- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Earth element Damage
Elemental Breath: Fire- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Fire element Damage
Elemental Breath: Water- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 5,000 points, Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Water element Damage
Furnace-Stoked Breath- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Breath' ability has the amount of Flat Damage it deals increased by 50,000 points if it is not the first round of battle and possessor has not performed a 'Dragon's Breath' action within the last 5 rounds
Line Breath- (Technique Ability, Dragon Lord) Possessor may use 'Line Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 1 individual in each of 2 rows' and said action deals full Damage to individuals below Level 80 in the back row
Waveform Breath- (Technique Ability, Dragon Lord) Possessor may use 'Waveform Breath' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 5,000', deals full Damage to individuals below Level 80 who are in the back row, and pierces all Defense of individuals below Level 60
Wide Exhalation- (Technique Ability, Dragon Lord) Possessor may use 'Wide Exhalation' in conjunction with a 'Dragon's Breath' action. Said action gains '1 hit against 15 individuals in the front row'

~Druid~
Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
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
Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Connection to the Seasons- (Passive Ability, Druid) Possessor may obtain a buff that gives its possessor the element Electrical whenever Call Unto Season: Spring is cast, Possessor may obtain a buff that gives its possessor the element Energy whenever Call Unto Season: Summer is cast, Possessor may obtain a buff that gives its possessor the element Acid whenever Call Unto Season: Fall is cast, and Possessor may obtain a buff that gives its possessor the element Ice whenever Call Unto Season: Winter is cast
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
Druidic Geomantic Overlay Connection- (Passive Ability, Druid) Possessor's 'Understand Natural Disruptions' and 'Purge Unnatural Influence' abilities also apply to Phantom Terrains
Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Druidic Land Attunement: Desert- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Desert
Green Fury- (Passive Ability, Druid) Possessor gains +500 Magical Attack as a buff whenever a Terrain or Phantom Terrain that is a Forest, Jungle, or Swamp ceases to be present, with said buff stacking 4 times
Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Land's Protector- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher, to a max of Level 60, for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Purge Unnatural Influence- (Active Ability, Druid) Possessor may spend an action to remove an effect attached to a Zone or Terrain (but not a Phantom Terrain) that comes from a source that is not 20 or more Levels above possessor that is not above Level 60 that comes from a source that is a Necromancy Spell, a Necromancer ability, a Blight Magic spell, a Blight Druid ability, a Demon, a Demonologist ability, a Devil, a Pactmaker ability, a Daemon, a Puppet Master ability, a Rune Magic spell, a Rune Mage ability, an Abstract, a Walker from Beyond ability, a Celestial, a Justicar ability, a Celestial Magic spell, a Luminary ability, an Illuminated, a Lightbearer ability, an Angel, a Heavenly Protector ability, a Biomancy spell, a Biomancer ability, a Bio-Horror, a Mad Scientist ability, a Robot, a Roboticist Ability, a Clockwork, a Gearwright ability, a Machine, a Mechanist ability, a Hypertech spell, a Scientist ability, an Engineer ability, or an Architect ability.
Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Sand Affinity- (Passive Ability, Druid) If the Terrain or Phantom Terrain is Desert, possessor gains +2% Dodge
Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60

~Ebon Chancellor~
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +500 to all stats while in a Zone of Darkness
Basic Acceleration Within Darkness's Dominion- (Passive Ability, Ebon Chancellor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Darkness
Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Improved Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +1,000 to all stats while in a Zone of Darkness

~Elementalist~
Apprentice Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +250 Magical Attack and cost 50 less MP, all Elemental Magic summoned Elementals stay for 1 turn longer and have their stats increased by 50 each and the damage of their damage dealing attacks increased by 250
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Elemental Magic Casting I- (Passive Ability, Elementalist) Elemental Magic spells cost possessor 20 less MP to cast
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Air- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Air
Envoy of Earth- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Earth
Envoy of Fire- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Fire
Envoy of Water- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Elements: Water
Heart of Air- (Passive Ability, Elementalist) +10 Magical Attack for Air element Elemental Magic, 5% Air Resistance
Heart of Earth- (Passive Ability, Elementalist) +10 Magical Attack for Earth element Elemental Magic, 5% Earth Resistance
Heart of Fire- (Passive Ability, Elementalist) +10 Magical Attack for Fire element Elemental Magic, 5% Fire Resistance
Heart of Water- (Passive Ability, Elementalist) +10 Magical Attack for Water element Elemental Magic, 5% Water Resistance

~Enchanter~
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Basic Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 10 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Blade Enchanter- (Passive Ability, Enchanter) Possessor's Enchantment spells that apply Enchantment enhancements to Swords cost 200 XP less when applying said enhancements to Swords
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds
Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element

~Empty Vessel~
Empty Idol- (Passive Ability, Other: Empty Vessel) Possessor, if an Golem, may choose at the beginning of a thread to gain the subtype Hollow Soul, Possessor, if a Hollow-Soul, may choose at the beginning of a thread to gain the subtype Golem, Possessor if a Golem and an Hollow-Soul, gains +100 to all stats
Hollow-Soul Traits- (Passive Ability, Other: Empty Vessel) Possessor gains Hexed Immunity, Disease Immunity, Fatigued Immunity, Pain Immunity, Confusion Immunity, and Charm Immunity so long as possessor is a Hollow-Soul. Possessor, while a Hollow-Soul dies when possessor reaches 0 MP instead of 0 HP. If possessor has been a Hollow-Soul at any point in the thread, whenever possessor's HP is 0 or less, instances of HP Damage that are dealt to possessor may (should their sources choose to do such) be converted into instances of MP Damage of amounts equal to half their prior value.

~Evermason~
Apprentice Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Evermason Knowledge- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +15 MIN
Evermason- (Active Ability, Evermason) Possessor may forfeit one Accessory slot or Spell slot to gain a Pet slot that may contain a Golem pet only, This ability provides +50 HP and +10 to all stats of possessor's Golem pets and summons per Level of possessor
Familiarity with Common Golem Types- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +60 to all stats, Possessor's level is considered to be 1 higher for stat-scanning purposes when targetting Golems
Formshift: Golem- (Stance Ability, Evermason) Possessor's subtype becomes Golem
Golem Auto-Repair System Initialization- (Passive Ability, Evermason) Possessor's Golem pets and summons Regenerate 200 HP at the start of every round
Golem Commander's Stance- (Stance Ability, Evermason) Possessor's allies who are Golems gain +200 to all stats as a non-stacking buff
Golem-Hardening Aura- (Passive Ability, Evermason) Possessor's allies who are Golems gain +200 Defense as a non-stacking buff
Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +50 MIN and 5% Charm Resistance
Golem Traits- (Passive Ability, Evermason) Possessor gains Pain Immunity, Fear Immunity, Deafened Immunity, Poison Immunity, Diseased Immunity so long as possessor is a Golem
Impersonate Statue- (Stance Ability, Evermason) Possessor's subtype becomes Golem, Possessor gains +5,000 HP, +500 CON, and 25% Resilience while in this stance
Improved Golem Programming- (Passive Ability, Evermason) Possessor's Golem pets and summons gain +200 MIN, 30% Charm Resistance, and Immunity to Charm and Confusion from sources below Level 10
Improved Golem Repair II- (Passive Ability, Evermason) Possessor's 'Repair Golem' actions heal an additional 50,000 HP
Necrogolem- (Passive Ability, Evermason) Possessor, if an Undead, may choose at the beginning of a thread to gain the subtype Golem, Possessor, if a Golem, may choose at the beginning of a thread to gain the subtype Undead, Possessor if a Golem and an Undead, gains +100 to all stats
Repair Golem- (Active Ability, Evermason) Possessor may, as an action, perform an attack that possesses MIN as its Prime Attribute and uses possessor's Melee Attack bonus. This attack's element is the user's element if none of the user's equipped items give a Melee Attack bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. This attack deals HP healing and only affects Golems.
Statue Impersonator- (Passive Ability, Evermason) Possessor gains +50,000 HP and 50% Resilience while a Golem

~Friendship~
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Connectivity Increased Between Vashna and Vashna's Abomination- (Passive Ability, Friendship) Possessor, if possessor's name is 'Vashna Saseen', may equip the unique pet named 'Vashna's Abomination' so long as said pet possesses Constant Effects named 'I Love You, Vashna' and 'I Hate You, Vashna', provided that possessor is Level 19 and said pet is no greater than Level 25, Possessor's chance of gaining an effect granted by a constant effect named 'I Hate You, Vashna' that is present on said pet is increased to 5 in 100 if it were previously less than 5 in 100 if possessor is below Level 20.
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has Balko's Gratitude- (Passive Ability, Friendship) If any of possessor's allies are named 'Balko, Dogmaster' possessor gains +100 to all stats
Known In Nexus- (Passive Ability, Friendship) Possessor obtains +1 Fame
Peer of Many Notable Esoteric Binders- (Passive Ability, Friendship) Possessor may purchase Summoner abilities from the Ability Shop for 500,000 Gold less

~Genesis Architect~
Adept Life Synchronization- (Passive Ability, Other: Genesis Architect) Amounts of Life element Damage possessor deals are increased by 10,000 points, Life 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 Life element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Life Synchronization- (Passive Ability, Genesis Architect) Possessor gains +50 to all stats for each Life element item equipped, Possessor's Life element pets and summons gain +250 to all stats
Basic Life Synchronization- (Passive Ability, Other: Genesis Architect) Possessor gains +25 to all stats if possessor is Life element
Filled with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor is afflicted with Rejuvenation at the start of every round
First Genesis- (Passive Ability, Other: Genesis Architect) Possessor may, at the start of each round, if possessor is Life element, summon one individual who is below Level 20 and is normally fightable for drops on the Enemy List, Max 20 summoned
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
Life Manipulation- (Passive Ability, Other: Genesis Architect) Possessor may choose one of the following at the beginning of each round if Life element: Create a Zone of Life, Remove a Zone of Life created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Life by either possessor or a source below Level 20, Add Life 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 Life element on a Life element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Life, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Life, 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 Life element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Life to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Life, 5% Life Resistance, or +50 Defense against Life and 1% Life Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Life- (Passive Ability, Other: Genesis Architect) Possessor may choose, at the beginning of a thread, to become solely Life element
Nullify Life- (Passive Ability, Other: Genesis Architect) Possessor may remove the element Life from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Life-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Life-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Life from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur
Overflowing with Life- (Passive Ability, Other: Genesis Architect) If possessor is Life element, up to 30 of possessor's allies are afflicted with Rejuvenation at the start of every round
Through Life, Rebirth- (Passive Ability, Other: Genesis Architect) If possessor is Life element, once per thread, when possessor dies to a source that is below Level 60 and is no more than 19 Levels greater than possessor, possessor is immediately resurrected, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect
Through Life, Regeneration- (Passive Ability, Other: Genesis Architect) If possessor is Life element, possessor regenerates 5,000 HP at the start of every round
Vitalizing Life Force- (Passive Ability, Other: Genesis Architect) Possessor's allies gain +5,000 HP

~General~
Adaptable Nature- (Passive Ability, General) Possessor, if Human, may choose at the beginning of a thread to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category
Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
General- (Active Ability, General) Possessor may forfeit one Accessory slot or Spell slot to gain a Pet slot that may contain a Human pet only, This ability provides +50 HP and +10 to all stats of possessor's Human pets and summons per Level of possessor
Versatile Style- (Passive Ability, General) Possessor, if Human, may choose at the beginning of every round to count as possessing one more ability of any standard subtype that is not in the General / Other abilities category as a non-stacking effect

~Geomancer~
Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Apply Zonal Battle-Tiling- (Passive Ability, Geomancer) At the start of every round, possessor may attach an effect to a Zone that deals 100,000 Flat Damage of any base element to each individual in said Zone at the start of each round, with said effect stacking 4 times per Zone and 10 times across all Zones
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Battlefield - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Battlefield
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Attuned to Terrain: Desert- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Desert
Attuned to Terrain: Frozen Waste - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Frozen Waste
Attuned to Terrain: Mountains- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mountains
Attuned to Terrain: Mushroom Forest- (Active Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Mushroom Forest
Attuned to Terrain: Space - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Space
Attuned to Terrain: Stormy Plains - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Stormy Plains
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Base Terrain Element Alteration- (Active Ability, Geomancer) If the terrain or phantom terrain is Battlefield, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Beach, possessor may skip an action to become Water element, If the terrain or phantom terrain is Boneyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Caverns, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Cliffside, possessor may skip an action to become Air element, If the terrain or phantom terrain is Cloudy Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Conifer Forest, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Dark Forest, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Desert, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Dry Riverbed, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Farmland, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Forest, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Frozen Waste, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Glacier, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Graveyard, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Hills, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Jungle, possessor may skip an action to become Water element, If the terrain or phantom terrain is Junkyard, possessor may skip an action to become Technology element, If the terrain or phantom terrain is Lake, possessor may skip an action to become Water element, If the terrain or phantom terrain is Marsh, possessor may skip an action to become Water element, If the terrain or phantom terrain is Meadow, possessor may skip an action to become Light element, If the terrain or phantom terrain is Mesa, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Mountains, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Ocean, possessor may skip an action to become Water element, If the terrain or phantom terrain is Open Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Open Sky, possessor may skip an action to become Air element, If the terrain or phantom terrain is Polluted Morass, possessor may skip an action to become Acid element, If the terrain or phantom terrain is River-Land, possessor may skip an action to become Water element, If the terrain or phantom terrain is Road, possessor may skip an action to become Physical element, If the terrain or phantom terrain is Rolling Plains, possessor may skip an action to become Air element, If the terrain or phantom terrain is Salt Flats, possessor may skip an action to become Psychic element, If the terrain or phantom terrain is Savannah, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Scrubland, possessor may skip an action to become Fire element, If the terrain or phantom terrain is Snowy Plains, possessor may skip an action to become Ice element, If the terrain or phantom terrain is Space, possessor may skip an action to become Darkness element, If the terrain or phantom terrain is Steppes, possessor may skip an action to become Earth element, If the terrain or phantom terrain is Stormy Plains, possessor may skip an action to become Electrical element, If the terrain or phantom terrain is Sunny Forest, possessor may skip an action to become Magic element, If the terrain or phantom terrain is Swamp, possessor may skip an action to become Acid element, If the terrain or phantom terrain is Tropical Island, possessor may skip an action to become Water element, If the terrain or phantom terrain is Wasteland, possessor may skip an action to become Earth element,
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Create Zone- (Active Ability, Geomancer) Possessor may spend an action to create a zone of any base element
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
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Generate Chronogeomantic Zone of Night- (Passive Ability, Geomancer) Possessor may create a Chronogeomantic Zone of Night at the beginning of battle if no other Zones are present
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Geomantic Denial Stance- (Stance Ability, Geomancer) At the start of each round, possessor removes on Zone or Phantom Terrain that has been created by a source below Level 40 from battle
Improved Terrain Attunement: Battlefield: The Ground Giveth Me Mine Arms- (Active Ability, Geomancer) Possessor may use an action to create a Weapon that provides + (Possessor Level x50, to a max of 2,500) to any one attack type and + (Possessor Level x50, to a max of 2,500) to any one stat that is any base element, and, if desired, equip said weapon. This weapon disappears at the end of this thread. This ability may only be used if the terrain or phantom terrain is Battlefield.
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor's Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Improved Terrain Attunement: Desert: Cloaked in Mirage- (Passive Ability, Geomancer) Possessor gains 30% Dodge if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Desert: Mirage Magics- (Passive Ability, Geomancer) Possessor gains +400 SPI if the terrain or phantom terrain is Desert
Improved Terrain Attunement: Frozen Waste: Bearer of the Chill- (Passive Ability, Geomancer) Possessor gains +100 CON and possessor's damage-dealing Ranged Attack, Melee Atttack, and Magical Attack actions deal 25 AGI damage on hit, if the terrain or phantom terrain is Frozen Waste
Improved Terrain Attunement: Mountains: Strength of the Mountains- (Passive Ability, Geomancer) Possessor gains +400 STR and +200 CON, if the terrain or phantom terrain is Mountains
Improved Terrain Attunement: Mushroom Forest: Calmer of Fungal Beings- (Active Ability, Geomancer) Possessor gains +25 to all stats, and +15% infliction rate against Plants for attacks that can inflict Charm if the terrain or phantom terrain is Mushroom Forest
Improved Terrain Attunement: Mushroom Forest: Constitution of the Stalk Walker- (Active Ability, Geomancer) Possessor gains +25 to all stats save CON, +200 CON, and +5% Poison Resistance if the terrain or phantom terrain is Mushroom Forest
Improved Terrain Attunement: Mushroom Forest: Dancing Mayor of the Sporefolk- (Active Ability, Geomancer) Possessor gains +70 to all stats and possessor's Plant pets and summons gain +150 to all stats if the terrain or phantom terrain is Mushroom Forest, provides an additional bonus of +110 to all stats of said pets and summons if the previous bonus applies and possessor has either two Dancer abilities or a Dance spell equipped
Improved Terrain Attunement: Mushroom Forest: Poison Resistance of the Shroom Kings- (Active Ability, Geomancer) Possessor gains +50 to all stats and 25% Poison Resistance if the terrain or phantom terrain is Mushroom Forest
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Mystic Terrain Reservoir: Desert- (Passive Ability, Geomancer) Possessor gains +5,000 MP if the terrain or phantom terrain is Desert
Phantom Terrain Link Established: Battlefield- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Battlefield
Phantom Terrain Link Established: Boneyard- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard
Phantom Terrain Link Established: Desert- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Desert
Phantom Terrain Link Established: Frozen Waste- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Frozen Waste
Phantom Terrain Link Established: Mountains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mountains
Phantom Terrain Link Established: Mushroom Forest- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Mushroom Forest
Phantom Terrain Link Established: Space- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Space
Phantom Terrain Link Established: Stormy Plains- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Stormy Plains
Phantom Terrain Link Established: Swamp- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Regurgitate Lake- (Passive Ability, Geomancer) Possessor, upon removing a Terrain, Phantom Terrain, or Zone with the ability 'Drink Lake', as a non-stacking effect, gains the ability:
Regurgitate Lake- 20,000 Damage, 70% inflicts Drowning, This action's Prime Attribute is Constituion, this action gains '1 hit against 200' if targetting only individuals of lower Level than caster that are below Level 60, Water, 45,000 MP
Terrain Survival: Desert- (Passive Ability, Geomancer) Possessor gains 50% Resistance to Fatigued, 5% Fire Resistance, 10% Burning Resistance, 10% Entombed Resistance, and 15% Confusion Resistance all from sources that are either Desert Terrain or Phantom Terrain or are attached to Desert Terrain or Phantom Terrain
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Life- (Passive Ability, Geomancer) Possessor may create a Zone of Life at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Magic- (Passive Ability, Geomancer) Possessor may create a Zone of Magic at the beginning of battle if no other Zones are present

~Gunner~
Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Gun Accuracy Training- (Passive Ability, Gunner) Possessor gains 115% To Hit if possessor has a Gun equipped
Gunner- (Passive Ability, Gunner) Possessor gains +700 Ranged Attack and +50 to all stats when a Gun is equipped plus an additional +(10 x Possessor Level) Ranged Attack and +(5 x Possessor Level) to all stats if a Gun is equipped.
Gun Wielding I- (Passive Ability, Gunner) +5 to all stats when a Gun is equipped
Gun Wielding II- (Passive Ability, Gunner) +25 to all stats when a Gun is equipped, +50 Ranged Attack when a Gun is equipped
Quick Draw- (Passive Ability, Gunner) This character gains 30 AGI on the first round of combat for each Gun equipped
Rapid Reloading- (Active Ability, Gunner) Possessor may choose a non-equipped Ammo accessory to be designated as an alternate Ammo for one equipped Ammo accessory, possessor may spend a turn switching between the two or switch between the two at no cost of time between battles
Shoot Their Eye Out!- (Technique Ability, Gunner) Possessor may use 'Shoot Their Eye Out!' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +50 Ranged Attack and '30% inflicts Impaired: Blind'.
Sniping Shot- (Technique Ability, Gunner) Possessor may use 'Sniping Shot' in conjunction with a 'Ranged Attack' action or 'Snipe' action, so long as no other technique is used, possessor is in the back row, and possessor has a Gun equipped. Said attack gains +100 Ranged Attack and +5% To Hit.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.

~Healer~
Apprentice Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cost possessor 50 less MP to cast, Possessor's actions that Heal HP heal an additional 500 points
Basic Healer Magic Attunement- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +10 Magical Attack and cost 10 less MP
Bolster Agility- (Technique Ability, Healer) Possessor may use Bolster Agility in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 AGI which stacks to a max of (20 x Possessor Level) AGI.
Bolster Constitution- (Technique Ability, Healer) Possessor may use Bolster Constitution in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 CON which stacks to a max of (20 x Possessor Level) CON.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Power- (Technique Ability, Healer) Possessor may use Bolster Power 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 Magical Attack, +20 Melee Attack, or +20 Ranged Attack, which stacks to a max of (20 x Possessor Level) of each type of attack bonus.
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.
Brush Off Death- (Technique Ability, Healer) Possessor may use 'Brush Off Death' in conjunction with a 'Rest' or 'Meditate' action so long as no other technique is used and possessor has Regenerated more HP (not counting values regenerated that would put individuals over their Max HP), than any other individual currently in the same battle. Said action cures its performer of Instant Death: Doomed.
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
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,
Medicinal Herb Mastery- (Passive Ability, Healer) Possessor’s Medicine consumables that heal HP heal an additional 7,000 points.
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

~Hollow Man~
Basic Null Synchronization- (Passive Ability, Other: Hollow Man) Possessor gains -25 to all stats if possessor is Null element
Hollow Man- (Passive Ability, Other: Hollow Man) Possessor obtains -(1,000 * Possessor Level) to all stats if possessor is Null element
Never Knowing Why- (Passive Ability, Other: Hollow Man) Possessor cannot scan the stats of allies

~Illusionist~
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel
Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections

~Justicar~
Apprentice Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Justicar Knowledge- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Celestial Calling I- (Passive Ability, Justicar) Possessor's Celestial summons gain +20 to all stats
Celestial Calling II- (Passive Ability, Justicar) Possessor's Celestial summons gain +200 HP
Celestial Instruction I- (Passive Ability, Justicar) Possessor's Celestial pets and summons gain +20 to all stats
Messenger of an Empty Heaven- (Passive Ability, Justicar) Once per thread, at the start of a battle, possessor creates a battlespace, places a Zone of Light into said battlespace, and attaches an effect to said battlespace that prevents possessor's allies' resurrections from being prevented by individuals below Level 80 who have not scanned possessor's stats while possessor did not have at least one Mask equipped so long as no individual has at any point entered the zone bearing said effect, Possessor's Justicar abilities count as Empty Vessel abilities (including for prerequisite purposes)

~Kensai~
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Combination Attack: I Am My Sword Which Smites You!- (Technique Ability, Kensei) Possessor may use 'I Am My Sword Which Smites You!' in conjunction with a 'Melee Overdrive' action if possessor has a unique ally named 'Sword Vashna' that possesses the ability 'Transform Into Vashna's Sword' and has at least one open weapon slot. Said action becomes a Combo Move that uses an action of its performer and said unique ally, Possessor's per-item Melee Attack bonus is doubled for said action, said action gains '2 hits against 1', said action's Prime Attribute becomes (Possessor's Strength + said ally's Strength or Spirit), and a temporary copy of the item *Sword of Vashna is placed in one of possessor's open weapon slots for the duration of said action. Said action costs 25% of the Max MP of said allied participant to perform.
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Sword- (Passive Ability, Kensei) At the beginning of any round, possessor may pay 50 MP to add Magic to the element of any Sword equipped by possessor as a buff that does not stack
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Meditation of the Magic Blade- (Technique Ability, Kensei) Possessor may use 'Meditation of the Magic Blade' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that adds the Melee Attack bonus of any one of possessor's equipped Swords, to a max of 10,000 points, to possessor's next 'Magical Attack' action that includes a Sword Arts spell as a Magical Attack bonus, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Sword's Fury- (Technique Ability, Kensei) Possessor may use 'Meditation of the Sword's Fury' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action deals an amount of Flat Fire element HP Healing to its user equal to the 10 times the Melee Attack bonus of one of its user's equipped Swords, to a max of 10,000,000 points, also placing a non-stacking buff on its user that provides +1,000 Melee Attack, with said buff vanishing if its possessor does not have a Sword equipped.
Meditation of the Unbroken Sword- (Technique Ability, Kensei) Possessor may use 'Meditation of the Unbroken Sword' in conjunction with a 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that prevents individuals who are not 10 or more Levels greater than its possessor from destroying its possessor's equipped Swords, with said buff vanishing if its possessor does not have a Sword equipped.
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Ready Blade- (Technique Ability, Kensei) Possessor may use 'Ready Blade' in conjunction with a 'Rest' or 'Meditate' action if possessor has a Sword equipped and no other technique is used. Said action provides its user with a non-stacking buff that provides +1,000 Melee Attack to possessor's next 'Melee Attack' action that includes a Sword Arts spell, with said buff vanishing if its possessor does not have a Sword equipped.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

Mage-Archivist
Basic Libram Magic Attunement- (Passive Ability, Other: Mage-Archivist) All Libram Magic spells possessor casts that possess a Magical Attack bonus that share an element with at least one Book or Tome possessor has equipped gain +100 uncapped Melee Attack, Libram Magic spells that share an element with at least one Book or Tome possessor has equipped cost possessor 100 less MP to cast

~Magewright~
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Mad Plumber- (Passive Ability, Magewright) Possessor's chances of inflicting Drowning increase by 5%
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Masked Facade Covering the Hollow Center- (Passive Ability, Magewright) At the start of each round, possessor may choose an equipped Mask; half of all MP Damage dealt to possessor is instead added to a separate total that is compared to the Gold value of said Mask / 10; if said quantity reaches said value, said Mask, at the end of the round, unequips and then breaks until the end of the thread
Merge with Portait- (Passive Ability, Magewright) Possessor gains 15% Dodge, Has RP effects
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped

~Matrix Keeper~
Apprentice Assault Matrix Training- (Passive Ability, Matrix Keeper) Possessor gains +50 Ranged Attack and +50 Magical Attack if possessor has an Assault Matrix equipped, Possessor gains +20 to all stats if possessor has an Assault Matrix equipped
Assault Mastery- (Passive Ability, Matrix Keeper) Technique Abilities from the Matrix Keeper class whose name includes 'Assault' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Bright Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Bright Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +100 Ranged Attack and becomes solely Light element.
Coded Being-Hunting Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Coded Being-Hunting Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Coldly Brutal Dissasemblist- (Passive Ability, Matrix Keeper) Possessor obtains +(100* Possessor Level) Ranged Attack if possessor is wielding an Assault Matrix, Possessor's actions that incorporate the attack bonus of at least one Assault Matrix may gain '(2 * Possessor Level)% inflicts Wounded, Wounded: Maimed, or Wounded: Laid Open' and, on the successful infliction of one of those status effects, may scan their target's stats; If possessor is a Celestial, Robot, or Hollow-Soul, possessor obtains (Possessor Level *2)% Confusion Resistance and Charm Resistance
Critical Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Critical Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +5% Critical.
Deft Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Deft Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains +5% To Hit.
Dud Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Dud Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Impairing Assault- (Technique Ability, Matrix Keeper) Possessor may use 'Impairing Assault' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Assault Matrix equipped. Said attack gains a 20% chance of inflicting Impaired.
Matrix Keeper- (Passive Ability, Matrix Keeper) Possessor gains +(700 + 50 * Possessor Level) Ranged Attack, +(700 + 50 * Possessor Level) Magical Attack, and + (50 + 10 * Possessor Level) to all stats if possessor has an Assault Matrix equipped
Sculpted Faces Witness All- (Passive Ability, Matrix Keeper) Possessor obtains +25% To Hit for purposes of 'Ranged Attack' actions for each Mask possessor has equipped if possessor is wielding an Assault Matrix (to a max of +200%), Possessor obtains +25% Impaired: Blind Resistance for each Mask possessor has equipped (to a max of +500%)

~Mentalist~
Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Basic Telekinesis Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Heightened Senses- (Passive Ability, Mentalist) +30 AGI, +2% Dodge, +300 AGI on the first turn of combat, Guard Other has a 5% higher chance of working
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally

~Merchant~
Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Economist- (Passive Ability, Merchant) Possessor may choose to have possessor's half-price sales cap increases by 5,000 Gold for 1 week in regards to sold-out items in exchange for having possessor's half-price sales cap decrease by 10,000 Gold for 2 weeks in regards to in-stock items.
Flush With Cash- (Passive Ability, Merchant) The first time each battle that a source below Level 80 would deal possessor Gold Damage, possessor ignores said Gold Damage
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
Merchant- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold, Possessor gains +5 to all stats for every 25,000 points of value that possessor's equipped items are worth.
Price Gouge- (Technique Ability, Merchant) Possessor may use 'Price Gouge' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Cast a Spell', or 'Use an Item' if no other technique is used. All Gold Damage that possessor deals as part of said action is doubled, to a max of 1,000,000 additional points, as an effect that does not stack with other Gold-damage-doubling effects.
Spell Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Spells
Training in Economics- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold.
Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons

~Monk~
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Fleet Feet- (Passive Ability, Monk) Possessor gains +50 to any one turn-order-determining stat for turn-order-determining purposes
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Good Balance- (Passive Ability, Monk) Possessor's row may not be shifted without possessor's permission by sources below Level 4
Martial Arts Trainee- (Passive Ability, Monk) +5 STR, AGI, and CON
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility
Unarmed Technique Casting I- (Passive Ability, Monk) Unarmed Technique spells cost possessor 20 less MP to cast
Unarmed Technique Casting II- (Passive Ability, Monk) Unarmed Technique spells cost possessor 200 less MP to cast
Unmask True Power- (Passive Ability, Monk) When possessor leaves the 'Mask True Power' Stance, if possessor is alive, possessor may choose to undo any changes to possessor that were produced by said Stance.
White Belt- (Passive Ability, Monk) Possessor gains +10 Melee Attack, +10 STR, +10 AGI, and +10 CON
Yellow Belt- (Passive Ability, Monk) Possessor gains +20 Melee Attack, +20 STR, +20 AGI, and +20 CON

~Pactmaker~
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Gluttony- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has used two or more different Food consumables on itself during said battle
Empowered By Greed- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has dealt Gold Drain during said battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Pride- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor refuses a buff from an ally
Empowered By Sloth- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has passed an action during said battle
Empowered By Sorrow- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Depression
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Gluttony Strike- (Technique Ability, Pactmaker) Possessor may use 'Gluttony Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals 1/2 Damage and deals HP Drain instead of HP Damage.
Greed Strike- (Technique Ability, Pactmaker) Possessor may use 'Greed Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action deals Gold Damage instead of HP Damage.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Negotiate for Cheaper Summons- (Passive Ability, Pactmaker) Spells that summon Devils cost possessor 2,500 less MP to cast
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Self-Devil-Binding- (Active Ability, Pactmaker) At the start of each thread, possessor may bring a Devil pet that is Level 1 or lower into the thread attached to this ability. Possessor may spend an action to replicate any ability possessed by said Devil, doing so as though said Devil were performing said ability
Unfair Negotiator- (Passive Ability, Pactmaker) Whenever an individual transfers HP or MP to possessor, possessor may choose to have an additional 5,000 points be transferred
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP

~Permanent Item Effect~
Has Consumed 1 of the Permanent Consumable "Pattern of Glory"- (Passive Ability, Permanent Item Effect) Possessor gains 1 Bonus Week per month
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity
Has Consumed 1 of the Permanent Consumable "Snake-Eater Capsule"- (Passive Ability, Permanent Item Effect) Possessor gains +1 to each Base Stat

~Reality Coder~
Advanced Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 60% Charm Resistance
Apprentice Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 20% Charm Resistance
Basic Reality Coder Knowledge- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 40% Charm Resistance
Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +20 to all stats
Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +100 to all stats
Defensive Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain +50 Defense
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
Reality Coder- (Passive Ability, Other: Reality Coder) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Coded Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Coded Being pets and summons per Level of possessor
Speed-Focused Coded Being Programming I- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Coded Being Programming II- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 80% Charm Resistance
Superior Coded Being Loyalty Programming- (Passive Ability, Other: Reality Coder) Possessor's Coded Being pets and summons gain 80% Charm Resistance

~Ritualist~
Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast

~Scholar~
Adept Book Training- (Passive Ability, Scholar) Book weapons equipped by possessor can provide an additional +10,000 Magical Attack before capping, Book weapons equipped that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Book
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Basic Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +100 MIN, Possessor gains +100 additional MIN and +100 SPI if a Zone, Terrain, or Phantom Terrain is present
Basic Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Knowledge of Dimensions- (Passive Ability, Scholar) +50 MIN, Spells that create Zones or allow individuals to exit battle cost possessor 50 less MP to cast
Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Item Mana Patterns- (Passive Ability, Scholar) Possessor gains +10 to all stats for each item possessor has equipped, to a max of +100
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
General Knowledge of Nexus Discs- (Passive Ability, Scholar) +15 MIN
Has Engaged in Lengthy Studies- (Passive Ability, Scholar) Possessor obtains +300 MIN
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Knowledge of Common Dimensional Traits- (Passive Ability, Scholar) Possessor gains +250 MIN, Possessor gains +250 additional MIN and +250 SPI if a Zone, Terrain, or Phantom Terrain is present
Knowledge of Dimensional Connectivity- (Passive Ability, Scholar) Spells that create Zones or allow individuals to exit battle or that summon cost possessor 5,000 less MP to cast
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Knowledge of Major Dwarven Clans- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Dwarf' or 'Dwarven'
Knowledge of Major Goblinoid Hordes- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humanoids whose name includes 'Goblin' or 'Orc'
Knowledge of Major Human Nations- (Passive Ability, Scholar) Possessor gains +50 MIN if any of possessor's opponents are Humans
Knowledge of Major Restaurant Chains- (Passive Ability, Scholar) Possessor gains +20 MIN if an opponent has a Food item equipped or has a chance of dropping a Food item
Knowledge of Many Monsters- (Passive Ability, Scholar) Possessor treats the Resistances of all opponents that are on the Enemy List, are non-unique, and are below Level 40 as being 5% Lower if possessor has a Book equipped
Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Knowledge of the Discs of Nexus- (Passive Ability, Scholar) Possessor gains +200 MIN
Lecturer's Stance- (Stance Ability, Scholar) Allies gain +20 to any one stat whenever possessor casts a spell so long as a Book is equipped. This effect counts as a buff that lasts 5 rounds and stacks 5 times (with different stat choices not counting as different buffs for stacking purposes). Leadership spells cost 50 less MP to cast and affect 3 more targets if they already affect multiple targets.
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
Mastery of Many Topics- (Passive Ability, Scholar) Scholar abilities whose name includes 'Scholar of', 'Understanding of', or 'Knowledge of' cost possessor 1 less week to learn in the ability shop, to a minimum of 1 week
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.
Reader of Lunatic Script- (Passive Ability, Scholar) +55 Magical Attack if a Book is equipped for magical attacks that use Forbidden Magic. Forbidden Magic negative effects that hit their caster or their caster's allies and have more than a 5% chance of occurring have a 5% less chance of occurring.
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
Scholar of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
Scholar of Monsters- (Passive Ability, Scholar) Possessor treats all opponents that are on the Enemy List, are non-unique, and are below Level 40 as having had their stats scanned by possessor if possessor has a Book equipped
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Scholar of Wars- (Passive Ability, Scholar) Possessor gains +50 MIN, +100 Melee Attack, and +100 Magical Attack, Possessor's Unit allies gain +400 Defense as a non-stacking bonus
Speed Reading- (Passive Ability, Scholar) Possessor may equip or unequip a Book or Tome at the start of each round
Scholarly- (Passive Ability, Scholar) Possessor obtains +200 uncapped MIN if possessor has a Book equipped
Speaker of the Text of Earth- (Stance Ability, Scholar) If a Earth element Book is equipped, possessor may choose to make magical attacks solely Earth element. +75 Magical Attack to Earth element magical attacks.
Speaker of the Text of Fire- (Stance Ability, Scholar) If a Fire element Book is equipped, possessor may choose to make magical attacks solely Fire element. +75 Magical Attack to Fire element magical attacks.
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
Teacher- (Passive Ability, Scholar) Possessor possesses a Tutoring-Based Ability Shop called Vashna's Trainable Ability Shop, Tutoring Effect
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
Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN.
Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 2 Levels higher (to a max of Level 99) as an effect that does not bypass 'Immune to below Level X' abilities, Possessor obtains +500 MIN

~Scientist~
Advanced Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Assault Vector Control- (Passive Ability, Scientist) Possessor gains +500 Ranged Attack and 130% To Hit
Assault Vector Matrix Command- (Passive Ability, Scientist) Possessor may choose, if possessor possesses the ability 'Assault Vector Control' at the start of a battle or any round, to count as having an additional Assault Matrix equipped or to stop having said additional Assault Matrix count as equipped
Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Knowledge of Basic Scientific Theory- (Passive Ability, Scientist) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Mathematician- (Passive Ability, Scientist) Possessor gains +500 MIN
Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
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
Understanding of Common Practices of Theoretical Science- (Passive Ability, Scientist) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Hypertech spell and one of which is a non-'Hypertech' spell equipped

~Smith~
Apprentice Smith Proficiency- (Passive Ability, Smith) This character gains +25 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +25 Defense for each Shield, Heavy Armor, or Light Armor is equipped. This character gains +25 to all stats for each Ammo, Weapon Coating, or Helm equipped.
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.
Bladesmith- (Passive Ability, Smith) +25 Melee Attack if a Sword, Knife, Bladecane, Polearm, Axe, Bailartix, or Scythe is equipped
Efficient Crafter- (Passive Ability, Smith) Possessor's spells and secret formulas that create items cost possessor 150 less XP to use
Swordsmith- (Passive Ability, Smith) Possessor's damage-dealing attacks deal an additional 200 points of Damage if possessor has a Sword 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

~Spatial Mage~
Apprentice Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack, All Spatial Magic spells cost possessor 250 less MP to cast
Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Spatial Mage- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells cast by possessor that possess a Magical Attack bonus gain +(500 + 25 * Possessor Level) additional Magical Attack, All Spatial Magic spells cost possessor (500 + 100 * Possessor Level) less MP
Spatial Viewing- (Passive Ability, Spatial Mage) Possessor ignores the Dodge Bonuses granted by buffs from sources below Level 80 that are present on targets that are in different battles
Spatially-Expanded Spiritual Mana Reservoir- (Passive Ability, Other: Spatial Mage) Possessor gains +2,000 MP

~Summoner~
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Damage Augmentation- (Passive Ability, Summoner) The Damage values of all of possessor's summons' abilities that possess Damage values increase by 1,000 points
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Expanded Summoning Capacity- (Passive Ability, Summoner) Possessor's summon caps that are already at least 20 increase by 1, to a max of 200
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Electrical-Element Entities- (Passive Ability, Summoner) Possessor's Electrical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Energy-Element Entities- (Passive Ability, Summoner) Possessor's Energy-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Hope-Element Entities- (Passive Ability, Summoner) Possessor's Hope-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Ice-Element Entities- (Passive Ability, Summoner) Possessor's Ice-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Light-Element Entities- (Passive Ability, Summoner) Possessor's Light-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Magic-Element Entities- (Passive Ability, Summoner) Possessor's Magic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Physical-Element Entities- (Passive Ability, Summoner) Possessor's Physical-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Psychic-Element Entities- (Passive Ability, Summoner) Possessor's Psychic-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Technology-Element Entities- (Passive Ability, Summoner) Possessor's Technology-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

~Superhero~
Super-Flight- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) AGI and (Possessor Level / 2, to a max of 30)% Earth Resistance
Super Speed- (Passive Ability, Other: Superhero) Possessor gains +(100 * Possessor Level, to a max of +6,000) to possessor's turn-order-determining stat sum for turn-order-determining purposes

~Swordsman~
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped.
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Dramatically Stand On Sword- (Passive Ability, Swordsman) Possessor gains a 5% chance of inflicting Charm: Impressed on opponents below Level 20 at the start of battle
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Dud Slash- (Technique Ability, Swordsman) Possessor may use 'Dud Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Swordsman equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Practiced Sword Swings- (Passive Ability, Swordsman) +1% To Hit while possessor has a Sword equipped
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Yell Loudly While Slashing- (Technique Ability, Swordsman) Possessor may use 'Yell Loudly While Slashing' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +30 Melee Attack.

~Technomancer~
Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped

~Thief~
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Install Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Properly Trained in Backstabbing- (Stance Ability, Thief) Attacks that you make against foes that have not acted that involve Melee Attack bonus gain +45 Melee Attack
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

~Time Mage~
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

~Transmuter~
Adept Transumatation Attunement- (Passive Ability, Transmuter) Transmutation spells cost possessor 10,000 less MP to cast, Transmutation spells cast by possessor that provide stat buffs or debuffs have those values increased by 250 points as an effect that stacks a max of 12 times across all applications of said effect, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Transmutation Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Arms which Hold Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Arms:' to this ability, and possessor's 'Mutative Arms' ability may treat said spell as being equipped
Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Autoweaponize Arms- (Passive Ability, Transmuter) At the start of any round, if possessor is not in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:' possessor may choose to count for the duration of the round as wielding an additional weapon of a base subtype so long a possessor both has at least one weapon slot open and does not become in possession of a buff or a debuff from a Transumutation spell that begins with 'Transmute Arms:'
Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Essence which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmutative Augmentation:' to this ability, and possessor's 'Mutative Self-Augmentation' ability may treat said spell as being equipped
Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Improved Polymorph I- (Passive Ability, Transmuter) Possessor's Transmutation spells that begin with 'Polymorph:' may have the stats of their results either increased by an additional +10 or decreased by an additional -10 as part of the Polymorph Effect buff or debuff, with stat penalties from this ability being unable to reduce a stat to 0 or below
Mutative Arms- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Arms:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Mutative Self-Augmentation- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmutative Augmentation:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Quantifiable Uniqueness-Overriding Equation- (Passive Ability, Transmuter) Possessor and possessor's willing allies may be affected by possessor's spells that being with 'Polymorph' despite being unique if they are unique
Self-Polymorphing Expertise- (Passive Ability, Transmuter) Possessor is treated as one of possessor's allies for purposes of Polymorph Expert and Polymorphic Power Equalization Capability
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance

~Villian~
Ruinous Flame of Nokhret- (Passive Ability, Villain) Possessor gains +(1,000 * Possessor Level) Melee Attack, Magical Attack, and Ranged Attack, (Possessor Level * 1.5, rounded up)% Critical, Whenever possessor conducts an offensive action, possessor chooses a an entity from the Enemy List that is normally fightable for drops that is of a Level equal to or lower than possessor's Level and applies one stacked instance of every debuff that enemy could naturally apply (with the same application conditionals as the debuffs on said enemy, such as 'all Robots targeted are afflicted with' or 'targets below Level 20 are afflicted with') without referencing sources other than its own stat sheet, 15% inflicts Smitten: Great Atrocity
Smirking Bastard's Laughter- (Passive Ability, Villain) Whenever an entity possessing at least one debuff that possessor applied using possessor's 'Ruinous Flame of Nokhret' ability dies, possessor regenerates +(50,000 * said entity's Level) HP and MP and gains +(500 * said entity's Level, to a max of 99) to all stats and +1 Base SPI as a non-stacking buff until the end of the round

~Walker from Beyond~
Abstract Calling I- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +20 to all stats
Abstract Calling II- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +200 HP
Abstract Calling III- (Passive Ability, Walker from Beyond) Possessor's Abstract summons gain +500 MP
Abstract Jivein' I- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +20 to all stats
Apprentice Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Walker from Beyond Knowledge- (Passive Ability, Walker from Beyond) Possessor's Abstract pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +70 Melee Attack, +70 Ranged Attack, +70 Magical Attack, and +70 to all stats if possessor is an Abstract
Gold-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +7,000 Melee Attack, +7,000 Ranged Attack, +7,000 Magical Attack, and +7,000 to all stats if possessor is an Abstract
Platinum-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +17,000 Melee Attack, +17,000 Ranged Attack, +17,000 Magical Attack, and +17,000 to all stats if possessor is an Abstract
Silver-Streaked Essence of the Dead Walrus- (Passive Ability, Walker From Beyond) Possessor gains +700 Melee Attack, +700 Ranged Attack, +700 Magical Attack, and +700 to all stats if possessor is an Abstract
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

~Wanderer~
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Mid-Range (City-Ranged) Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round and to gain 40% Dodge during the next round of battle as a non-stacking buff, with said buff being increased to 80% against individuals below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Teleport Tanks- (Passive Ability, Wanderer) Possessor may, at the start of each round of battle, summon 1 enemy from the Enemy List that is below Level 40, is normally fightable for drops, and has 'Tank' in its name, Possessor's Vehicle and Machine allies gain +1% Dodge as a non-stacking buff
Unified Knowledge of Spatial Magic and Gate Magic- (Passive Ability, Wanderer) Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes), Possessor may count Wanderer abilities possessor possesses as Spatial Mage abilities (including for prerequisite purposes)
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

~War Mage~
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack, and all War Magic spells cost possessor 100 less MP to cast
Focused War Magic Casting- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is War Magic
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Inscribe Missile with Magic- (Technique Ability, War Mage) Possessor may use 'Inscribe Missile with Magic' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Ranged Attack' action, with possessor being able to delay a max of 3 such actions in this manner at a time.
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell of War- (Technique Ability, War Mage) Possessor may use 'Spell of War' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action gains the element War.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
War Mage- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +(500 * Possessor Level) additional Magical Attack, All War Magic spells cost possessor (500 * Possessor Level) less MP to cast
War Magic Casting I- (Passive Ability, Other: War Mage) War Magic spells cost possessor 20 less MP to cast
War Magic Casting II- (Passive Ability, Other: War Mage) War Magic spells cost possessor 200 less MP to cast

~Warlock~
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Cackle- (Active Ability, Warlock) Possessor may spend an action to use this ability, with which possessor may have a 15% chance of inflicting Confusion: Fear.
Corrupted Herb Lore- (Passive Ability, Warlock) Possessor may choose to remove all natural effects from any one Medicine consumable worth below 700,000 Gold used and replace them with 15% inflicts Poison.
Curse-Bearing Breath- (Passive Ability, Warlock) Possessor’s Magical Attack actions gain 5% may inflict Hexed, Possessor’s ‘Voice-Stealing Kiss’ actions may gain 30% inflicts Hexed instead of or in addition to their normal chance of inflicting Impaired: Silence.
Dark Gardener- (Passive Ability, Warlock) Possessor’s Plant pets and summons gain +180 to all stats and may choose to have their offensive actions gain 15% inflicts Hexed
Distracting Cackling- (Passive Ability, Warlock) The To-Hit of all of possessor’s opponents who are below Level 40 is reduced by 5% as a non-stacking debuff that round after any round during which possessor uses a ‘Cackle’ action.
Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Highly-Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 40 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Holder of a Second Breath- (Passive Ability, Warlock) Possessor may spend the MP of a single individual who is afflicted with an instance of Impaired: Silence that possessor inflicted with the ability ‘Voice-Stealing Kiss’ instead of possessor’s own MP when possessor would spend MP to cast a spell.
Invigorating Cackling- (Passive Ability, Warlock) Possessor regenerates 50 MP each time possessor uses a ‘Cackle’ action.
Loud Cackling- (Passive Ability, Warlock) Possessor’s ‘Cackle’ actions may inflict 1 hit against 5.
Mutter Curses Inaudibly- (Passive Ability, Warlock) Possessor’s actions which successfully inflict the status effect Hexed may not be countered (excluding pre-emptive counters) by individuals below Level 40.
Provoking Cackling- (Passive Ability, Warlock) Possessor may choose that possessor’s opponents who are below Level 20 and targeted by possessor’s ‘Cackle’ action may not perform any action that does not target possessor until they have targeted possessor with an offensive action.
Sin Mage- (Passive Ability, Warlock) Possessor gains +200 Magical Attack if possessor is obtaining a stat bonus from an ability possessor possesses called 'Knowledge Of Empowerment Through Sin'
Voice-Stealing Kiss- (Active Ability, Warlock) Possessor may spend an action to inflict Impaired: Silence on one target.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast

~Warrior~
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Doge's Dodge- (Technique Ability, Warrior) Possessor may use 'Doge's Dodge' in conjunction with a 'Defend' action so long as no other technique is used and possessor has greater Dodge value than any other individual currently in the same battle. Said action, if its performer either has an item whose name includes 'Umbrella' equipped or possesses an ally who possesses a Constant Effect named 'Pack Hunter', gives its performer a non-stacking buff that increases its performer's +#% Dodge cap by 5%.
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Impossible Blade- (Technique Ability, Warrior) Possessor may use 'Impossible Blade' in conjunction with an 'Overdrive', 'Ranged Overdrive', or 'Melee Overdrive' action so long as no other technique is used and possessor has killed more different (counting different instances of the same enemy type from the enemy list or different instances of pets as different, but only counting each individual entity, for example in the case of resurrections, once) opposing entities than any other individual currently in the same battle. Said action may not be Resisted, Absorbed, Reflected, or Dodged by sources below Level 60 and ignores the Immunities of sources below Level 60.
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Undepleted Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max MP
Unmarred Mind- (Passive Ability, Warrior) Posessor gains +100 MIN while at Max HP
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Smart in a Crisis- (Passive Ability, Warrior) Posessor gains +200 MIN while in a Crisis Zone
Swift in a Crisis- (Passive Ability, Warrior) Posessor gains +1% Dodge while in a Crisis Zone
Warrior- (Passive Ability, Warrior) Possessor's damage-dealing Combat Arts spells deal (500 + (50 * Possessor Level) additional points of Damage. All Combat Arts spells cost possessor (50 + (10* Possessor Level)) less MP to cast.

~Wizard~
Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Adept Green Mage- (Passive Ability, Wizard) Possessor's Wizard Magic, Geomancy, Druid Magic, Spirit Magic, and Transmutation spells cost 5,000 less MP, provide +2,500 additional Magical Attack if they provide a Magical Attack bonus, and count as being cast by an individual 1 Level higher for purposes of being debuffed, unsummoned, and countered as an effect that does not stack with other Level-altering effects and cannot raise said Level above 80. Possessor gains +60,000 MP while a Zone or Phantom Terrain is present. This ability provides an additional +2,500 to all stats while in a Zone that matches one or more of Possessor's elements. Possessor gains +2,000 Defense, +8,000 MP, and +4,000 SPI while the Terrain or Phantom Terrain is a type of Terrain that possessor possesses a Geomancer ability named 'Attuned to Terrain: X' , where X is the terrain type in question, for.
Adept Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor 10,000 less MP to cast, Wizard Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Amplified Magical Potency- (Passive Ability, Wizard) +250 Magical Attack
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
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 20 points, to a max of 200 points across all such buffs present on any one individual
Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Non-Counterable Casting- (Passive Ability, Wizard) Possessor's actions involving Wizard Magic spells may not be countered by individuals below level 20
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 Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
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 Utility Spellcasting- (Passive Ability, Wizard) Wizard Magic spells cast by possessor that buff stats do so by an additional 20 points, as an effect that stacks a max of 40 times across all buff instances per individual, Wizard Magic spells that possessor casts that have a chance of inflicting minor positive status effects have said chance raised by 1%, Wizard Magic spells cast by possessor that create or attach effects to Zones or Phantom Terrains cost possessor 100 less MP to cast
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Boosted Spell- (Technique Ability, Wizard) Possessor may use 'Boosted Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action gain +200 Magical Attack and have all stat buffs they apply increased by 200 points as an effect that stacks 5 times across all applications per possessor.
Botanical Magic Specialization- (Passive Ability, Wizard) All Wizard Magic spells gain +180 Magical Attack when targeting plants if they already possessed a Magical Attack bonus, Summoned Plants gain 500 HP and 80 additional points in each stat, If possessor is a plant, possessor regenerates 80 HP per turn of combat when a Wizard Magic spell has been cast by anyone, User may opt to have a Wizard Magic spell do half damage to its target to heal all allied plants for 500, has additional RP uses
Broaden Casting- (Active 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.
Can Cast Spells While In Close Combat- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the front row
Can Frighten and Impress People By Loudly Chanting Arcane Formulae- (Passive Ability, Wizard) Possessor's 'Magical Attack', 'Overdrive', 'Cast a Spell', and 'Use an Item' actions may gain 10% inflicts Charm: Impressed or Confusion: Fear
Charge Magic- (Passive Ability, Wizard) Possessor may choose, as part of a 'Focus' action to gain a buff that stacks 5 times and provides +50 Magical Attack
Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Command of Mighty Magics- (Passive Ability, Wizard) Possessor is Immune to individuals below Level 20, Possessor obtains +2,000 Magical Attack and +2,000 Defense against base elements
Contagious Spell of Sticky Fire- (Technique Ability, Wizard) Possessor may use 'Contagious Spell of Sticky Fire' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Fire element Wizard Magic spell is cast and other technique is used. Said action gains +300 Magical Attack and gains a 50% chance of inflicting an instance of Burning that (cannot be cured by sources below Level 30 for 5 rounds), with said infliction instance having a 50% chance of copying itself onto a random target at the start of each round (with said copies retaining the removal-blocking and self-copying traits that this ability granted the first infliction instance)
Defensive Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 10 if possessor is in the back row
Effective Spell- (Technique Ability, Wizard) Possessor may use 'Effective Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast as part of said action have their minor status effect infliction chances increased by 30% during said action and have their moderate status effect infliction chances increased by 15% during said action.
Empowered Spellbook- (Passive Ability, Wizard) Possessor gains +2,000 MP if possessor has a Book or Tome equipped, Possessor gains -500 MP if possessor does not have a Book or Tome equipped
Expert Wizard Magic Attunement- (Passive Ability, Wizard) Wizard Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Wizard Magic Spells, and may not be converted into other types of slots by individuals below Level 100
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
Flameseeking Spell- (Technique Ability, Wizard) Possessor may use 'Flameseeking Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Gate Magic spell is cast. Said action gains +5% To Hit against Fire element targets.
Focused Defensive Magic Shieldcrafting- (Passive Ability, Wizard) Possessor obtains +2,000 Defense if possessor possesses at least 5 different Wizard Magic buffs
Focused Wizard Magic Casting- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Wizard Magic
Formula Specialization: Formula of Air- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Air:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Earth- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Earth:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Fire- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Fire:' cost possessor 500 less MP to cast
Formula Specialization: Formula of Water- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of Water:' cost possessor 500 less MP to cast
Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Gesture-Based Spellcasting Stance- (Stance Ability, Wizard) Possessor, if not afflicted with Paralyzed, gains +100 Magical Attack, +300 MP, and +50 SPI
Green Mage- (Passive Ability, Wizard) Possessor's Wizard Magic, Geomancy, Druid Magic, Spirit Magic, and Transmutation spells cost 2,000 less MP, provide +500 additional Magical Attack if they provide a Magical Attack bonus, and count as being cast by an individual 1 Level higher for purposes of being debuffed, unsummoned, and countered as an effect that does not stack with other Level-altering effects and cannot raise said Level above 60. Possessor gains +6,000 MP while a Zone or Phantom Terrain is present. This ability provides an additional +500 to all stats while in a Zone that matches one or more of Possessor's elements. Possessor gains +300 Defense, +4,000 MP, and +200 SPI while the Terrain or Phantom Terrain is a type of Terrain that possessor possesses a Geomancer ability named 'Attuned to Terrain: X' , where X is the terrain type in question, for.
Improved Defensive Wizard Magic Casting- (Passive Ability, Wizard) Defense buffs generated by Wizard Magic spells cast by possessor are increased by 30 points, to a max of 500 points across all such buffs present on any one individual
Improved Magical Offense- (Passive Ability, Wizard) Possessor gains +500 Magical Attack if possessor has a Wizard Magic spell equipped
Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Increased Magic Impact- (Passive Ability, Wizard) Possessor's Magic-element 'Magical Attack' actions deal an additional 500 Damage, with said quantity of Damage not being able to be greater than their targets' 'Defense against Magic' values
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack's element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Large Mana Reservoir- (Passive Ability, Wizard) Possessor gains +2,000 MP
Lengthen Casting- (Active Ability, Wizard) Possessor may use Lengthen 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 a buff or debuff that lasts 5 or more rounds, the number of rounds each such buff or debuff lasts increases by 2.
Magical Broadening Mastery- (Active Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Magical Lengthening Mastery- (Active Ability, Wizard) Possessor's Lengthen Casting ability increases the total number of rounds by 5 if the number of rounds of duration before its application was at least 10 already.
Magic-Amplifying Field- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 500 MP to cause all of possessor's allies, including possessor, to gain +100 Magical Attack for the remainder of the round as a non-stacking effect, and for all spells cast by possessor and possessor's allies to cost 100 less MP to cast as a non-stacking effect
Magic-Infused Spell- (Technique Ability, Wizard) Possessor may use 'Magic-Infused Spell' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast as part of said action and no other technique is used. All Wizard Magic spells cast by this technique's user as part of said action gain the element Magic during said action.
Manacharged Spell- (Technique Ability, Wizard) Possessor may use 'Manacharged Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 15% inflicts Manablasted.
Mana-Retainment-Capacity-Overloading Spell- (Technique Ability, Wizard) Possessor may use 'Mana-Retainment-Capacity-Overloading' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor casts a Wizard Magic spell as part of said action. Said action gains 30% inflicts Manablasted and applies a non-stacking debuff that causes its possessor to take 20,000 Flat Magic-element MP Damage at the start of every round, as well as to obtain a stacked instance of a debuff that stacks 50 times and provides -500 MP at the start of every round.
Masterful Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack is treated as though possessor were 1 Level higher, to a max of Level 40, as an effect that does not stack with other effects that increase the level caster is treated as for any purpose.
Maximal Casting- (Active Ability, Wizard) Possessor may use Masterful 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. This attack's random stat multiplier is maximized, and possessor's Max MP is reduced by 50% for the remainder of the thread.
Mystic's Powers- (Passive Ability, Wizard) Possessor gains +800 Magical Attack and may, with the cost of lowering possessor's Max MP by 10% for the remainder of the thread, change any action that includes the element Magic to be solely the element Mystic
Natural Spellcasting Stance- (Stance Ability, Wizard) Possessor may not cast spells that are not part of possessor's Inherent Spell List while in this stance, Possessor obtains +200 MIN and +200 SPI
Offensive Magical Specialization- (Passive Ability, Wizard) Possessor's offensive actions involving Wizard Magic gain +500 Magical Attack if they already possess at least +1 Magical Attack coming from a Wizard Magic spell, and Possessor's offensive actions involving Wizard Magic spells that have a chance of inflicting minor or moderate status effects have the chances of inflicting said effects increased by 10%
Orb Master- (Passive Ability, Wizard) +20 Magical Attack and -5 MP cost when using any Wizard Spell with the word Orb in the name
Piercing Casting- (Active Ability, Wizard) Possessor may use Piercing 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. This attack ignores the Resistances and immunities of individuals below Level 20 and reduces possessor's Max MP by 15% for the remainder of the thread.
Poessesses a Sliver of Veurmel's Magic- (Passive Ability, Wizard) Possessor gains +5,000 MP
Powerful Casting- (Active Ability, Wizard) Possessor may use Powerful 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. This attack gains +150 Magical Attack.
Problematic Spell- (Technique Ability, Wizard) Possessor may use 'Problematic Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast and other technique is used. Said action gains an 80% chance of inflicting any one minor or moderate negative status effect.
Resolute Spell of Water- (Technique Ability, Wizard) Possessor may use 'Resolute Spell of Water' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Water element Wizard Magic spell is cast and other technique is used. Said action may not be cancelled or caused to fail by sources below Level 40 if it is Water element.
Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
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
Space-Bending Spell- (Technique Ability, Wizard) Possessor may use 'Space-Bending Spell' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor casts a Gate Magic or Wizard Magic spell as part of said action. Said action deals full Damage to targets below Level 40 that are in the back row
Spell Empowered by the Ancient Ocean- (Technique Ability, Wizard) Possessor may use 'Spell Empowered by the Ancient Ocean' in conjunction with a 'Magical Attack' action so long as a Wizard Magic spell is cast and other technique is used. Said action gains +400 Magical Attack if a Zone of Water that has been present for at least 200 rounds is present.
Spell that's GONNA BURN YA- (Technique Ability, Wizard) Possessor may use 'Spell that's GONNA BURN YA' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Fire element Wizard Magic spell is cast and other technique is used. Said action is delayed for 5 rounds and its chance of inflicting Burning is increased by 5%.
Spellbook-Based Wizardry- (Passive Ability, Wizard) Spells cost possessor 1,000 less MP to cast if possessor has a Book or Tome equipped, Spells cost possessor 500 more MP to cast if possessor does not have a Book or Tome equipped
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Spellcraft- (Passive Ability, Wizard) Possessor gains +500 Magical Attack, +500 MIN, +500 SPI, and spells cost possessor 5,000 less MP to cast
Stage Magician- (Passive Ability, Wizard) Possessor may cast Wizard Magic spells as Thief Arts or Illusion Magic spells
Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Superior Arcane-Power Reservoir- (Passive Ability, Wizard) At the start of each thread, possessor obtains a non-stacking buff that provides +(100,000 * the number of Wizard Magic spells possessor has equipped, to a max of 20 such spells) MP
Temporally Reconfigured Spell- (Technique Ability, Wizard) Possessor may use 'Temporally Reconfigured Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Wizard Magic spell is cast and no other technique is used. Said action may be delayed 5 to 10 rounds (with caster choosing the number of rounds delayed).
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Vexing Casting- (Technique Ability, Wizard) Possessor may use Vexing Casting in conjunction with a Magical Attack action involving a Wizard Magic spell, so long as no other technique is used and possessor has a Wizard Magic Spell equipped. Said attack's chances of inflicting Minor Status Effects are increased by 5%, to a max of 80%.
Wind-Trapping Spell- (Technique Ability, Wizard) Possessor may use 'Wind-Trapping Spell' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as an Air element Wizard Magic spell is cast and other technique is used. Said action gains +500 Magical Attack and a 50% chance of inflicting Suffocation: Prison of Wind.
Wizard (Passive Ability, Wizard) +500 Damage to all damage dealing Wizard Magic spells, All Wizard Magic spells cost 50 less MP, Provides an additional +50 Magical Attack and an additional 30 less MP per possessor Level
Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Wizardly Apprentice's Routine Spellcasting Practice- (Passive Ability, Wizard) Wizard Magic spells that possessor has cast at least 5 times during a thread cost possessor 250 less MP to cast for the remainder of the thread
Wizard's Mystic Field- (Passive Ability, Wizard) Possessor's allies obtain +500 Defense and +40,000 MP as a non-stacking bonus

~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
Classic Angel Traits- (Passive Ability, Heavenly Protector) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is an Angel, Possessor counts as possessing an ability named 'Angel Traits' including for prerequisite purposes
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Basic Crafter Proficiency- (Passive Ability, Crafter) Consumables, though not permanent consumables, character uses have a 1% chance of not expending a charge
Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation 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 Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element
Basic Elder Magic Attunement- (Passive Ability, Other: Elder Scribe) All Elder Magic spells possessor has equipped that possess a Magical Attack bonus gain +500 additional Magical Attack; All spells possessor casts that create Elder Symbols cost possessor 1,000 less MP, 500 less XP, and 50,000 less Gold to cast
Basic Elder Symbol Attunement- (Passive Ability, Other: Runescribe) All Elder Symbol spells possessor has equipped that possess a Magical Attack bonus gain +500 additional Magical Attack; All spells possessor casts that create Elder Symbols cost possessor 1,000 less MP, 500 less XP, and 50,000 less Gold to cast
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Fish Training- (Passive Ability, Other: Fisherman) Possessor gains +6 Melee Attack if possessor has a Fish equipped
Basic Heavenly Protector Knowledge- (Passive Ability, Heavenly Protector) Possessor's Angel pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element
Basic Nunchaku Training- (Passive Ability, Other: Martial Artist) This character gains +6 Melee Attack when a Nunchaku is equipped.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Basic Toy Training- (Passive Ability, Other: Toymaker) Possessor gains +6 Melee Attack, +6 Ranged Attack, and +6 Magical Attack if possessor has a Toy equipped
Basic Wand Training- (Passive Ability, Sorceress) This character gains +6 Magical Attack when a Wand is equipped
Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element
Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Belly Full of Years- (Passive Ability, Other: Temporal Primarch) Possessor may choose to cause possessor's 'Dragon's Breath' actions deal solely Time element Damage and/or to gain a 100% chance of inflicting Fatigued: Elderly
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
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
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
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
Control Created Agent of Vashna: Vannessa Ashes- (Passive Ability, Enslaver) Possessor may inflict Charm on individuals named 'Vannessa Ashes' who possess an ability or constant effect called 'Possesses Vashna's Essence' at the start of each round or action
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Essence Algorithm: Wraith Jelly- (Passive Ability, Seekeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Finds Time Tasty- (Passive Ability, Other: Temporal Primarch) Whenever possessor deals HP Drain to a Time-element entity, possessor recovers 50,000 additional HP (to a max of 200,000 additional HP per round)
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
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
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
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Lifeforce Elemental- (Active Ability, Conjuror) Possessor may spend an action to change possessor's subtype to Elemental, to change possessor's element to Life, to gain a 30% Life Resistance, to gain a 100% Destruction Weakness, to gain the ability to choose to make any action conducted by itself solely Life element at the cost of 1% of its user's Max MP, to gain +5,000 HP per Level possessed, to a max of 1,000,000 HP, to cause any Magical Attack action initiated by possessor to be able to inflict Healing instead of Damage at the cost of 10% of its user's Max MP, and to gain +200 SPI, with all these results counting as a single non-stacking buff effect on possessor
Lockdown Time!- (Passive Ability, Haxxor) Possessor may, at the beginning of each round, choose one Constant Effect possessed by each non-unique opponent who is not 20 or more Levels greater than possessor and remove its text until the beginning of the next round as a non-stacking debuff, Possessor's Time element opponents who are below Level 80 have their turn-order-determining stat sums halved, rounded down
Lucky in Love- (Passive Ability, Other: Gambler) Possessor's Charm infliction chances are increased by 15%
Mad Assembly- (Passive Ability, Engineer) If possessor conducts a 'Metacombine' action and uses more than 1 Invention during it, the damage dealt by all such Inventions used by possessor as part of said action is increased by 25,000 points (for the first instance of Damage that each such Invention generates)
Murder Passenger- (Active Ability, Driver) Possessor may, while in a Vehicle Transformation, spend an action to inflict Instant Death on a passenger that is below Level 10 and below possessor's Level
My Code Is Unbreakable- (Passive Ability, Other: Haxxor) Possessor's Coded Being summons may gain the element Hax and are Immune to sources below Level 60
Obstinately Refuse Entry- (Passive Ability, Guardian) Individuals below Level 20 that are below possessor's Level and are non-unique may not enter battles that possessor is in from other battles or via being summoned without possessor's permission
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
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
Rise From the 'Ashes'- (Passive Ability, Controller) Possessor may, once per thread, if killed by a source below Level 80 while possessing an ally named 'Vannessa Ashes' who possesses an ability or constant effect called 'Possesses Vashna's Essence' immdiately resurrect itself, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 80 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-resurrection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect,
Rise Up- (Passive Ability, Eternal Champion) Once per thread, if Hope element, possessor may ignore being afflicted with a major negative status effect by a source below Level 99
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.
Reflective Aqua-Shielding Art- (Passive Ability, Ocean Prince) If possessor is in a Zone of Water, possessor has a 25% chance of being able to Reflect actions from individuals below Level 40
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
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
Sometimes Mistaken For the Deific 'Mecha-Vashna'- (Passive Ability, Roboticist) Possessor gains +1 Fame if possessor is a Robot
Sorrow of the Drowned Orchestra- (Passive Ability, Musician) If possessor is wielding an Instrument, possessor's infliction chances of Confusion: Depression and Drowning are increased by 20%, and Possessor may choose for instances of Confusion: Depression that possessor inflicts to gain 'Possessor takes an amount of Water element damage equal to 1% of possessor's Max HP at the start of every round'
Trained in Basic Fishing Techniques- (Passive Ability, Seakeeper) Possessor gains 115% To Hit against Aquatics, Possessor gains +15 Melee Attack and +15 Ranged Attack when equipped with a Water element weapon
Transmute Gear Heart (Apprentice Level)- (Active Ability, Gearwright) User may skip a turn to change any basic Apprentice's Gear Heart into another type of basic Apprentice's Gear Heart
A list of applicable items includes-
Apprentice's Shadow Gear Heart
Apprentice's Brilliant Gear Heart
Apprentice's Stone Gear Heart
Apprentice's Airy Gear Heart
Apprentice's Hydraulic Gear Heart
Apprentice's Blazing Gear Heart
Apprentice's Mystic Gear Heart
Apprentice's Base Gear Heart
Apprentice's Steam-Driven Gear Heart
Apprentice's Mindcrystal Gear Heart
Apprentice's Frozen Gear Heart
Apprentice's Electrical Gear Heart
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
Whale-Wielding- (Passive Ability, Other: Fisherman) Possessor may equip Fish that are Weaponx2's in a single Weapon slot, Possessor gains +2,000 Melee Attack if possessor has a Weaponx2 that is a Fish equipped
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Draconics wrote:Name: Roulette Master
Level: 79
Type(s): Prime & Plant
Element(s): Darkness & Chaos

Base STR: 21
Base AGI: 17
Base CON: 18
Base MIN: 23
Base SPI: 19

Equipped Items

Weapons-
*Worldleech Force- (Weapon Aspect- The Worldleech Mind, Force, Life & Blood & Energy, X Gold) +80,000 Melee Attack, +80,000 Magical Attack, +80,000 Ranged Attack, Wielder may deal HP Drain or MP Drain instead of HP Damage, MP Damage, HP Drain, or MP Drain, Wielder may use Spirit, Mind, or Constitution as wielder's Prime Attribute for 'Melee Attack', 'Ranged Attack', 'Magical Attack', 'Overdrive', 'Melee Overdrive', and 'Point Blank' actions, Wielder may, as an effect chosen at the beginning of each thread, use Spirit, Mind, or Constitution as wielder's capping-determining stat for Melee Attack bonus, Ranged Attack bonus, and Magical attack bonus
*Roulette Master's Scythe- (Weapon, Scythe, Darkness & Chaos, X Gold) +(1,000 x Wielder Level) Melee Attack, Ranged Attack, and Magical Attack, +(1,000 x Wielder Level) to all stats, 75% Critical, 75% To Hit as an effect that replaces higher To Hit percentages, Wielder's Critical Chance and To Hit may not be modified by items other than this one or by sources below Level 99, Wielder ignores the Resilience and Dodge of individuals below Level 99, May only be wielder by individuals named "Roulette Master", "The Legendary Black Sash", "Vashna Saseen", "Drolda Thandolman", "Mister Freshness", "Giles", and <Names Unknown>

Armor-
*Roulette Master's Suit- (Armor, Clothes, Darkness & Chaos, X Gold) +(1,000 x Wielder Level) Defense, +(100 x Wielder Level) Defense against Stat Damage, 0% Dodge and Resilience as an effect that replaces higher Dodge and Resilience percentages, Wielder's Resilience may not be modified by items other than this one or by sources below Level 99, Individuals below Level 99 who are affecting wearer count as having a 25% Critical Chance and 25% To Hit regardless of their actual Critical Chance and To Hit, May only be wielder by individuals named "Roulette Master", "The Legendary Black Sash", "Vashna Saseen", "Drolda Thandolman", "Mister Freshness", "Giles", and <Names Unknown>

Accessories-
Gloves of the Boxer Who Punched Death Into Submission- (Accessory, Gloves, Physical & War, 130,000,000 Gold) +130,000 Melee Attack, +135,000 STR, +118,000 CON, +105,000 AGI, +2,000,000 HP, 60% inflicts Fatigued: Stun, 15% inflicts 2 hits against 1, 15% Instant Death Resistance, If wielder inflicts Fatigued: Stun on an opponent with an attack that hits at least one of said opponent's weaknesses, wielder may, up to once per round, deal (1,000,000 * 1 + (The Number of Wielder's Unique Allies)) Flat Universe element Damage to said target, Wielder is Immune to individuals below Level 40, Wielder must be Level 40 or greater
Magnificent Bastard's Monocle- (Accessory, Eyewear, Destruction & Psychic, 90,000,000 Gold) +90,000 Melee Attack, +90,000 Ranged Attack, +90,000 Magical Attack, +85,000 MIN, 20% Light Resistance, 20% Psychic Resistance, 30% may inflict Mindblasted, Wearer, at the start of battle may choose up to 2 spells equipped or carried by either willing allies or lower-Level PC enemies to be able to cast, Wearer may scan each opponent's stats at the start of each round, Once per thread, wearer may delay an action that targets only lower-Level individuals for up to 5 rounds
*The Worldleech Mind- (Accessory Aspect- The Worldleech Mind, Bioaugmentation, Life & Blood & Energy, X Gold) +80,000 MIN, +80,000 CON, +80,000 SPI, +800,000 MP, 30% Illusion Resistance, 30% Darkness Resistance, 5% Human Resistance, 5% Plant Resistance, Wielder may deal Stat Point Drain instead of Stat Damage, Wielder's offensive actions may deal 8,000 points of Stat Point Drain to any one stat, Quantities that wielder is healed by Drain are doubled, Wielder may choose to count as possessing the subtype Insect in addition to wielder's other subtypes
Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder must be Level 40 or greater
Perplexment Conductor's Hat- (Accessory, Hat, Light & Darkness & Psychic & Knowledge, 34,000,000 Gold) +34,000 Defense, +3,400 Defense against MIN Damage, +34,000 MIN, +340,000 MP as a non-stacking bonus, Stat Drain: MIN Drain Immunity, Wielder's 'Mental Overdrive' and 'Magical Attack' actions may deal 3,500 Flat Psychic or Knowledge or Light & Darkness element MIN Damage

Spells-
(5 Base)
Flatness-Detecting Orb- (Spell, Divining, Magic, 300 MP, 60,000 Gold) +61 Magical Attack, Caster gains 1% Flat Damage Resistance if target has any abilities that specifically inflict Flat Damage, does not stack
Apocalypse- (Spell, Other: Catastrophe Magic, Destruction & Fate & Light & Acid & War & Earth & Darkness, 940,000 MP, 210,000,000 Gold) +440,000 Magical Attack, 30% inflicts Plague, 30% inflicts Dominion, 30% inflicts Devestated, 30% inflicts Smited, 30% inflicts Instant Death, deals 1/2 Damage, 1 hit against 5,000,000, 150% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 60 or greater
Declaration of Liberty- (Spell, Leadership, Hope & Air, 120,000 MP, 60,000,000 Gold) All summons from sources below Level 80 become uncontrolled and join a new side of battle (with this effect not being a debuff but being prevented by things that would prevent them from becoming uncontrolled), All individuals below Level 80 in the battlespace caster is in lose their Pet slots as a non-stacking debuff, As a non-stacking effect that sits on this spell's caster, all new summon summoned in the battlespace that caster is in are uncontrolled and join said side of battle (if it exists) or create such a side (if it does not exist), Caster must be Level 40 or greater
Everybody's Gonna Die!- (Spell, Other: Murder Arts, Physical & Air & Darkness, 6,000,000 MP, 60,000,000 Gold) +60,000 Melee Attack, 1 hit against every non-caster individual in battle, deals 1/4 Damage, 5% caster gains another action after this action if it killed a non-allied target or dealt more than 50% of a non-allied target's Max HP, Caster must be Level 20 or greater
Landseal- (Spell, Druid Magic, Earth, 120,000 MP, 60,000,000 Gold) Individuals below Level 80 who are no more than 19 Levels greater than caster may not destroy Zones, create Zones, alter Zones, attach effects to Zones, remove effects from Zones, or alter effects on Zones without caster's permission, Caster must be Level 40 or greater

(30 Arcanist, Expert + Adept)
Fool Arcana- (Spell, Arcanist Magic, Chaos, 0 MP, 220,000,000 Gold) Caster casts a random Arcanist Magic spell that caster has equipped that caster could have cast instead of this spell, with said spell having a 50% chance of being cast at half MP cost and a 50% chance of being cast at no MP cost, Caster must have 20 or more different Arcanist Magic spells that caster could have cast instead of this spell to cast this spell
Magician Arcana- (Spell, Arcanist Magic, Magic, 10,000 MP, 10,000,000 Gold) Caster obtains +1,000 Magical Attack as a buff that stacks 10 times
High Priestess Arcana- (Spell, Arcanist Magic, Light, 20,000 MP, 20,000,000 Gold) +20,000 Magical Attack, Heals, Cures any one debuff from a source below Level 40
Emperor Arcana- (Spell, Arcanist Magic, Fire & Air & Earth, 40,000 MP, 40,000,000 Gold) Caster may give target a buff that provides +4,000 to all stats as a non-stacking bonus, Caster controls the next action of target individual if target individual is below Level 20 and is 20 or more Levels below caster
Hierophant Arcana- (Spell, Arcanist Magic, Light & Law, 50,000 MP, 50,000,000 Gold) Target, if below Level 60 and below caster's Level, may not inflict debuffs without caster's permission, Caster must be Level 20 or greater
Hanged Man Arcana- (Spell, Arcanist Magic, Physical & Air, 120,000 MP, 120,000,000 Gold) Target, if below Level 60, may not act next round as a debuff, Said effect may only prevent one round's worth of actions per individual per thread, Caster must be Level 40 or greater
Wheel of Fortune Arcana- (Spell, Arcanist Magic, Fortune, 100,000 MP, 100,000,000 Gold) One random individual in battle obtains +10,000 or -10,000 (determined randomly) as a non-stacking buff or debuff to any one stat, Caster must be Level 20 or greater
Wheel of Justice Arcana- (Spell, Arcanist Magic, Fortune & Law, 100,000 MP, 100,000,000 Gold) One random opponent in battle obtains -10,000 as a non-stacking debuff to any one stat, 100% inflicts Entombed: Incarcerated or Awestruck: Sealed (determined randomly), This spell gains the subtype Litigamancy, Caster must be Level 20 or greater
Death Arcana- (Spell, Arcanist Magic, Darkness, 130,000 MP, 130,000,000 Gold) 15% inflicts Instant Death, Caster must be Level 40 or greater
Tower Arcana- (Spell, Arcanist Magic, Darkness & Electrical & Earth, 160,000 MP, 160,000,000 Gold) +160,000 Magical Attack, 16,000 Stat Damage to each stat, all buffs and debuffs with target as a source are removed if target is below Level 80 and no more than 5 Levels greater than caster
Moon Arcana- (Spell, Arcanist Magic, Darkness & Magic, 180,000 MP, 180,000,000 Gold) Inflicts three random minor or moderate negative status effects on up to 5 chosen targets, Caster obtains +18,000 MIN as a non-stacking buff, Caster must be Level 40 or greater
Star Arcana- (Spell, Arcanist Magic, Magic, 170,000 MP, 170,000,000 Gold) +170,000 Magical Attack, Caster obtains +10,000 to all stats and +10,000 Magical Attack as a non-stacking buff
Sun Arcana- (Spell, Arcanist Magic, Light & Fire, 190,000 MP, 190,000,000 Gold) +190,000 Magical Attack, 100% inflicts Awestruck, 100% inflicts Burning, Caster and all of caster's allies are cured of all debuffs from sources below Level 60, Caster must be Level 40 or greater
Judgement Arcana- (Spell, Arcanist Magic, Fate & Glory, 200,000 MP, 200,000,000 Gold) +200,000 Magical Attack, 1 hit against all opposing targets, Caster must be Level 40 or greater
World Arcana- (Spell, Arcanist Magic, Earth & Air & Fire & Water & Light & Darkness & Magic & Technology & Physical & Psychic & Acid & Electrical & Energy & Ice, 210,000 MP, 210,000,000 Gold) Replicates the effect of any ability performable by a monster on the enemy list that is below Level 60, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, Has RP effects, Caster must be Level 60 or greater
2 One Card of Summon Soldier- (Spell, Arcanist Magic, Magic, 60 MP, 29,000 Gold) Summons 1 One Soldier, Max 100 Summoned
Three Card of Swords- (Spell, Arcanist Magic, Physical, 3,500 MP, 3,000,000 Gold) +3,000 Melee Attack, +3,000 Magical Attack, 15% inflicts Wounded, 30% inflicts Hexed: Ill Fortune 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
Diamonds of Empowerment- (Spell, Arcanist Magic, Magic, 50 MP, 200,000 Gold) +200 to all stats, stacks 5 times
Roulette Card- (Spell, Arcanist Magic, Darkness & Chaos, 9,000,000 Gold) 50% inflicts Instant Death on a random individual in battle who is below Level 40
One Card of Enhance Sword- (Spell, Arcanist Magic, Physical, 30 MP, 15,000 Gold) Gives target Sword +20 additional Melee Attack, does not stack
Arcanist's Three of Hearts- (Spell, Arcanist Magic, Light, 100 MP, 50,000 Gold) +50 Magical Attack, Heals
Eye of Visions (2)- (Spell, Arcanist Magic, Light & Magic, 30 MP, 20,000 Gold) Gives caster +30 Melee Attack if caster has no weapons equipped, Gives caster +15 Magical Attack if caster has no weapons equipped, caster may skip a turn at any time to view enemy stats, May be cast once per battle
One Card of Homing Bolt- (Spell, Arcanist Magic, Magic, 110 MP, 56,000 Gold) Deals 5,500 Flat Magic element damage
One Card of Shielding- (Spell, Arcanist Magic, Physical & Magic, 20 MP, 40,000 Gold) +40 Defense, stacks 4 times
One Card of Aquatic Spheres- (Spell, Arcanist Magic, Water, 80 MP, 34,000 Gold) +38 Magical Attack, 5% 2 hits against 1 and inflicts Drowning
One Card of Mystic Meditation- (Spell, Arcanist Magic, Magic, 300 MP, 70,000 Gold) +50 MIN, stacks 4 times
One Card of The Fist- (Spell, Arcanist Magic, Physical, 90 MP, 95,000 Gold) +90 Magical Attack, 10% inflicts Fatigued: Stun
Spade-Tipped Spears- (Spell, Arcanist Magic, Physical, 50 MP, 200,000 Gold) +200 Melee Attack, +200 Magical Attack, 30% inflicts Wounded, 50% deals full damage to targets in the back row that are below Level 20
Sand Screen Card- (Spell, Arcanist Magic, Earth, 600 MP, 60,000 Gold) Target side of battle gains +20% Dodge against individuals below Level 60, does not stack

(10 Chaos Magic, Adept)
Civilization-Ending Monkey-Howl- (Spell, Chaos Magic, Sonic & Chaos & Beast & Blood, 1,600,000 HP, 160,000,000 Gold) +160,000 Ranged Attack, 200% inflicts Confusion, Targets below Level 80 obtain a non-stacking debuff that makes its possessor's unable to treat other individuals as allies, 1 hit against 200,000,000, Caster must be Level 40 or greater
End Feast- (Spell, Anarchomancy, Earth & Air & Water, 500,000 MP, 100,000,000 Gold) +100,000 Magical Attack, targets below Level 99 who are not 5 or more Levels greater than caster may not benefit from Food consumables, Caster must be Level 40 or greater
Fading Call: One Billion Evil Carpenters- (Spell, Chaos Magic, Wood & Metal & Terror, 1,800,000 MP, 180,000,000 Gold) +180,000 Physical Attack, +180,000 Ranged Attack, +180,000 Magical Attack, This action may not be countered by individuals below Level 80, This action counts as involving 1,000,000,000 more Humans and Large Structures than it otherwise would, This action may create up to 1,000 Zones of any combination of base elements, This action may create a City or Fell City Terrain, This action may destroy up to 200 Terrains, Phantom Terrains, or Zones created by sources below Level 80, 2 hits against 500,000,000, Caster must be Level 40 or greater
Hour of the Moon-Sized Fish Which Vomits Supermolten Gold- (Spell, Chaos Magic, Wealth & Astral & Fire, 190,000,000 Gold, 190,000,000 Gold) +190,000 Ranged Attack, 200% inflicts an instance of Entombed that deals Wealth element Damage, 200% inflicts an instance of Burning that deals Wealth element Damage, 100% inflicts Dissolving: Bankrupt: Total Bust, 1 hit against 2,000,000,000, Caster must be Level 40 or greater
Infuse Terrain With Madness- (Spell, Anarchomancy, Chaos & Psychic, 120,000 MP, 60,000,000 Gold) Target Zone, Terrain, or Phantom Terrain has an effect attached to it that has a 25% chance of removing each effect attached to the same source by a source below 80 (including itself, if applicable) at the start of each round, Has RP effects
Joshua the Vole's Drastically Bad Stageplays- (Spell, Chaos Magic, Void & Tacky & Toxin, 2,000,000 MP, 200,000,000 Gold) 15% inflicts Crippled, Cursed, Dominion, Instant Death, Insanity, Petrified, Plague, Smitten, Vanished, and Venom, 1 hit against 100,000,000, Caster must be Level 40 or greater and possess the ability 'Adept Anarchomancy Attunement'
Roulette-Head Spatial Doom-Moon Plunge- (Spell, Anarchomancy, Chaos & Fortune & Darkness & Air & Magic & Physical, 1,000,000 MP, 100,000,000 Gold) +100,000 Magical Attack, Wielder's actions involving this spell may gain an additional hit, to a max of 1 total hit per target, against up to 7,777,777 targets below Level 77, Once hits from actions involving this spell are assigned, they are all reassigned to random valid targets, Cannot be equipped or cast by individuals below Level 40, Cannot be equipped or cast by individuals below Level 60 whose name is not 'Roulette Master'
Turkey PAUNCH!- (Spell, Chaos Magic, Physical & Energy & Earth & Destruction, 1,300,000 HP, 130,000,000 Gold) +130,000 Melee Attack, 100% inflicts Fatigued: Knocked Out, If this spell is cast as part of a 'Melee Overdrive' action, all entities on sides of battle where said action hits at least one entity are dealt 1,300,000 Flat Energy & Destruction element Damage, This spell may gain the subtype Combat Arts when cast, Caster must be Level 40 or greater
Wave of Ancient Chaos- (Spell, Chaos Magic, Water & Chaos, 500,000 MP, 50,000,000 Gold) +50,000 Magical Attack, Caster obtains a non-stacking buff that causes all entities in the same battlespace who are either willing or not 20 or more Levels greater than its possessor to treat Water as a non-base element and that allows its possessor to cast Water-element Elemental Magic spells as though they additionally or solely possessed the element Chaos and/or as though they additionally or solely possessed the subtype Anarchomancy, 1 hit against 200,000
Wondershow: The Earth Is Now Orihalcum Sawblades!- (Spell, Chaos Magic, Physical & Earth, 1,087,000 MP, 108,700,000 Gold) Caster attaches a non-stacking effect to target terrain or phantom terrain that deals 10,870,000 Flat Physical & Earth element Damage to each individual in said terrain or phantom terrain at the start of each round, with said Damage ignoing the Defense of individuals below Level 40, ignoring the Defense of non-unique individuals below Level 60, and ignoring the Physical and Earth Resistance, Immunity, and Reflection of individuals below Level 40, Caster must be Level 40 or greater

Pets-
None

Transformations-
None

Items: Brought From Outside

Gold: 100,000,000 Gold

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

In the Bag:
*Talisman of an Unidentifiable Monkey Holding a Golden Door- (Accessory, Amulet, Spatial, 60,000,000 Gold) Whenever wielder would enter a new room in a random quest, wielder instead may choose between three rooms, Wielder may spend an action to exit the thread if in a Random Quest, Has RP powers
Scythe of Ruin- (Weapon, Scythe, Destruction & Darkness & Fire & Chaos & Physical, 140,000,000 Gold) +140,000 Melee Attack, +140,000 STR, 215% To Hit, 115% Critical, 50% inflicts any 3 minor or moderate negative status effects, Wearer’s per-item Melee Attack bonus cap becomes 2x the relevant stat, May only be wielded by individuals of Level 40 or greater
*J'korri Royal Carapace- (Armor, Heavy Armor, Acid & Astral, 175,000,000 Gold) +175,000 Defense, +160,000 to all stats, Dissolving Immunity, 15% Insect Resistance, Wearer's Insect pets, summons, and allies gain +17,500 to all stats as a non-stacking bonus, Wearer's Insect summons may not be unsummoned by sources below Level 80, Wearer must be Level 40 or greater or must be both Level 20 or greater and possess the ability 'Adept Vermin Lord Knowledge'
2 Adamantine Warsealed Door- (Item, Antiquity, Earth, 30,000,000 Gold)
Impossible Roulette Arbitration Power- (Accessory, Mystic Infusion, Law & Chaos, 2,000,000 Gold) Whenever wielder rolls on the Fatal Roulette I table or Glory Roulette I table, wielder may choose the results of the roll, Wielder must be at least Level 40

Abilities: Complete List At Event Start

Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Metacombine
Overdrive
Melee Overdrive
Mental Overdrive
Ranged Overdrive
Change Stance- (Active Ability, Attack) Possessor changes stances
Combo- (Active Ability, Attack) Possessor may spend an action to perform any combo listed in the Combos section of the shop, provided that possessor possesses all of the necessary items, abilities, and other components that are part of said combo, expending said components in the normal manner for a combo, with any item resulting from this combo going to possessor and the use of this ability being non-reversible by sources below Level 1,000 (including getting back the items used in said combo)
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).

~Anarchomancer~
Adept Chaos Magic Attunement- (Passive Ability, Anarchomaner) Possessor's unmodified stats are increased by 300 points if possessor has not specifically chosen the result of any otherwise-randomized roll or value earlier in the same thread, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, with the spells that are in them having a 50% chance of being castable by possessor each round
Anarchomancer- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spell that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +(250 * Possessor Level) Magical Attack, Whenever possessor casts a Chaos Magic spell, there is a 50% chance that it costs 50% less MP (rounded up) (with it only being castable if it were castable without said discount factored in)
Apprentice Chaos Magic Attunement- (Passive Ability, Anarchomancer) Whenever possessor casts a Chaos Magic spells that possesses a Magical Attack bonus, there is a 50% chance that it obtains an additional +500 Magical Attack
Basic Chaos Magic Attunement- (Passive Ability, Anarchomancer) All Chaos Magic spells gain +50 Magical Attack 50% of the time
Chaos Magic Casting I- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 20 less MP to cast
Chaos Magic Casting II- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast
Focused Chaos Magic Casting- (Passive Ability, Anarchomancer) Chaos Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Chaos Magic
Psycho Flux- (Passive Ability, Anarchomancer) Possessor gains +50 to a random unmodified stat, with said stat being randomly chosen at the beginning of each thread
Random Agility- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 AGI (this is not a buff)
Random Constitution- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 CON (this is not a buff)
Random Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Defense (this is not a buff)
Random Magical Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Magical Attack (this is not a buff)
Random Melee Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack (this is not a buff)
Random Mind- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 MIN (this is not a buff)
Random Offense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Melee Attack, Ranged Attack, or Magical Attack (the bonus type is determined randomly each time this chance is checked; this is not a buff)
Random Ranged Improvement- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 Ranged Attack (this is not a buff)
Random Stat Defense- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +25 Defense Against Stat Damage (this is not a buff)
Random Spirit- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 SPI (this is not a buff)
Random Strength- (Passive Ability, Anarchomancer) There is a 50% chance each round that this ability provides +250 STR (this is not a buff)

~Arcane Vizier~
Apprentice Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 5% Magic Resistance
Apprentice Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +50 to all stats for each Magic element item equipped, Possessor's Magic element pets and summons gain +250 to all stats
Basic Magic Resistance- (Passive Ability, Arcane Vizier) Possessor gains 1% Magic Resistance
Basic Magic Synchronization- (Passive Ability, Arcane Vizier) Possessor gains +25 to all stats if Magic element

~Arcanist~
Adept Arcanist Magic Attunement- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 10,000 less MP to cast, Arcanist Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Arcanist Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures possessor summons through Aracanist Magic spells or Cards gain +150 to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost 500 less MP and gain +150 additional Magical Attack
Arcanist- (Passive Ability, Arcanist) All entities possessor summons through Arcanist Magic spells or Cards gain +(10 x Possessor Level) to all stats, All of possessor's Cards that do damage deal an additional 5,000 damage, and all of possessor's Arcanist Magic spells cost (50 x Possessor Level) less MP and gain +(25 x Possessor Level) Magical Attack if they possess a Magical Attack bonus
Arcanist Magic Casting I- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 20 less MP to cast
Arcanist Magic Casting II- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 200 less MP to cast
Arcanist's Prognostication- (Passive Ability, Arcanist) Possessor knows what the top card of possessor's Deck-Based Arcanist deck is
Augmented Elementalize Via Card- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability may use unique spells in addition to non-unique ones, and it does not render the spell used effectless if said spell is unique
Augmented Elementalize Via Card II- (Passive Ability, Arcanist) Possessor's Elementalize Via Card ability does not render spells effectless
Basic Arcanist Magic Attunement- (Passive Ability, Arcanist) All creatures summoned through Arcanist Magic spells or Cards gain +10 to all stats, All Cards that do damage deal an additional 60 damage, and all Arcanist Magic spells cost 10 less MP
Call Upon Miraculous Card Reappearances- (Passive Ability, Arcanist) Possessor may select cards from possessor's discard pile in addition to possessor's Deck-Based Arcanist deck when using the ability Sacrificial Card Draw
Card Collector I- (Passive Ability, Arcanist) If possessor has at least 5 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +50 to all stats
Card Collector II- (Passive Ability, Arcanist) If possessor has at least 20 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +200 to all stats
Card Collector III- (Passive Ability, Arcanist) If possessor has at least 50 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +500 to all stats
Card Collector IV- (Passive Ability, Arcanist) If possessor has at least 100 different Arcanist Magic spells equipped or in possessor's Deck-Based Arcanist deck, then possessor gains +1,000 to all stats
Card-Playing Stance- (Stance Ability, Arcanist) Possessor's Arcanist Magic spells gain +50 Magical Attack
Cut the Deck- (Active Ability, Arcanist) Immediately after the order of the cards in possessor's Deck-Based Arcanist deck is randomized, possessor may choose a number less than the number of cards in possessor's Deck-Based Arcanist deck and have all cards below that number in possessor's Deck-Based Arcanist deck on top of possessor's Deck-Based Arcanist deck
Deadly Card Flick- (Passive Ability, Arcanist) Possessor may choose to treat Arcanist Magic spells as though they possessed a Ranged Attack bonus equal to their Magical Attack bonus and possess no other text if using them as part of a Ranged Attack action
Deck-Based Arcanist- (Passive Ability, Arcanist) Possessor may, at the start of a thread, voluntarily lose all Spell slots to become a Deck-Based Arcanist. A Deck-Based Arcanist possesses a deck of 60 Arcanist Magic spells. No more than four copies of any one spell may be in this deck. A mod randomizes the order of the spells in this deck and does not reveal this order. At the start of the thread, following other effects and events that are applied at the start of the thread that do not have this phrase in them, the player controlling the Deck-Based Arcanist draws seven spells. These spells may be used as though they were equipped. As soon as one of these spells is used as part of any action or effect, that spell is discarded and is placed in its respective player's discard pile of Arcanist Magic spells. At the start of each round, if possessor is a Deck-Based Arcanist and has less than 7 Arcanist Magic spells in hand, then possessor draws a spell. Possesor's maximum hand size is considered to be 7. If possessor's hand contains more cards than possessor's maximum hand size, then possessor must, at the start of possessor's next action, discard cards until possessor's hand contains a number of cards equal to or lower than possessor's maximum hand size. Objects within possessor's deck may be referred to as spells or cards even if they are not said things otherwise. If possessor would draw a spell, but possessor's deck is empty, then possessor's discard pile is placed in a random order, and its contents become its respective player's deck.
Deck of Numerous Things- (Passive Ability, Arcanist) Possessor’s Deck-Based Arcanist deck may contain Card Consumables in addition to Arcanist Magic spells
Discard a Card- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, discard a card
Dramatic Card Use- (Passive Ability, Arcanist) When possessor uses the Cast a Spell action and casts an Arcanist Magic spell, possessor may choose a target and have a 5% chance of inflicting Charm: Impressed on said target
Draw a Card- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, spend an action to draw a card, up to said player's maximum hand size
Draw From the Bottom- (Active Ability, Arcanist) If possessor is a Deck-Based Arcanist, possesser may, whenever possessor would draw a card, possessor may choose to draw from the top of possessor's deck as opposed to the bottom
Elementalize Via Card- (Active Ability, Arcanist) Possessor may, as an action, cause an equipped non-unique Arcanist Magic spell to lose all of its effects for the remainder of the thread to cause a willing target individual to become the element or elements of said spell
Expanded Elementalize Via Card- (Passive Ability, Arcanist) Possessor may use Elementalize Via Card to affect items as well as individuals, but possessor may not use Augmented Elementalize Via Card or Augmented Elementalize Via Card II as part of an action using this ability
Expert Arcanist Magic Attunement- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor half their normal MP cost to cast, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Arcanist Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Fast Shuffler- (Passive Ability, Arcanist) If possessor’s actions for an entire round all involve either an Arcanist Magic spell, an Arcanist ability, or passing, then possessor gets +10 to possessor's turn-order-determining stat sum for turn-order-determining purposes the next round
Fifty-Two Pickup- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, spend an action to discard all cards in hand, move all cards from possessor’s discard pile to possessor’s deck, randomly re-order all cards in possessor’s deck
Focused Arcanist Magic Casting- (Passive Ability, Arcanist) Arcanist Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Arcanist Magic
Hand of Power- (Passive Ability, Arcanist) Possessor gets +10 to all stats for each spell in hand if possessor is a Deck-Based Arcanist
Improved Card Drawing- (Passive Ability, Arcanist) At the start of each round, if possessor is a Deck-Based Arcanist and, after drawing the first time, possesses less spells in hand than possessor's maximum hand size, then possessor may immediately draw another card
Improved Card Drawing II- (Passive Ability, Arcanist) At the start of each round, if possessor is a Deck-Based Arcanist and does not have a number of cards in hand equal to possessor’s maximum hand size, then possessor immediately draws up to possessor’s maximum hand size
Improved Deck Capacity I- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain up to 100 cards, with its minimum number of spells contained being unaffected
Improved Deck Capacity II- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain up to 500 cards, with its minimum number of spells contained being unaffected
Improved Deck Capacity III- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as few as 30 cards, with its maximum number of spells contained being unaffected
Improved Deck Capacity IV- (Passive Ability, Arcanist) Possessor's Deck-Based Arcanist deck of spells may contain as few as 20 cards, with its maximum number of spells contained being unaffected
Improved Deck-Cutting- (Active Ability, Arcanist) As an action, possessor may choose a number less than the number of cards in possessor's Deck-Based Arcanist deck and have all cards below that number in possessor's Deck-Based Arcanist deck on top of possessor's Deck-Based Arcanist deck
Improved Duplicate Card Use- (Passive Ability, Arcanist) Possessor’s Deck-Based Arcanist deck of spells may contain as many as 5 of the same spell
Improved Hand Size I- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 8, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 10
Improved Hand Size II- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 9, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 20
Improved Hand Size III- (Passive Ability, Arcanist) Possessor may, at the start of a thread, choose to have a maximum hand size as a Deck-Based Arcanist of 10, should possessor choose to do this, the minimum number of cards that must be in possessor's deck increases by 50
Invert Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, place the cards in possessor’s deck in reverse order
Invert Discard Pile- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, place the cards in possessor’s discard pile in reverse order
Just What I Needed!- (Active Ability, Arcanist) Possessor may, before drawing a card from possessor's Deck-Based Arcanist deck, name a card, if possessor draws said card, then possessor gets +50 to all stats for the remainder of the turn; this bonus is a buff and does not stack
Master Deck-Stacker- (Passive Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, choose the order of the cards in possessor's Deck-Based Arcanist deck at any point that possessor would shuffle or randomize the order of the cards in said deck, at the cost of 5% of possessor's Max MP for the remainder of the thread
Optional Discards- (Active Ability, Arcanist) If possessor is a Deck-Based Arcanist and possessor would discard a card as a result of using it, then possessor may choose to not discard said card with a 50% chance of success in not discarding
Poker Face- (Passive Ability, Arcanist) There is a 50% chance that each action possessor makes that involves an Arcanist Magic spell cannot be countered by individuals under level 20
Reflexive Card Cycling- (Passive Ability, Arcanist) The first time each turn, if possessor is a Deck-Based Arcanist, that a card goes to possessor's discard pile, possessor may choose to immediately discard a card and then draw a card
Reflexive Card Drawing- (Passive Ability, Arcanist) If possessor uses the ability Fifty-Two Pickup, possessor immediately draws a number of cards equal to the number of cards in possessor’s hand prior to possessor’s use of said ability
Reflexive Card Drawing II- (Passive Ability, Arcanist) The second time each turn, if possessor is a Deck-Based Arcanist, that a card goes to possessor's discard pile, possessor may choose to immediately draw a card
Reflexive Card Drawing III- (Passive Ability, Arcanist) The first time each turn, if possessor is a Deck-Based Arcanist, that a card goes to a possessor's discard pile, possessor may choose to not benefit from Reflexive Card Drawing II this turn and then immediately draw a card
Reflexive Card Drawing IV- (Passive Ability, Arcanist) If possessor uses the ability Fifty-Two Pickup, poassessor immediately draws a number of cards equal to possessor's maximum hand size
Replace Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, switch the cards in possessor's discard pile with those in possessor's Deck-Based Arcanist deck, keeping the cards in the same order
Reveal Your Hand Cockily- (Active Ability, Arcanist) Possessor may spend an action, provided that possessor has at least one card in possessor's hand if possessor is a Deck-Based Arcanist or that possessor has at least one Arcanist Magic spell equipped, to give all foes the ability to preemptively counter any of possesor's actions involving any of said spells or cards using an action that acts as a counter that possesses a 50% chance of completely cancelling its target's action provided that its target is not more than 15 levels higher than it or over level 99. Possessor's action also has a 15% chance of inflicting Confusion: Disconcerted on up to 20 targets.
Sacrificial Card Draw- (Active Ability, Arcanist) Possessor may, if a Deck-Based Arcanist, reduce possessor's max hand size by one and then immediately move a card of possessor's choice to possessor's hand from possessor's Deck-Based Arcanist deck as an action that is considered drawing a card
Shuffle Deck- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, have the order of the cards in possessor's Deck-Based Arcanist deck be randomized
Shuffle Discard Pile- (Active Ability, Arcanist) Possessor may, as an action, provided that possessor is a Deck-Based Arcanist, have the order of the cards in possessor's discard pile be randomized
Stack the Deck- (Passive Ability, Arcanist) Possessor may, at the beginning of a thread, if possessor is a Deck-Based Arcanist, choose the order of the cards in possessor's Deck-Based Arcanist deck
Take a Mulligan- (Active Ability, Arcanist) Possessor may, before possessor's first action of the thread, provided that possessor is a Deck-Based Arcanist, at a time when possessor could take an action, choose to place possessor's hand into possessor's Deck-Based Arcanist deck, randomize the order of the cards in possessor's Deck-Based Arcanist deck, and then draw a number of cards equal to the number of cards in possessor's hand before possessor used this ability; after using this action, possessor may take an action like normal, this ability may be used a maximum of one time per thread
Throw Card Dramatically- (Active Ability, Arcanist) Possessor may use Throw Card Dramatically in conjunction with a Magical Attack, so long as no other technique is used and an Arcanist Magic spell is cast as part of said Magical Attack. Possessor gains a 5% chance of inflicting Charm: Impressed with this attack.
Trade Cards- (Active Ability, Arcanist) Possessor may, if possessor is a Deck-Based Arcanist, exchange a card in possessor’s hand with a card from a willing target Deck-Based Arcanit’s hand

~Bard~
Actor- (Passive Ability, Bard) Possessor gains +50 Defense on rounds during which possessor has replicated the ability of an entity on the Enemy List
Apprentice Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 500 less MP
Aura of Drifting Rose Petals- (Stance Ability, Bard) All Charm infliction chances (not including those of its sub-status effects) from all sources are raised by 5% as a non-stacking effect
Bard- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last (Possessor Level / 2, rounded down) additional rounds if they already last at least 2 rounds, Bardic Music spells cost possessor (50 * Possessor Level) less MP to cast
Basic Bardic Music Attunement- (Passive Ability, Bard) Buffs, debuffs, and reperting effects from Bardic Music spells cast by possessor last 1 additional round if they already last at least 2 rounds and cost 10 less MP
Basic Sound Amplification- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +45 Magical Attack.
Clown- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose three targets and have a 30% chance of inflicting Confusion: Overwhelmed by Laughter on each selected target
Sexy Wink- (Technique Ability, Bard) Possessor may use Sexy Wink in conjunction with a 'Magical Attack' or 'Cast a Spell' action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Storyteller- (Passive Ability, Bard) +250 MIN, Possessor's buffs that increase stats do so by an additional 30 points, to a max of 300 additional points across all stackings on any individual
Turkey Music!- (Active Ability, Bard) Possessor may, once per day, create up to 10 of the item Turkey at no cost, Food consumable with Turkey in the name heal for 1.2 times normal value and provide stat, HP, and MP boosts of 1.2 times normal value for possessor
Wounding Puns- (Passive Ability, Bard) Possessor's Bardic Music spells may gain 5% inflicts Wounding

~Blessing~
Access Higher Self (Roulette Master, Ascension Bossmode Version)- (Active Ability, Blessing)- Possessor may, if Level 60 or greater, spend an action on 5 consecutive rounds during which possessor must have been a valid target for at least one possible enemy action to transform into Roulette Master (Level 80 Ascension Boss Mode), removing all allies from battle upon doing so, Possessor may do so a max of once per thread, If Roulette Master (Level 80 Ascension Boss Mode) is defeated, killed, detransformed from, or somehow removed from the thread, then all allies removed with this ability return to battle, Possessor automatically de-transforms from Roulette Master (Level 80 Ascension Boss Mode) between battles, Any guild that possessor is a member of gains access to 1 copy of Roulette Master (Level 80 Ascension Boss Mode) as a boss for its guild-run dungeons
Acquired Resistance to Outright Bizarreness- (Passive Ability, Blessing) Possessor gains Confusion Immunity against sources below Level 60
Echo From Another Time- (Passive Ability, Blessing) This ability has no effect on its own, this ability may transform into one that grants an extra Level 80 bossform in an RP thread where possessor is of a Level around 80
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
Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

~Blazing Sultan~
Apprentice Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 5% Fire Resistance
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Basic Fire Resistance- (Passive Ability, Blazing Sultan) Possessor gains 1% Fire Resistance
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element

~Botanist~
Agile Greatness of the Colossus-Plant- (Passive Ability, Botanist) Possessor's 'Large Plant', 'Huge Plant', 'Enormous Plant', 'Massive Plant', 'Gargantuan Plant', and 'Colossal Plant' abilites do not give possessor an Agility penalty
Basic Botanist Knowledge- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Black Lotus Essence- (Passive Ability, Botanist) Possessor gains '100% inflicts Poison' while possessor is a Plant, Possessor gains +50,000 MP while possessor is a Plant
Colossal Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 STR, +2,000 CON, -2,000 AGI, and to cause possessor to count as on additional twenty individuals in possessor's row for row-order-determining purposes
Enormous Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 STR, +700 CON, -700 AGI, and to cause possessor to count as on additional three individuals in possessor's row for row-order-determining purposes
Formshift: Plant- (Stance Ability, Botanist) Possessor's subtype becomes Plant
Gargantuan Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 STR, +1,600 CON, -1,600 AGI, and to cause possessor to count as on additional eight individuals in possessor's row for row-order-determining purposes
Huge Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 STR, +600 CON, -600 AGI, and to cause possessor to count as on additional two individuals in possessor's row for row-order-determining purposes
Large Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Massive Plant- (Passive Ability, Botanist) If possessor is a Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 STR, +800 CON, -800 AGI, and to cause possessor to count as on additional four individuals in possessor's row for row-order-determining purposes
Plant Traits- (Passive Ability, Botanist) Possessor's HP is multiplied by 1.5 as an effect that does not stack with other HP multiplying effects, Possessor's Agility is multiplied by .75, and possessor gains immunity to Impaired. This ability only takes effect if possessor is an Plant.
Prehensile Vines- (Passive Ability, Botanist) If possessor is a Plant, possessor gains +200 Melee Attack
Took An Evergarden Plant-Idenfitication Course- (Passive Ability, Botanist) Possessor's chances of successfully scanning the stats of Plants increase by 5% if already at least 1%

~Clearance~
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Burbanthuris- (Passive Ability, Clearance) Possessor may fight the monster 'Burbanthuris' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Permitted to Battle Impossible Arbiter- (Passive Ability, Clearance) Possessor may fight the monster Impossible Arbiter for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Summons from the Impossible Courthouse' for 4,000 XP, 200,000 Gold, and 1 week spent in the ability shop
Has a Basic Permit to Battle Jarkandojli- (Passive Ability, Clearance) Possessor may fight the monster 'Jarkandojli' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos

~Commander~
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Jolly Laughter- (Passive Ability, Commander) Possessor may choose at the beginning of each round of battle to have a 40% chance of curing every individual (including opponents) in battle of Confusion: Depression
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

~Controller~
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Bright Impulse- (Technique Ability, Controller) Possessor may use 'Bright Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Light element.
Code Impulse- (Technique Ability, Controller) Possessor may use 'Code Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Technology element.
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Deletion Impulse- (Technique Ability, Controller) Possessor may use 'Deletion Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Antimatter'.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Force of Self- (Passive Ability, Controller) +20,000 Melee Attack, +20,000 Magical Attack, +20,000 Ranged Attack, Wielder's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may use any single stat out of Strength, Agility, Constitution, Mind, and Spirit as their Prime Attribute
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped

~Curse~
Curse of the Lost Candy- (Passive Ability, Curse) Possessor has a 25% chance of having each Food consumable that possessor tries to use removed from the thread if its name includes 'Candy' immediately prior to its use, with any actions that would have included said use still happening but not using said consumable
The Curse of the Lost Candy lasts until he loses 25 different candy items in RP threads.
Mocked By the Coyote-God- (Passive Ability, Curse) Possessor obtains -1 Fame, -200 MIN, has a 60% chance of being afflicted with Confusion at the start of each round, and cannot deal Chaos element Damage to Planetaries (with any such damage being negated)

~Diplomat~
Adorable- (Passive Ability, Diplomat) Possessor has a 15% chance of inflicting Charm on each opponent at the start of each round
Adept Clothing Mastery- (Passive Ability, Diplomat) Clothing armors equipped by possessor can provide an additional +10,000 Defense before capping, Clothing armors equipped by possessor that provide a Defense bonus provide an additional +500 Defense, The critical Damage multiplier of attacks targeting possessor that are not non-offensive decreases by 1 as an effect that does not stack with other critical-damage-multiplier-decreasing effects that come from abilities if possessor is wearing a Clothing
Apprentice Clothing Mastery- (Passive Ability, Diplomat) Possessor gains +25 Defense and +25 to all stats if possessor has a Clothing equipped
Basic Clothing Mastery- (Passive Ability, Diplomat) All Clothes worn by possessor provide +5 additional Defense and +5 to all stats
Clothing Wearer I- (Passive Ability, Diplomat) Possessor gains +5 to all stats when possessor has a Clothing equipped
Clothing Wearer II- (Passive Ability, Diplomat) Possessor gains +25 to all stats when possessor has a Clothing equipped, Possessor gains +50 Defense when possessor has a Clothing equipped
Diplomat- (Passive Ability, Diplomat) Possessor gains +(200 + (20 * Possessor Level)) Defense and +(200 + (20 * Possessor Level)) to all stats if possessor has a Clothing equipped
Maid- (Passive Ability, Diplomat) Possessor may remove one debuff from a source below Level 10 from any one target at the start of each round
Now I'm Really Getting Serious!- (Active Ability, Diplomat) Possessor may spend an action to unequip a single Clothes, Shoes, Boots, Hat, Scarf, Gloves, Eyewear, Cloak, or Belt, for the remainder of the current battle, possessor gains double the stat and Defense bonuses that the unequipped item would have provided, said item may not be re-equipped for the remainder of the current battle, this effect always wears off between battles, Buffs provided by this ability cannot exceed normal capping per item
Polite- (Passive Ability, Diplomant) Possessor's actions may not be countered by individuals below Level 5
Sexy- (Passive Ability, Diplomat) Possessor's actions may gain 15% inflicts Charm
Snappy Dresser- (Passive Ability, Diplomat) +50 Defense for each Clothing equipped
Snazzy Dresser- (Passive Ability, Diplomat) +20 to all stats for each Clothing equipped
Somehow Makes Loud Clothing Louder- (Passive Ability, Diplomat) Possessor gains +40 Magical Attack if possessor is wearing at least one Sonic element Clothing
Trendy Dresser- (Passive Ability, Diplomat) +200 HP for each Clothing equipped
Unaffected by Trends- (Passive Ability, Diplomat) Possessor's allies Clothes that are worth under 1,000,000 Gold cannot reduce possessor's stats or inflict negative status effects on possessor

~Diviner~
Ancient Magic: Divining Techniques of a Grand Era- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher
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
Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
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
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
Excellent at Counting Large Numbers of Things Quickly- (Passive Ability, Diviner) Possessor's actions that hit at least 100 targets may hit an additional target
Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 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
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 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
Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats

~Ebon Chancellor~
Apprentice Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 5% Darkness Resistance
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element

~Elementalist~
Ally of Autumnal Beasts- (Passive Ability, Friendship) Possessor's Acid element Elemental and Insect allies gain +50 to all stats, possessor gains +50 to all stats while possessor possesses an ally who is an Acid element Elemental
Aura of Fall- (Passive Ability, Elementalist) Possessor gains 5% Acid Resistance, Possessor's offensive actions have a 5% chance of being able to inflict Drain on targets of lower Level than possessor who are below Level 20
Basic Elemental Magic Attunement- (Passive Ability, Elementalist) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Caller of the Autumnal Spirits- (Passive Ability, Elementalist) Summoned Elemental Magic Acid element Elementals gain +50 to all stats, +2% Critical, +2% Dodge, +2% Resilience, +2% to-Hit, and +100 Defense, their Drain-inflicting attacks inflict an additional 500 points of Drain, their attacks that have a chance of inflicting Dissolving have a 1% higher chance, and said summons cost 150 less MP to summon
Chromamancer- (Passive Ability, Elementalist) Possessor gains +500 Damage to all damage dealing Acid element Elemental Magic spells, Possessor's Acid element Elemental Magic spells cost posessessor 50 less MP, Possessor's Acid element Elementalist Magic spells that increase or decrease stats increase or decrease (the same as before) them by an additional 100 points as a non-stacking effect, Possessor's Acidelement Elemental Magic spells that have a chance of inflicting Stat Drain have a 5% greater chance
Elemental Magic Casting I- (Passive Ability, Elementalist) Elemental Magic spells cost possessor 20 less MP to cast
Elemental Geomancy: Fall- (Passive Ability, Elementalist) The presence of a Zone of Acid counts as a casting of Call Unto Seasons: Fall for possessor's purposes
Elementalist- (Passive Ability, Elementalist) +500 Damage to all damage dealing Elemental Magic spells, All Elemental Magic spells cost 50 less MP
Envoy of Fall- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Fall
Hand of Changing Colors- (Passive Ability, Elementalist) Possessor gains +20 Magical Attack for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's offensive actions that inflict Drain inflict an additional 200 points for each Acid element Elemental Magic spell equipped to a max of 10 spells, Possessor's melee attacks may, if at least one weapon slot is open, have a 1% chance of inflicting Dissolving
Hand of Eternal Autumn- (Passive Ability, Elementalist) Possessor gains +25 Melee Attack for each open weapon slot if an Acid element elemental magic spell is equipped, Possessor's Melee Attack actions may be solely Acid element if no weapon is equipped
Hand of Seasonal Decay- (Passive Ability, Elementalist) Possessor's Acid element Elemental Magic spells that confer non-addative resistance to Acid have a 25% chance of conferring an equal amount of non-addative Psychic resistance, to a max of 25%, +25 STR if an Acid element Elemental Magic spell is equipped
Invoke Decay- (Active Ability, Elementalist) Possessor gains +40 Magical Attack for Acid element Elemental Magic spells, So long as possessor has an Acid element Elemental Magic spell equipped then for each open weapon slot that is empty, possessor gains an additional action each turn that may only be used to make an attack that does a 200 Flat Acid element damage per user level that still has a chance of missing as though it was not a Flat-damage attack and causes a debuff that stacks 20 times that causes -50 to all stats
Purity of Autumn- (Active Ability, Elementalist) Posessor's Magical attacks involving at least one Elemental Magic spell that is solely Acid element may deal solely Acid element damage, Posessor's Acid element Elemental Magic spells gain +50 Magical Attack if they provide a Magical Attack bonus and may inflict Drain
Speak the Aestival Tongue- (Passive Ability, Elementalist) Possessor's spells that are more than one out of the elements Air, Earth, Fire, and Water gain +5 Magical Attack
Speak the Autumnal Tongue- (Passive Ability, Elementalist) Possessor's Acid element spells gain +5 Magical Attack
Ward of Falling Leaves- (Stance Ability, Elementalist) User must have at least 3 Acid element Elemental Magic spells equipped, Possessor gains +200 Defense, Possessor may choose to gain a 50% chance of inflicting Drain against any individual who conducts an offensive action against posessor for purposes of posessor's next damage-dealing action as a non-stacking buff

~Friendship~
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Loyal Servant of Vashna- (Passive Ability, Friendship) Possessor gains +200 to all stats if one of possessor's allies is named 'Vashna Saseen', Possessor cannot be afflicted with Charm by sources below Level 20 who are below one half possessor's controller's Level, rounded up, if any of possessor's allies are named 'Vashna Saseen', Possessor suffers -400 to all stats if one of possessor's opponents is named 'Vashna Saseen', The infliction chances of Charm for individuals named 'Vashna Saseen' are increased by 25% against possessor

~Gambler~
Apprentice Fortune Synchronization- (Passive Ability, Gambler) Possessor gains +50 to all stats for each Fortune element item equipped, Possessor's Fortune element pets and summons gain +250 to all stats
Apprentice Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 500 points
Aura of Good Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored: Good Fortune at the start of each round
Aura of Ill Fortune- (Stance Ability, Gambler) If possessor is Fortune element, up to 30 of possessor's opponenets may be afflicted with Hexed: Ill Fortune at the start of each round with a 100% chance of infliction
Aura of Luck's Favored One- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Good Fortune' stance, up to 30 of possessor's allies, optionally including possessor, are afflicted with Favored at the start of each round
Aura of Vexsome Fortune- (Stance Ability, Gambler) If possessor is Fortune element and in the 'Aura of Ill Fortune' stance, up to 30 of possessor's opponents may be afflicted with Hexed at the start of each round with a 100% chance of infliction
Basic Fortune Synchronization- (Passive Ability, Other: Gambler) Possessor gains +25 to all stats if possessor is Fortune element
Basic Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 50 points
Critical Strike- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor targets an opponent who is below Level 60 and performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '1' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a hit that is not considered being dodged if it would have been dodged normally, with said hit becoming an automatic Critical
Detect Fortune- (Passive Ability, Gambler) Possessor gains +1% To Hit against Fortune element targets
Eternal Favor- (Passive Ability, Gambler) If possessor is Fortune element, possessor may choose to have no natural per-round chance of the positive status effect Favored disappearing from possessor
Fortunate Powerattack- (Passive Ability, Gambler) If possessor is Fortune element, Possessor's 'Powerful Attack' actions' minimum miss chance is lowered to 45% if above 45%.
Fortune Favors the Badass- (Passive Ability, Gambler) If possessor is a devout worshipper of the Twin Lucks pantheon, possessor counts as 10 Levels higher for worshipper benefits, to a max of possessor's actual Level
Gambler- (Passive Ability, Other: Gambler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fortune Resistance, Possessor ignores Fortune Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Greater Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 25,000 points
Hard to Hex- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed on possessor, if successful, must be rerolled once
Hexbounce- (Passive Ability, Gambler) If possessor is Fortune element and would be afflicted with the status effect Hexed or any of its sub-status effects by a source below Level 60, possessor may choose instead to not be afflicted with Hexed and inflicted Hexed on the source of said infliction
Improved Weaponization of Fortune- (Passive Ability, Other: Gambler) Quantities of Fortune element Damage dealt by possessor are increased by 5,000 points
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Increased Critical Threshold- (Passive Ability, Gambler) Possessor's 'Critical Strike' ability triggers on a roll of '1' to '5' instead of just on a roll of '1'
Induce Horrific Fumbles- (Passive Ability, Gambler) If possessor is Fortune element, when an opponent of possessor who is below Level 60 performs an offensive attack that includes a roll for a hit of said attack to hit, miss, or be dodged as per the standard rules for such, then if a '100' is rolled on said roll, regardless of whether it would be a miss normally or not, it becomes a miss that is considered being dodged if it would have been dodged normally, with said hit having a further 25% chance of having its target then re-selected randomly from the allies of its source, including its source, who could have been originally targeted by it, with all calculations for said hit being re-performed in said case
Increased Fumble Threshold- (Passive Ability, Gambler) Possessor's 'Induce Horrific Fumbles' ability triggers on a roll of '96' to '100' instead of just on a roll of '100'
Lasting Favor- (Passive Ability, Gambler) If possessor is Fortune element, whenever possessor would have to roll for the natural per-round disappearance of the positive status effect Favored from possessor, possessor rolls twice and chooses the result
Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 7 of possessor's allies gain 7% Resilience, 7% Dodge, 7% Critical, and 107% To Hit
Meditative Assumption of Fortune- (Passive Ability, Other: Gambler) Possessor may choose, at the beginning of a thread, to become solely Fortune element
Quite Lucky- (Passive Ability, Gambler) If possessor is Fortune element, possessor and up to 77 of possessor's allies gain 24% Resilience, 24% Dodge, 24% Critical, and 124% To Hit
Stroke of Luck- (Passive Ability, Gambler) Possessor may, once per thread, reroll a value that possessor rolled, provided that no opponent who is either Fate element or Level 60 or greater objects
Unfortunate Spell- (Technique Ability, Gambler) Possessor may used 'Unfortunate Spell' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as possessor is Fortune element and possessor casts a spell as part of said action. Said action gains '60% inflicts Hexed: Ill Fortune'.
Unhexable- (Passive Ability, Gambler) If possessor is Fortune element, possessor gains Hexed Immunity
Wielder of Ill Fortune- (Passive Ability, Gambler) If possessor is Fortune element, infliction chances of Hexed with possessor as a source, if unsuccessful, may be rerolled once

~Geomancer~
Accustomed to Heat- (Passive Ability, Geomancer) 1% Fire Resistance
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Casino- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is 'Casino'
Attuned to Terrain: Swamp - (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Swamp
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Empowered by Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Night
Generate Chronogeomantic Zone of Night- (Passive Ability, Geomancer) Possessor may create a Chronogeomantic Zone of Night at the beginning of battle if no other Zones are present
Geomancer- (Passive Ability, Geomancer) Geomancy spells cost possessor 500 less MP to cast, Geomancy spells cost possessor an additional (Possessor Level x 10) less MP to cast, Possessor gains +(10 x Possessor Level) to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Improved Terrain Attunement: Casino: Betting on Black- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Darkness element until the end of the round and provides +1% To Hit
Improved Terrain Attunement: Casino: Betting on Green- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Earth element until the end of the round and provides -1% To Hit
Improved Terrain Attunement: Casino: Betting on Red- (Passive Ability, Geomancer) Possessor may choose at the start of any round that the terrain or phantom terrain is 'Casino' to obtain a buff that makes possessor solely Fire element until the end of the round and provides +1% To Hit
Improved Terrain Attunement: Casino: Casino-Based Luck-Twisting- (Passive Ability, Geomancer) Possessor's Favored and Blessed infliction chances are increased by 15% while the terrain or phantom terrain is 'Casino'
Improved Terrain Attunement: Casino: Embracing the Casino Chaos- (Passive Ability, Geomancer) At the end of any round during which the terrain or phantom terrain is 'Casino' during which possessor could have decided the result of one of more randomized rolls but instead did not decide any of them, possessor obtains a buff that stacks 7 times that lasts 7 rounds that provides +700 to all stats
Improved Terrain Attunement: Casino: Jackpot Hit- (Passive Ability, Geomancer) Possessor may choose for Criticals that possessor obtains while the terrain or phantom terrain is 'Casino' to deal Gold Damage equal to the HP Damage they would deal either instead of or in addition to said HP Damage
Improved Terrain Attunement: Casino: Lucky in Casinos- (Passive Ability, Geomancer) Possessor gains +7% Critical and +7% To Hit if the terrain or phantom terrain is 'Casino'
Improved Terrain Attunement: Casino: Support from Coin-Spraying Machines- (Passive Ability, Geomancer) Possessor may choose for the any of possessor's 'Ranged Attack' actions to gain +300 Ranged Attack and the element Wealth if the terrain or phantom terrain is 'Casino'
Improved Terrain Attunement: Casino: The House Always Wins- (Passive Ability, Geomancer) Possessor obtains +5,000 to all stats while the terrain or phantom terrain is 'Casino' and was created by possessor
Improved Terrain Attunement: Swamp: One With the Mire- (Passive Ability, Geomancer) Possessor gains +10% Dodge and 50% Poison Resistance, if the terrain or phantom terrain is Swamp
Phantom Terrain Link Established: Casino- (Passive Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Casino
Phantom Terrain Link Established: Swamp- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Swamp
Zonal Link Established: Zone of Air- (Passive Ability, Geomancer) Possessor may create a Zone of Air at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Darkness- (Passive Ability, Geomancer) Possessor may create a Zone of Darkness at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Earth- (Passive Ability, Geomancer) Possessor may create a Zone of Earth at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Fire- (Passive Ability, Geomancer) Possessor may create a Zone of Fire at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Light- (Passive Ability, Geomancer) Possessor may create a Zone of Light at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Technology- (Passive Ability, Geomancer) Possessor may create a Zone of Technology at the beginning of battle if no other Zones are present
Zonal Link Established: Zone of Water- (Passive Ability, Geomancer) Possessor may create a Zone of Water at the beginning of battle if no other Zones are present

~Gigas Knight~
Basic Grand Armor Mastery- (Passive Ability, Gigas Knight) All Grand Armors worn by possessor provide +40 additional Defense and reduce AGI by 5 less
Burly- (Passive Ability, Gigas Knight) +100 unmodified STR, +50 unmodified CON
Momentum- (Passive Ability, Gigas Knight) Possessor gains, as a buff that resets itself at the start of every battle that is an effect which stacks 200 times, +50 to all stats at the start of each round of battle

~Gunner~
Basic Gun Training- (Passive Ability, Gunner) This character gains +6 Ranged Attack when a Gun is equipped.
Tri Shot- (Active Ability, Gunner) This character may use Tri Shot in conjunction with a Ranged Attack, so long as no other active ability is used and a Gun is equipped. This character's attack inflicts 3 hits against 1 or 1 hit against 3, does 66% normal damage, has +1% Critical and a -1% To Hit.

~Heir To The Future~
Apprentice Technology Resistance- (Passive Ability, Heir to The Future) Possessor gains 5% Technology Resistance
Apprentice Technology Synchronization- (Passive Ability, Heir to The Future) Possessor gains +50 to all stats for each Technology element item equipped, Possessor's Technology element pets and summons gain +250 to all stats
Basic Technology Resistance- (Passive Ability, Heir to The Future) Possessor gains 1% Technology Resistance
Basic Technology Synchronization- (Passive Ability, Heir to The Future) Possessor gains +25 to all stats if Technology element

~Illusionist~
Apprentice Illusion Magic Attunement- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 500 more HP, 50 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Basic Illusion Magic Attunement- (Passive Ability, Illusionist) All Illusion Magic summons have 200 more HP, 10 more of each stat, last 1 turn longer if they last over 1 turn already, and require 25 more of the relevant stats to dispel
Basic Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 1,000 more HP, 100 more of each stat, last 1 round longer if they last over 1 round already, and require 250 more of the relevant stats to dispel
Can Delude Self About Health Conditions- (Passive Ability, Illusionist) Possessor has a 50% chance per effect of suffering no negative effects from minor negative status effects from sources below Level 10
Can Pretend to Be Knowledgeable and Multitalented- (Passive Ability, Illusionist) Possessor may choose to count as possessing one more ability in each class that possessor posssesses at least 1 ability in; This ability works for prerequisite purposes if it is permanently possessed by its possessor
Convincing Liar- (Passive Ability, Illusionist) Possessor counts as being 1 Level higher for purposes of resisting stat-scanning attempts, with said bonus not being able to overcome 'Immune to below Level X' effects
Fake Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense if possessor's stats have not been scanned yet during this thread by any opponent
Fake Stat Defense- (Passive Ability, Illusionist) Possessor gains +250 Defense against Stat Damage if possessor's stats have not been scanned yet during this thread by any opponent
False Element- (Passive Ability, Illusionist) Possessor may choose to become solely any one base element at the beginning of a thread, with said buff being removed if possessor's stats are scanned by an opponent
False Kindness- (Passive Ability, Illusionist) Possessor may choose for individuals below Level 20 to treat possessor's offensive actions as being non-offensive actions
Honeyed Words- (Passive Ability, Illusionist) Possessor's Magical Attack actions may gain 15% inflicts Charm if possessor's stats have not been scanned by an opponent
Illusion Magic Casting I- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 20 less MP to cast
Illusionist- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have (500 * Possessor Level) more HP, (50 * Possessor Level) more of each stat, last (Possessor Level) rounds longer if they last over 1 round already, and require (50 * Possessor Level) more of the relevant stats to dispel

~Mountain King~
Apprentice Earth Resistance- (Passive Ability, Mountain King) Possessor gains 5% Earth Resistance
Apprentice Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +50 to all stats for each Earth element item equipped, Possessor's Earth element pets and summons gain +250 to all stats
Basic Earth Resistance- (Passive Ability, Mountain King) Possessor gains 1% Earth Resistance
Basic Earth Synchronization- (Passive Ability, Mountain King) Possessor gains +25 to all stats if Earth element

~Ocean Prince~
Apprentice Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 5% Water Resistance
Apprentice Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +50 to all stats for each Water element item equipped, Possessor's Water element pets and summons gain +250 to all stats
Basic Water Resistance- (Passive Ability, Ocean Prince) Possessor gains 1% Water Resistance
Basic Water Synchronization- (Passive Ability, Ocean Prince) Possessor gains +25 to all stats if Water element

~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
Blessed Aura- (Passive Ability, Priest) If possessor is in a Priest stance, possessor and possessor's allies regenerate 5,000 HP and 5,000 MP per round, Possessor must have a Patron Deity for this ability to take effect
Bolster Worshipper Benefits- (Passive Ability, Priest) Possessor gains +40 to any stat out of STR, AGI, CON, MIN, and SPI that possessor's Worshipper Benefits give possessor a bonus to
Can Create Zones of Divinely Blessed Sanctuary- (Passive Ability, Priest) Poessessor may, when possessor conducts an 'Establish Sacred Geomantic Zone' action attach an effect to the Zone that is naturally created by said ability that gives devout worshippers of said deity +500 Defense while in said Zone as a non-stacking buff that does not stack across different deities or zones
Confess Sins- (Active Ability, Priest) Up to three times per thread, possessor may spend an action to remove a debuff that possessor applied to one of possessor's allies, Possessor must have a Patron Deity to perform said action
Establish Sacred Geomantic Zone- (Active Ability, Priest) Possessor may, if possessor possesses at least 1 Patron Deity, spend an action to create a Zone that is Sacred To <Any one of possessor's Patron Deities> and attach an effect to said Zone that gives devout worshippers of said deity +500 to all stats while in said Zone as a non-stacking buff that does not stack across different deities or zones
Evangelist- (Passive Ability, Priest) Possessor's pets and summons, if not already considered Devout Worshippers of a deity, are considered to be devout worshippers of possessor's deity
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
Perform Funeral Rites- (Active Ability, Priest) Possessor may spend an action and make it so that a target's ally's corpse cannot be destroyed, transformed, or resurrected by individuals below Level 40 without possessor's permission
Polytheist- (Passive Ability, Priest) Possessor's Level is considered to be 1 Level higher, to a max of poessor's Level or 99, whichever is lower, for purposes of Worshipper Benefits for each of possessor's Patron Deities as an effect that is not divided by the normal divisor that possessor's Level is divided by for purposes of Pantheon Worshipper Benefits if possessor is a Devout Worshipper of a Pantheon
Pray- (Active Ability, Priest) Possessor may spend an action to use this ability. This ability restores 1% of possessor's HP and MP and has a (Possessor Level)% chance of curing possessor of all minor and moderate status effects, May only be used (Possessor Level) times per thread, Possessor must be a devout follower of some deity for this ability to take effect
Prayer for the Blessing of a Singular Deity- (Passive Ability, Priest) Possessor's 'Pray' actions may, if possessor is a worshipper of a pantheon, switch possessor to be a devout worshipper of any of the pantheon's individual deities for the duration of the thread; Possessor may not purchase new worshipper benefits while under this effect
Preacher- (Passive Ability, Priest) Possessor's allies who share at least 1 Patron Deity with possessor gain +100 to all stats
Preacher's Stance- (Stance Ability, Priest) Possessor's allies who share a patron deity with possessor gain +100 to all stats, Possessor must be a devout follower of some deity for this ability to take effect
Priest- (Passive Ability, Priest) +500 Damage to all damage-dealing Divine Magic spells, all Divine Magic spells cost 50 less MP per possessor Level, +50 damage to damage-dealing Divine Magic spells per possessor Level, +50 additional damage to Divine Magic spells that heal HP or MP per possessor Level, Possessor counts as being (Possessor Level / 10, rounded up) levels higher for purposes of worshipper benefits, Possessor must be a devout follower of some deity for this ability to take effect

~Radiant Hierophant~
Apprentice Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 5% Light Resistance
Apprentice Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +50 to all stats for each Light element item equipped, Possessor's Light element pets and summons gain +250 to all stats
Basic Light Resistance- (Passive Ability, Radiant Hierophant) Possessor gains 1% Light Resistance
Basic Light Synchronization- (Passive Ability, Radiant Hierophant) Possessor gains +25 to all stats if Light element

~Reaper~
Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Scythe
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Aquatic-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Aquatics and gains +25% Critical against Aquatics.
Aquatic-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Dud Harvest- (Technique Ability, Reaper) Possessor may use 'Dud Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Reaper equipped. Said attack gains -1,000 Melee Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Famous Calamari-Scything Art- (Technique Ability, Reaper) Possessor may use 'Famous Calamari-Scything Art' in conjunction with a 'Melee Attack' action so long as a Scythe is equipped and no other technique is used. Said action gains +200 Melee Attack against Aquatic, and wielder counts as possessing 1 additional Fame during said action.
Flame Harvest- (Technique Ability, Reaper) Possessor may use 'Flame Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Fortress-Collapsing Wind-Slash- (Technique Ability, Reaper) Possessor may use 'Fortress-Collapsing Wind-Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +1,000 Melee Attack, and it gains +50% Critical against Large Structures.
Fortune Sever- (Technique Ability, Reaper) Possessor may use 'Fortune Sever' in conjunction with a 'Ranged Attack' or 'Melee Overdrive' action so long as possessor is Level 40 or greater, a Scythe is equipped, and no other technique is used. Said action gains +2,000 Melee Attack and '5% inflicts Cursed'
Hard to Disarm With a Scythe- (Passive Ability, Reaper) Individuals below Level 20 may not unequip or steal possessor's equipped Scythes without possessor's permission
Harvest-Killing Scythestrike- (Technique Ability, Reaper) Possessor may use 'Harvest-Killing Scythestrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +700 Melee Attack, and its targets may not summon or heal plants as a non-stacking debuff.
Harvest Mastery- (Passive Ability, Reaper) Technique Abilities from the Reaper class whose name includes 'Harvest' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Haunted Claw- (Technique Ability, Reaper) Possessor may use ‘Haunted Claw’ in conjunction with a Melee Attack action, provided that possessor has a Scythe equipped and no other Technique is used. Said action gains +210 Melee Attack, 5% inflicts Confusion: Fear, 10% inflicts Stat Drain: CON Drain, and 15% inflicts Hexed.
Hexing Harvest- (Technique Ability, Reaper) Possessor may use 'Hexing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Hexed.
Human-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Humanoids and gains +25% Critical against Humanoids.
Humanoid-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Hungering Harvest- (Technique Ability, Reaper) Possessor may use 'Hungering Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals HP Drain, and deals 1/2 Damage.
Hyped-Up Slash- (Technique Ability, Reaper) Possessor may use Hyped-Up Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +1 Melee Attack and is delayed for 5 rounds.
Impairing Harvest- (Technique Ability, Reaper) Possessor may use 'Impairing Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains a 20% chance of inflicting Impaired.
Jack-O-Lantern Flamescythe- (Technique Ability, Reaper) Possessor may use 'Jack-O-Lantern Flamescythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +300 Melee Attack, gains the element Fire, and gains a 30% chance of inflicting Confusion: Fear
Keen Scything Stance- (Stance Ability, Reaper) +5% Critical when a Scythe is equipped, +25 Melee Attack when a Scythe is equipped
Plant-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Plants and gains +25% Critical against Plants.
Plant-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Prime-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Primes and gains +25% Critical against Primes.
Prime-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Primes and gains +5% To Hit against Primes.
Radiantly-Exploding Torpedo Scythe- (Technique Ability, Reaper) Possessor may use 'Radiantly-Exploding Torpedo Scythe' in conjunction with a 'Ranged Attack' or 'Melee Overdrive' action so long as a Scythe is equipped and no other technique is used. Said action gains +2,000 Ranged Attack and inflicts Charm: Impressed on all of target's allies below Level 40. One of wielder's Scythes has its Melee Attack bonus changed into a Ranged Attack bonus for the duration of said action. Said Scythe is unequipped and then destroyed if worth under 10,000,000 Gold or is unequipped and then removed from the thread if it is worth 10,000,000 Gold or more unless caster possesses the ability 'Assassin'.
Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Reaper's Countainance- (Passive Ability, Reaper) Possessor gains 5% Confusion Resistance, 5% Pain Resistance, and 5% Charm Resistance if possessor has a Scythe equipped.
Reptile-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Reptiles and gains +25% Critical against Reptiles.
Reptile-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Reptile-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Scythe Wielding III- (Passive Ability, Reaper) Possessor gains +200 to all stats when a Scythe is equipped and +200 Melee Attack when a Scythe is equipped
Shadow Harvest- (Technique Ability, Reaper) Possessor may use 'Shadow Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Suddenly Elongate Scythe- (Technique Ability, Reaper) Possessor may use ‘Suddenly Elongate Scythe’ in conjunction with a Melee Attack action that solely targets individuals in the front row, provided that possessor has a Scythe equipped and no other Technique is used. Possessor gains +80 Melee Attack and may, after seeing the damage said Melee Attack action dealt to each individual in the front row, choose to not apply damage or any other effects from the Melee Attack action save the actual targeting of the individual as part of a Melee Attack action to any chosen number of front-row targets and make a second attack as part of the same Melee Attack action that solely targets a number of individual in the back row equal to the number of damage-forfeited targets in the front row, with this technique not being able to cancel damage and / or create a new attack more than once per round; this technique may re-assign missed and dodged hits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Spooky Scything- (Passive Ability, Reaper) Possessor’s Melee Attack actions gain 10% inflicts Confusion: Fear and 10% inflicts Hexed while possessor is wielding a Scythe.
Thirsty Harvest- (Technique Ability, Reaper) Possessor may use 'Thirsty Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, deals MP Drain, and deals 1/2 Damage.
Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Whirling Scything Stance- (Stance Ability, Reaper) +15 Melee Attack, Possessor's Melee Attacks deal 1/5 damage and gain 1 hit against 3, 5% possessor may counter Physical element attacks with a basic Melee Attack that involves no techniques or spells, -5% Dodge, a Scythe must be equipped to utilize this stance's abilities, excepting the Dodge penalty
Wind Harvest- (Technique Ability, Reaper) Possessor may use 'Wind Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Air element.

~Summoner~
Apprentice Summoner Magic Attunement- (Passive Ability, Summoner) All of possessor's Summoner Magic Summons gain +250 to all stats, and all Summoner Magic spells cost possessor 50 less MP to cast
Basic Fading-Call-Augmenting Techniques- (Passive Ability, Summoner) Spells cast by possessor whose name includes 'Fading Call' deal 5,000 additional points of Damage whenever they deal Damage; Spells cast by possessor whose name includes 'Fading Call' that replicate abilities performed by entities from the Enemy List as though said entities were performing them deal 5,000 additional points of Damage whenever they deal Damage
Basic Summon Critical Augmentation- (Passive Ability, Summoner) All of possessor's summons gain +1% Critical
Basic Summoner Magic Attunement- (Passive Ability, Summoner) All creatures summoned through Summoner Magic spells gain +10 to all stats, and all Summoner Magic spells cost 10 less MP
Knowledge of Basic Techniques in Summoning Acid-Element Entities- (Passive Ability, Summoner) Possessor's Acid-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Air-Element Entities- (Passive Ability, Summoner) Possessor's Air-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Darkness-Element Entities- (Passive Ability, Summoner) Possessor's Darkness-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Earth-Element Entities- (Passive Ability, Summoner) Possessor's Earth-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Fire-Element Entities- (Passive Ability, Summoner) Possessor's Fire-element summons gain +100 to all stats
Knowledge of Basic Techniques in Summoning Water-Element Entities- (Passive Ability, Summoner) Possessor's Water-element summons gain +100 to all stats
Summoner- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain (+1,000 x Possessor Level) HP and MP and +(10 x Possessor Level) to all stats
Well-Versed in Traditional Summoning Techniques- (Passive Ability, Summoner) Possessor's Summoner Magic summons gain +100 to all stats

~Superhero~
Super Wardrobe-Shift- (Passive Ability, Superhero) Possessor may, at the start of any round, unequip and then equip any armors, Masks, Shoes, Hats, Boots, Helms, Wristwear, and/or Rings
Unrelenting Will- (Passive Ability, Other: Superhero) Possessor gains Confusion: Fear Immunity, Possessor may not be removed from battle without possessor's consent by individuals below Level 40

~Thief~
Apprentice Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +50 additional Melee Attack, All Thief Arts spells cost possessor 40 less MP to cast, Possessor gains +200 AGI on the first round of battle
Basic Lock Picking- (Passive Ability, Thief) +20 AGI, Possessor's lower-levelled foes' abilities that have a chance of reducing the odds of said foes dropping treasure or Gold have a 30% chance of failing, providing said foes are non-unique and under level 20
Basic Thief Arts Attunement- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +10 additional Melee Attack, All Thief Arts spells cost possessor 10 less MP to cast, Possessor gains +20 AGI on the first round of battle
Basic Item Theivery- (Passive Ability, Thief) Possessor's Thief Arts spells and Thief abilities that have a percent chance of stealing any item from a target under Level 20 have said chance increased by 5%
Sticky Fingers- (Passive Ability, Thief) Thief Arts abilities that steal Gold steal 10% more than they would without this ability
Steal- (Active Ability, Thief) Possessor may spend an action and select a target. Possessor has a percent chance equal to (Poessessor's Level - Target's Level) of stealing a random item from said target's list of drops if said target would normally be able to provide drops, with said target no longer providing drops as it otherwise would. This ability may only steal one item per target per thread. This ability may not steal items from targets that are not normally fightable for drops on the enemy list. This ability may not steal items from targets that are higher level than its possessor or user. This ability may not steal items from targets that are Level 20 or greater.
Thief Arts Casting I- (Passive Ability, Thief) Thief Arts spells cost possessor 20 less MP to cast
Thief Arts Casting II- (Passive Ability, Thief) Thief Arts spells cost possessor 200 less MP to cast
Thief- (Passive Ability, Thief) All Thief Arts spells cast by possessor that possess a Melee Attack bonus gain +(200 +20 * Possessor Level) additional Melee Attack, All Thief Arts spells cost possessor (40 + 30 * Possessor's Level) less MP to cast, Possessor gains +(200 + 30 * Possessor Level) AGI on the first round of battle
Tricky- (Passive Ability, Thief) Possessor's foes of equal or lower level with a lower Mind than possessor have their resistances to minor status effects caused by possessor reduced by 5%, to a minimum of 0%

~Transmuter~
Apprentice Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by 50 additional points, All Transmutation spells cast by possessor that increase stats do so by 50 additional points, and all Transmutation spells cast by possessor cost 200 less MP
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Expanded Transmutative Element-Folding- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a single element
Expanded Transmutative Element-Warping- (Stance, Transmuter) Possessor may change elements using Warped Element Stance even if possessor is not a base element
Expanded Transmutative Self-Folding- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a single subtype
Expanded Transmutative Self-Warping- (Stance, Transmuter) Possessor may change subtypes using Warped Self Stance even if possessor is not a base subtype
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Thrice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Shifting Weapon Stance while in Warped Self Stance
Transmuter- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Melee Attack, Magical Attack, or Ranged Attack increase said bonuses by (50 * Possessor Level) additional points as a non-stacking effect, All Transmutation spells cast by possessor that increase stats do so by (50 * Possessor Level) additional points as a non-stacking effect, and all Transmuatation spells cost possessor (100* Possessor Level) less MP to cast
Twice-Warped Stance- (Passive Ability, Transmuter) Possessor counts as being in Warped Element Stance while in Warped Self Stance
Warped Element Stance- (Stance, Transmuter) Possessor, if a single base element, may choose to count as a different base element while in this stance
Warped Self Stance- (Stance, Transmuter) Possessor, if a single base subtype, may choose to count as a different base subtype while in this stance

~Unfettered One~
Adept Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Prime summon, Possessor's unmodified stats increase by 200 points if possessor is a Prime
Advanced Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 60% Charm Resistance
Apprentice Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 20% Charm Resistance
Basic Unfettered One Knowledge- (Passive Ability, Other: Unfettered One) Possessor's Prime pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Defensive Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +50 Defense
Defensive Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +250 Defense
Element Roulette- (Active Ability, Unfettered One) Possessor may spend an action to have possessor's element become a single random Base Element
Engage Games Room: Roulette Master- (Passive Ability, Other: Unfettered One) Possessor may, at the start of a standard arena match, set the terrain to 'Roulette Master's Courtyard', which counts as having 'Casino' in its name for purposes of effects that relate to terrains and phantom terrains. While the terrain is 'Roulette Master's Courtyard', possessor may, at the start of the round, choose to select a range of Levels, all of which must be below 80 and below possessor's Level, with 8 randomly chosen actions (with targets also being randomly chosen) performable by randomly selected entities on the Enemy List that are within the selected Level range and normally fightable for drops being selected; possessor then may choose up to three of these actions to perform as though they were being performed by replicated copies of the entites on the Enemy List. Possessor obtains +2,000 uncapped points to all stats if the terrain is 'Roulette Master's Courtyard'. As an RP effect, this ability (and related abilities) specifically function in the Roulette Master's courtyard.
Fatal Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette I Table
Fatal Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette II Table if possessor is Level 20 or greater
Fatal Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette III Table if possessor is Level 40 or greater
Fatal Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Fatal Roulette IV Table if possessor is Level 60 or greater, This roll may not be de-randomized, rerolled, or modified by sources below Level 99
Formshift: Prime- (Stance Ability, Unfettered One) Possessor's subtype becomes Prime
Gate Roulette- (Active Ability, Unfettered One) Possessor may spend an action to randomly move each entity that is either a non-unique entity below Level 80, a unique entity below Level 60, or a willing entity that is present in any battlespace that is part of the current battle to a random existing battlespace that is part of said battle
Glory Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette I Table
Glory Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette II Table if possessor is Level 20 or greater
Glory Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette III Table if possessor is Level 40 or greater
Glory Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to roll on the Glory Roulette IV Table if possessor is Level 60 or greater, This roll may not be de-randomized, rerolled, or modified by sources below Level 99
Heinous Roulette Casting- (Passive Ability, Unfettered One) If possessor is a Prime, performs a Magical Attack action that includes no Techniques and pays an amount of MP equal to 5% of possessor's Max MP, and said action has all of its hits be Criticals, possessor has a 50% chance of being able to make a second attack as part of the same action that may include a different spell than the first attack, with this additional attack being able to be made a max of once per round; if the cost mentioned in this ability is paid but this ability's activation chance does not activate, possessor has a 25% chance of losing possessor's first action of the next round, with everything that would occur before and after said action still occurring.
Offensive Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have the Damage values of their abilities increased by 50 points
Offensive Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have the Damage values of their abilities increased by 500 points
Prime Calling I- (Passive Ability, Unfettered One) Possessor's Prime summons gain +20 to all stats
Prime Calling II- (Passive Ability, Unfettered One) Possessor's Prime summons gain +200 HP
Prime Calling III- (Passive Ability, Unfettered One) Possessor's Prime summons gain +500 MP
Prime Calling IV- (Passive Ability, Unfettered One) Possessor's Prime summons gain +2,000 HP and +4,000 MP
Prime Calling V- (Passive Ability, Unfettered One) Possessor's Prime summons may not be unsummoned by sources below Level 5
Primal Force of Nature- (Passive Ability, Other: Unfettered One) Possessor, if a Prime, may choose at the beginning of a thread to gain the subtype Plant, Possessor, if a Plant, may choose at the beginning of a thread to gain the subtype Prime, Possessor if a Prime and an Plant, gains +100 to all stats
Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +20 to all stats
Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain +100 to all stats
Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 40% Charm Resistance
Prime Traits- (Passive Ability, Other: Unfettered One) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Prime
Primordial Unfettered Body- (Passive Ability, Unfettered One) Possessor is Immune to sources below Level 20 if possessor is Level 40 or greater and is a Prime
Rotating Resistance- (Passive Ability, Unfettered One) At the start of each battle, possessor is randomly assigned a 40% Resistance to any one Base Element that lasts until the end of battle. At the start of each battle, possessor is randomly assigned an Immunity to any one Minor Negative Status Effect that lasts until the end of battle.
Roulette Assault- (Passive Ability, Unfettered One) At the start of battle, possessor is randomly assigned a single stat as possessor's Prime Attribute. Possessor may use this stat in place of any single other stat for purposes of Attack abilities
Roulette Master- (Passive Ability, Unfettered One) Five values are attached to this ability. Every month, possessor may choose to these values a single time. Possessor is forced to re-roll these values every 6 months. Each of these values is randomly determined to be a value between 1 and 20. This re-rolling may not be undone by effects that undo a round of battle (or multiple rounds of battle, or elements of a round of battle) that come from sources below Level 200. Possessor uses the first of these values as its Base STR, including for prerequisite purposes. Possessor uses the second of these values as its Base AGI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the third of these values as its Base CON, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the fourth of these values as its Base MIN, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points. Possessor uses the fifth of these values as its Base SPI, including for prerequisite purposes, but not including for purposes involving stat-point reallocation or the spending, sacrifice, or loss of base stat points.
Time Tracker: Last "Spin" 10/27/15
Roulette Master Plus- (Passive Ability, Unfettered One) Whenever possessor's values associated with possessor's 'Roulette Master' ability are re-determined by possessor's 'Roulette Master' ability, after the initial allotment of values, five additional points are randomly allocated to those values.
Speed-Focused Prime Instruction I- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Prime Instruction II- (Passive Ability, Unfettered One) Possessor's Prime pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Stat Roulette I- (Active Ability, Unfettered One) A random target in the same battle as user gains +500 to a random stat as a buff or -500 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Stat Roulette II- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 20 or greater so that a random target in the same battle as user gains +1,000 to a random stat as a buff or -1,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Stat Roulette III- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 40 or greater so that a random target in the same battle as user gains +5,000 to a random stat as a buff or -5,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Stat Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action if possessor is Level 60 or greater so that a random target in the same battle as user gains +10,000 to a random stat as a buff or -10,000 to a random stat as a debuff (with the buff or debuff being chosen randomly) that does not stack for the same stat or across stats on the same individual, with later applications of said buff or debuff automatically overriding earlier applications
Subtype Roulette- (Active Ability, Unfettered One) Possessor may spend an action to have possessor's subtype become a single random Base Subtype
Summon Roulette I- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 20 and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Summon Roulette II- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 40, above Level 19, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Summon Roulette III- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 60, above Level 39, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Summon Roulette IV- (Active Ability, Unfettered One) Possessor may spend an action to summon 1-2 random entities that are normally fightable for drops, below Level 80, above Level 59, and below possessor's Level from the Enemy List, a max of 20 such entities may be summoned at once
Superior Prime Loyalty Instruction- (Passive Ability, Unfettered One) Possessor's Prime pets and summons gain 80% Charm Resistance
Unfettered Motion- (Passive Ability, Other: Unfettered One) Individuals below Level 20 may not conduct counters against possessor, Possessor is immune to Paralysis from sources below Level 25
Unfettered One- (Passive Ability, Other: Unfettered One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Prime pet only, This ability provides +50 HP and +10 to all stats of possessor's Prime pets and summons per Level of possessor

~Vermin Master~
Basic Vermin Master Knowledge- (Passive Ability, Vermin Master) Possessor's Insect pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

~Wanderer~
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Can Tell Tales of Many Lands- (Passive Ability, Wanderer) Wielder's Magical Attack actions may gain 5% inflicts Charm: Wanderlust
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Familiarity with Being Teleported- (Passive Ability, Wanderer) Spatial element actions have a 20% lower chance of inflicting Confusion on possessor
Fatigue Resistance- (Passive Ability, Wanderer) Possessor gains 10% Fatigued Resistance
Journeyman's Steps- (Passive Ability, Wanderer) Whenever possessor conducts a Switch Rows action, possessor has an optional 5% chance of removing any one Phantom Terrain created by a source of lower level than possessor that is below Level 20
Knowledge of Portals- (Passive Ability, Wanderer) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys
Short-Distance Self-Teleportation- (Active Ability, Wanderer) Possessor may spend an action to be able to move to either the Front Row or the Back Row at the beginning of the next round
Short-Distance Item Teleportation- (Active Ability, Wanderer) Possessor may spend an action to re-obtain an item stolen in the current battle by a source below Level 20 that has not been destroyed
Wanderer- (Passive Ability, Wanderer) Gate Magic spells cost possessor (100 * Possessor Level) less MP to cast

~Wind Duke~
Apprentice Air Resistance- (Passive Ability, Wind Duke) Possessor gains 5% Air Resistance
Apprentice Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +50 to all stats for each Air element item equipped, Possessor's Air element pets and summons gain +250 to all stats
Basic Air Resistance- (Passive Ability, Wind Duke) Possessor gains 1% Air Resistance
Basic Air Synchronization- (Passive Ability, Wind Duke) Possessor gains +25 to all stats if Air element

~Misc~
Artist of War- (Passive Ability, Combatant) Possessor's actions may gain '100% inflicts Charm: Impressed'
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 Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost 10 less XP and MP to cast, All Enchantment spells last 1 turn longer if they already last over 1 turn
Basic Knife Training- (Passive Ability, Shadow Blade) This character gains +6 Melee Attack and +3 Magical Attack when a Knife is equipped
Basic Magewright Proficiency- (Passive Ability, Magewright) Character gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune equipped.
Becomes More Buff Near Mirrors- (Passive Ability, Warrior) Possessor gains +500 STR if any individual in the same battlespace is capable of Reflecting any elements
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
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
Childlike Exuberance- (Passive Ability, Other: Toymaker) Whenever a source below Level 40 would place a debuff on possessor, there is a 20% chance that possessor instead is afflicted with Invigorated, Possessor gains +20 SPI
Deliciously Powerful Peanut-Butter-Filled Chocolate Paws- (Passive Ability, Beastmaster) If possessor is an Animal, possessor obtains +800 STR. If possessor is an Animal, possessor may choose at the start of a round to acquire a debuff that stacks 2 times that removes a weapon slot from its possessor to regenerate 80,000 HP.
Experimental Weapons Designer- (Passive Ability, Scientist) Possessor may, for a cost of 10,000 XP and 1,000,000 Gold apply the Experimental Upgrade enhancement 'Experimental Weapons Upgrade I' to one weapon owned and carried by possessor
Fleet- (Passive Ability, Thief) +200 AGI that is counted as unmodified for capping purposes
Has Consumed X = 1 of the Permanent Consumable "Lesser Blood Mirage Stone"- (Passive Ability, Permanent Item Effect) Possesor gains +5% Dodge and +500 Melee Attack, Cannot be used in combos
High Self-Confidence- (Passive Ability, Mentalist) Possessor gains 20% Confusion: Depression Resistance
Lethal Mixer- (Passive Ability, Alchemist) +250 Damage, +10 Stat Damage, and +1% Infliction of Minor Status effects to Potions that possess the relevant bonuses
Knowledge of Esoteric Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN if possessor has any item equipped that is a nonbase element
Mathematical Knowledge- (Passive Ability, Scientist) +150 MIN that is counted as unmodified for capping purposes
Triple-Jointed Claw-Tipped Stilt-Legs- (Passive Ability, Doombringer) Possessor obtains +250 Melee Attack, Possessor deals full Damage to targets below Level 60 in the back row, Possessor's chances of inflicting Confusion: Fear are increased by 5%, Possessor may make Melee Attack actions from the back row if possessor is a Horror or has a Scythe, Polearm, Fist Weapon whose name includes 'Claw', or Spear equipped
Warded Core Essence- (Passive Ability, Auramancer) Possessor gains +30,000 Defense, Possessor gains +5,000 CON, Possessor gains +5,000 MIN, Possessor gains +100,000 HP, Possessor's Defense may not be pierced by sources below Level 20, Individuals below Level 20 may not inflict negative status effects on possessor
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Celas wrote:Celas (Reaper)
Level 79
Planetary, Fate

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Attack With Finesse
Powerful Attack
Point Blank
Fortify Body
Overdrive
Possesses an Inherent Spell List- (Passive Ability, Attack) Possessor may cast spells on possessor's Inherent Spell List as though they were equipped
Command Protocol- (Spell, Leadership, Technology & Air & Psychic & Metal, 100,000 XP, 10,000,000 Gold) Target non-unique individual gains an action immediately after this action
Metal Crash- (Spell, Artifice, Metal, 500 MP, 410,000 Gold) +400 Magical Attack, 5% inflicts Entombed: Metallic Doom

-Blight Druid-
Lord of the Rotten Forest- (Passive Ability, Blight Druid) Possessor's summons that are both Undead and Plants may choose to have their offensive actions to apply a debuff that provides -500 CON to Plants, with said debuff stacking 10 times


-Captain-
Apprentice Vessel User- (Passive Ability, Captain) All of possessor's Vessel transformations gain +100 to all stats, +500 to the Damage values of their abilities, +5,000 HP, +2,500 MP, and have their abilities cost 50 less MP
Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Basic Vessel User- (Passive Ability, Captain)- All Vessel transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Can Navigate Via the Stars- (Passive Ability, Captain) Possessor and possessor's allies gain 105% To Hit if possessor is in a Chronogeomantic Zone of Night or in both a Zone of Light and a Zone of Darkness
Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Navigator- (Passive Ability, Captain) Possessor and possessor's allies gain 115% To Hit if possessor or any of possessor's allies is a Vessel (including a Vessel transformation)
Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space

-Commander-
'Follow Me!' Stance- (Stance Ability, Commander) Whenever possessor performs a 'Switch Rows' action while in this stance, each of possessor's allies may move to the row that possessor entered if it is either the front row of the back row
Apprentice Leadership Attunement- (Passive Ability, Commander) All Leadership spells cast by possessor affect one more target if they already affect multiple targets, and all Leadership spells cost possessor 250 less MP to cast
Basic Leadership Attunment- (Passive Ability, Commander) All Leadership spells affect one more target if they already affect multiple targets and all Leadership spells cost 10 less MP
Commander- (Passive Ability, Commander) All Leadership spells cast by possessor that place a buff or debuff on a given number of targets (Provided that said number is already 2 or greater) do so to an additional (Possessor Level / 5, rounded up) targets, and all Leadership spells cost possessor (Possessor Level * 50) less MP to cast
Commander's Hand- (Active Ability, Commander) Possessor may exchange one Accessory slot for an additional Pet slot provided that possessor keeps at least one empty Weapon slot
Charismatic- (Passive Ability, Commander) Possessor counts as being 1 Level higher for pet-equipping, pet-leveling, summon-equipping, summon-leveling, and summon-summoning purposes, This ability's effects do not stack with other effects that provide bonuses of the same types or to the same things
Good at Keeping Allied Morale High- (Stance Ability, Commander) Possessor's allies gain 50% Confusion: Depression Resistance while possessor is not afflicted with Confusion: Depression
Hand Signal Expert- (Passive Ability, Commander) Possessor's Pets and Summons gain +50 to all stats for each Weapon slot possessor has open
Improved Morale-Boosting Command- (Stance Ability, Commander) Possessor's allies have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Leadership Casting I- (Passive Ability, Commander) Leadership spells cost possessor 20 less MP to cast
Morale-Boosting Command- (Stance Ability, Commander) Possessor's summons have a 5% chance at the start of every round of being afflicted with Invigorated: High Morale
Motivational Speaker- (Passive Ability, Commander) All allies gain +20 to all stats at the beginning of each thread, this bonus goes away as soon as an ally dies

-Controller-
All-Problem Congregating Art- (Technique Ability, Controller) Possessor may use 'All-Problem Congregating Art' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action applies a nonstacking debuff that increases the odds of minor and moderate negative status effects being applied to its possessor by 25%
Adept Force Training- (Passive Ability, Controller) Force weapons equipped by possessor can provide an additional +10,000 Melee Attack, Ranged Attack, and Magical Attack before capping, Force Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Force Weapons equipped by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Force Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Force
Angel-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Angel-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Angels and gains +5% To Hit against Angels.
Apprentice Force Training- (Passive Ability, Controller) Possessor gains +50 Melee Attack, +50 Ranged Attack, or +50 Magical Attack (chosen at the beginning of battle) if possessor has a Soul equipped, Possessor gains +50 to any one stat (chosen at the beginning of battle) if possessor has a Force equipped
Astral Being-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Astral Being-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 40 and 10 or more Levels below user.
Basic Force Training- (Passive Ability, Controller) This character gains +6 Magical Attack, Melee Attack, or Ranged Attack (possessor's choice at the start of each quest or battle) when a Force is equipped.
Black Impulse- (Technique Ability, Controller) Possessor may use 'Black Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Celestial-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Celestials and gains +5% To Hit against Celestials.
Command Interdiction- (Passive Ability, Channeler) Once per thread, when an opponent of possessor that is equal Level to or lower Level than possessor that is below Level 80 performs an action that grants one or more other entities additional actions, possessor may choose for said action to instead not grant any entities additional actions
Controlled Self- (Passive Ability, Controller) This character may, at the start of a thread, if this character has a force that alters the basis of anything non-typical stats, choose one of those stats, and, as a buff, increase said stat by 10%, to a max of 10,000 added points, at the cost of reducing all but one other stats by 20%
Controller- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level) Melee Attack, Ranged Attack, or Magical Attack (chosen at the beginning of battle) if possessor has a Force equipped, Possessor gains +(100 * Possessor Level) to one stat (chosen at the beginning of battle) stats if possessor has a Force equipped
Daemon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Daemon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Daemons and gains +5% To Hit against Daemons.
Darkspawn-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Darkspawn-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Demon-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Demon-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Demons and gains +5% To Hit against Demons.
Deva-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Deva-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devas and gains +5% To Hit against Devas.
Devil-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Devil-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Devils and gains +5% To Hit against Devils.
Dud Impulse- (Technique Ability, Controller) Possessor may use 'Dud Stab' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains -1,000 Melee Attack, -1,000 Magical Attack, and -1,000 Ranged Attack, cannot reduce its targets' stats, HP, or MP below 1, deals 1/10 Damage, has a 50% chance of failing, and becomes solely Null element.
Empower Emotion: Rage- (Technique Ability, Controller) Possessor may use 'Empower Emotion: Rage' in conjunction with a 'Cast a Spell' action so long as no other technique is used and a Force is equipped. Said action gains either 'target acquires a non-stacking buff that provides +7,000 STR' or '60% inflicts Confusion: Berserk and Confusion: Enraged'
Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 40 and 10 or more Levels below user.
Exert Control: Earth Elementals- (Technique Ability, Controller) Possessor may use 'Exert Control: Earth Elementals' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has an Earth-element Force equipped. Said action gains a 75% chance of inflicting Charm on targets that are Earth-element Elementals.
FEEL THE HYPE!- (Technique Ability, Controller) Possessor may use 'FEEL THE HYPE!' in conjunction with a 'Magical Attack', 'Ranged Attack', or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action gains +1 Ranged Attack, +1 Melee Attack, and +1 Magical Attack and is delayed 5 rounds,
Force-Lock Debuff- (Technique Ability, Controller) Possessor may use 'Force-Lock Debuff' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used and possessor has a Force equipped. Said action changes the text of all stacked instances of one debuff with said action's performer as a source, adding the text 'the first time this debuff would be removed by a source below Level 20 due to a reason other than its duration running out, it is instead not removed'
Force Wielding I- (Passive Ability, Controller) +5 to all stats when a Force is equipped
Force Wielding II- (Passive Ability, Controller) +25 to all stats when a Force is equipped, +25 Magical Attack, Melee Attack, and Ranged Attack when a Force is equipped
Force-Distributed Ailment- (Technique Ability, Controller) Possessor may use 'Force-Distributed Ailment' in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains a 60% chance of inflicting any one minor status effect that possessor is afflicted with (not counting sub-status effects) and subsequently curing possessor of said effect if said infliction is successful on at least one target (with said effect not curing sub-status effects).
Forcible Electrical Shutdown Impulse- (Technique Ability, Controller) Possessor may use 'Forcible Electrical Shutdown Impulse' in conjunction with a 'Magical Attack' or 'Ranged Attack' action so long as no other technique is used and a Force is equipped. Said action has a 50% chance of applying a non-stacking debuff that makes its possessor unable to perform Electrical element actions for 1 action if its possessor is Level 60 or lower.
Frigid Impulse- (Technique Ability, Controller) Possessor may use 'Frigid Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Frost Impulse- (Technique Ability, Controller) Possessor may use 'Frost Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Ice element.
Frozen Impulse- (Technique Ability, Controller) Possessor may use 'Frozen Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Greater Banishing Impulse- (Technique Ability, Controller) Possessor may use 'Greater Banishing Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack unsummons up to one of its targets if both said target and said target's summoner are below Level 80 and 10 or more Levels below user.
Greater Erasure Impulse- (Technique Ability, Controller) Possessor may use 'Erasure Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack removes one buff from its target that comes from a source that is below Level 80 and 10 or more Levels below user.
Horror-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Horror-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Illuminated-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Illuminated-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Illuminated and gains +5% To Hit against Illuminated.
Impulse Mastery- (Passive Ability, Controller) Technique Abilities from the Controller class whose name includes 'Impulse' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Inevitable Impulse- (Technique Ability, Controller) Possessor may use 'Inevitable Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise'.
Infuse Essence With Hostile Fire- (Technique Ability, Controller) Possessor may use 'Infuse Essence With Hostile Fire' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action inflicts an instance of Burning that cannot be cured by sources below Level 20.
Night Impulse- (Technique Ability, Controller) Possessor may use 'Night Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Pitch Force- (Technique Ability, Controller) Possessor may use 'Pitch Force' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Force equipped. Said action gains +15 Ranged Attack and +10% To Hit as a non-stacking effect.
Predetermined Impulse- (Technique Ability, Controller) Possessor may use 'Predetermined Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Fate element.
Prime-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Prime-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Primes and gains +5% To Hit against Primes.
Rampantly Fish-Dooming Burst- (Technique Ability, Controller) Possessor may use 'Rampantly Fish-Dooming Burst' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action gains a 60% chance of inflicting Hexed on up to 20 target Aquatics and a 1% chance of inflicting Instant Death on up to 20 Aquatics below Level 10.
Shadow Impulse- (Technique Ability, Controller) Possessor may use 'Shadow Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +100 Melee Attack, +100 Magical Attack, and +100 Ranged Attack and becomes solely Darkness element.
Silent Tide's Grasp- (Technique Ability, Controller) Possessor may use 'Silent Tide's Grasp' in conjunction with a 'Magical Attack' or 'Melee Attack' action so long as no other technique is used and a Force is equipped. Said action moves its target to the front row or the back row and cannot be countered by individuals below Level 45.
Sleeting Impulse- (Technique Ability, Controller) Possessor may use 'Sleeting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Spirit-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Spirit-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Spirits and gains +5% To Hit against Spirits.
Superior Piercing Force-Blast- (Technique Ability, Controller) Possessor may use 'Superior Piercing Force-Blast' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Magical Overdrive' action. Said action gains +1,000 Melee Attack, Magical Attack, and Ranged Attack and pierces 1,000 points of Defense
Thread-Cutting Impulse- (Technique Ability, Controller) Possessor may use 'Thread-Cutting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +500 Melee Attack, +500 Magical Attack, and +500 Ranged Attack, becomes solely Fate element, and gains '30% inflicts Voidstruck: Marked for Demise'.
Umbral Impulse- (Technique Ability, Controller) Possessor may use 'Umbral Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Hunting Impulse- (Technique Ability, Controller) Possessor may use 'Undead-Hunting Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +200 Melee Attack, +200 Magical Attack, and +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Weaving Impulse- (Technique Ability, Controller) Possessor may use 'Weaving Impulse' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action, so long as no other technique is used and possessor has a Force equipped. Said attack gains +300 Melee Attack, +300 Magical Attack, and +300 Ranged Attack, becomes solely Fate element, and gains '15% inflicts Voidstruck: Marked for Demise', deals 1/4 Damage, and gains '1 hit against 10'.
Wind Riddle- (Technique Ability, Controller) Possessor may use 'Wind Riddle' in conjunction with a 'Magical Attack' action so long as no other technique is used and a Force is equipped. Said action deals 1,000 Flat Air element MIN Damage and applies a nonstacking debuff that causes non-Air element targets below caster's Level with lower MIN than caster who are below Level 75 to have a 25% chance of skipping their actions that does not stack.

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

-Deathless One-
Adept Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain an Undead summon, Possessor's unmodified stats increase by 200 points if possessor is an Undead
Advanced Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 60% Charm Resistance
Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Assumption of the Essence of the Undead- (Passive Ability, Deathless One) Possessor may, at the beginning of a thread, choose to become the subtype Undead
Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor’s Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Chilling Aura of the Grave- (Stance Ability, Deathless One) Undead pets and summons, as well as possessor, if possessor is Undead, gain a 5% chance to Paralyze those hit by their attacks if said targets are lower or equal level, +20 CON when active
Cold Flesh- (Passive Ability, Deathless One) Possessor gains +200 Defense against Ice if possessor is Undead
Creature of the Night- (Passive Ability, Deathless One) Possessor gains +200 to all stats if Undead while in a Zone of Darkness or a Chronogeomantic Zone of Night
Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Doom Grin- (Passive Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, gains a 5% chance of inflicting Instant Death: Doomed on up to 5 opponents at the start of each round
Doom Juggernaut Frame- (Passive Ability, Deathless One) Possessor, if an Undead and Level 60 or greater, obtains +5,070,000 HP, +30,000 STR, +30,000 CON, and 80% Resilience
Drain Life Force- (Passive Ability, Deathless One) If possessor is Undead, possessor's 'Melee Attack' actions gain 'Deals HP Drain' against targets below Level 60 whose CON is lower than possessor's SPI and whose SPI is lower than possessor's CON
Eternally Preserved Form- (Passive Ability, Deathless One) If possessor is an Undead, buffs and positive status effects do not vanish from possessor upon death
Formshift: Undead- (Stance Ability, Deathless One) Possessor's subtype becomes Undead
Ghost- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 40% Dodge
Ghostly Chill- (Passive Ability, Deathless One) If possessor is an Undead, quantities of Ice element Damage dealt by possessor are increased by 500 points
Ghostly Haunting- (Technique Ability, Deathless One) Possessor may use 'Ghostly Haunting' in conjunction with a 'Magical Attack' action if possessor is an Undead and no individual of greater Level than possessor or who is Level 60 or greater objects. Said action gains a 100% chance of inflicting Hexed and Hexed: Haunted, and marks one target who is not immune to Hexed or Hexed: Haunted as being 'Haunted', with caster leaving battle, entering another battle that contains a Zone of Darkness, for the duration of said target's counting as being marked as Haunted, with caster being able to perform actions that target individuals in the battle caster was formerly in while in said battle, with said marking lasting for 10 rounds or until either caster or said target is dead, and with caster immediately rejoining caster's aforementioned prior battle when said marked individual either dies or is no longer marked as Haunted
Ghostly Incorporeality- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 50% Dodge and 100% Dodge against individuals below Level 20, and possessor has a 50% chance of ignoring debuffs from sources below Level 20
Ghostly Possession- (Active Ability, Deathless One) Possessor may spend an action that caueses caster to begin treating a target as a Transformation that caster is in, with said target's actions being controlled by caster and caster being unable to be targetted as though caster were transformed into said target, with said action not working on targets above Level 20 or individuals who are immune to Charm, and with caster re-entering battle upon target's death or caster's de-transformation, and with caster dying if said target was killed by a source that is 20 or more Levels greater than caster while caster is transformed into said target
Has Researched Many Methods of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Incompatible Life Force- (Passive Ability, Deathless One) If possessor is an Undead, any HP Drain dealt to possessor by individuals below Level 60 is changed to HP Damage, and individuals below Level 60 may not link possessor's HP to the HP of non-Undead
Incorporeal Undead- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains 25% Dodge and 50% Dodge against individuals below Level 20
Lesser Level-Draining Touch- (Passive Ability, Deathless One) If possessor is an Undead, possessor's offensive actions, as a debuff that stacks 20 times, reduce the Level of their targets by 1 if said targets are below Level 20
Lich- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +2,000 Magical Attack, +2,000 MIN, +2,000 SPI, 20% Physical Resistance, 20% Magic Resistance, and +20,000 MP
Lich's Phylactery- (Passive Ability, Deathless One) If possessor is an Undead and is Level 40 or greater, possessor has a 99% chance of resurrecting immediately after being killed if not killed by an action or damage that is either Light element, from an individual 20 or more Levels greater than possessor, from an element possessor is weak to, or from an individual or Level 100 or greater, In these cases, when possessor self-ressurects, possessor does so with amounts of HP, MP, and stats equal to possessor's normal Max values of said values, to a max of 30,000,000 HP and MP and 500,000 in each stat, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection chance is accounted for if no individual of Level 60 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is in battle and possessor's ability to check for self-ressurection has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects
Lich's Potency- (Passive Ability, Deathless One) If possessor is an Undead, Possessor is immune to individuals below Level 20, Possessor ignores the Resistances, Immunities, Reflections, and Absorptions of individuals below Level 30
Lungs Inhabited By Two Ghosts- (Passive Ability, Deathless One) Possessor may, at the beginning of a round, summon up to 2 Ghost from the Enemy List, with possessor being able to summon a max of 2 such entities per thread, Max 2 summoned
No Reflection- (Passive Ability, Deathless One) If possessor is Undead, individuals below Level 40 may not reflect possessor's actions
Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Reaper's Scythe- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength + Spirit, has a base Damage value of 63,700 that it incorporates as though possessor were an Enemy, incorporates the Melee Attack bonuses of equipped Scythe items, has a 50% chance of inflicting Instant Death, is solely Physical or Darkness or Fate or Physical & Darkness or Physical & Fate or Darkness & Fate or Physical & Darkness & Fate element, and costs 0 MP
Rimedead Commander's Summoning of Rimedead Legions- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater may spend an action to summon 5 Rimedead Warlegion or 5 Rimedead Deathbringers or 2 Rimedead Doomriders from the Enemy List (if such entities exist on the Enemy List), Max 30 summoned
Rimedead Touch- (Active Ability, Deathless One) Possessor, if an Undead and Level 40 or greater, may spend an action to conduct an attack that has a Prime Attribute of Strength, has a base Damage value of 43,000 Damage that it incorporates as thought possessor were an Enemy, incorporates the Melee Attack or Magical Attack bonuses (choosing one across all items) of equipped Fist Weapon items, has a 130% chance of inflicting Frozen, Voidstruck, and Frozen: Frostbite, is solely Darkness & Ice element, and costs 0 MP
Saltwater Sea-Dead- (Passive Ability, Deathless One) If possessor is Undead, sources below Level 40 cannot inflict Drowning on possessor
Speed-Focused Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Superior Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 80% Charm Resistance
Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Undead Calling V- (Passive Ability, Deathless One) Possessor's Undead summons may not be unsummoned by sources below Level 5
Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Undead Loyalty Instruction- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain 40% Charm Resistance
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Unified Knowledge of Undeath and Necromancy- (Passive Ability, Deathless One) Possessor may count Deathless One abilities possessor possesses as Necromancy abilities (including for prerequisite purposes), Possessor may count Necromancy abilities possessor possesses as Deathless One abilities (including for prerequisite purposes)
Visage of the Terrible Skull- (Passive Ability, Deathless One) Possessor has a 45% chance of inflicting Confusion: Fear on each opponent at the start of every round
Void-Facet Phylactery- (Passive Ability, Deathless One) At the end of each round, if possessor is an Undead and Level 40 or greater, possessor may choose to remove all text from any one debuff present on possessor that comes from a source below Level 60, with this effect being a buff on possessor
Zombie- (Passive Ability, Deathless One) If possessor is an Undead, possessor gains +200 CON and -200 AGI
Zombie Grave-Bursting- (Passive Ability, Deathless One) If possessor is an Undead, possessor is cured of all affliction instances of Entombed that possessor is afflicted with at the start of each round that come from sources below Level 40

-Destiny Weaver-
Adept Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Amounts of Fate element Damage possessor deals are increased by 10,000 points, Fate 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 Fate element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Fate Synchronization- (Passive Ability, Destiny Weaver) Possessor gains +50 to all stats for each Fate element item equipped, Possessor's Fate element pets and summons gain +250 to all stats
Basic Command of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element pets and summons gain +50 to all stats
Basic Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Possessor gains +25 to all stats if Fate element
Basic Understanding of the Heart of Fate- (Passive Ability, Other: Destiny Weaver) Possessor's Fate element allies gain +10 to all stats
Control of Fate- (Passive Ability, Other: Destiny Weaver) Possessor has a 20% chance of being able to cancel the actions of Fate element individuals below Level 20, with things that would occur before and after said actions still occurring
Destiny Weaver- (Passive Ability, Other: Destiny Weaver) Possessor ignores (1 * (Possessor Level/5), rounded down)% Fate Resistance, Possessor ignores Fate Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Detect Fate- (Passive Ability, Destiny Weaver) Possessor gains +1% To Hit against Fate element targets
Empowered By Fate- (Passive Ability, Destiny Weaver) If possessor is Fate 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 Fate
Fate Manipulation- (Passive Ability, Other: Destiny Weaver) Possessor may choose one of the following at the beginning of each round if Fate element: Create a Zone of Fate, Remove a Zone of Fate created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Fate by either possessor or a source below Level 20, Add Fate 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 Fate element on a Fate element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Fate, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Fate, 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 Fate element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Fate to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Fate, 5% Fate Resistance, or +50 Defense against Fate and 1% Fate Resistance until the end of the round as a non-stacking buff
Manipulate Fate- (Active Ability, Other: Destiny Weaver) Possessor may spend an action to cause a target to obtain either +500 to all stats or -500 to all stats at the start of the round five rounds after said effect is applied as an effect that stacks 5 times
Manipulate Fate: Destined to Miss- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking debuff that causes their target to gain -40% To Hit for its next action, with said penalty being increased to -80% against individuals below Level 20
Manipulate Fate: Destined to Strike True- (Passive Ability, Other: Destiny Weaver) Possessor's 'Manipulate Fate' actions may apply a non-stacking buff that causes their target to gain +40% To Hit for its next action, with said bonus being increased to +80% against individuals below Level 20

-Diviner-
Basic Divining Attunement- (Passive Ability, Diviner) All Divining spells function as though caster were 1 level higher for stat-scanning purposes
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
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
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
Danger Sense- (Passive Ability, Diviner) Possessor gains +50 to possessor's turn-order-determining stat sum for turn-order-determining purposes on the first round of battle if in a Random Dungeon, Has RP effects
Diviner's 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
Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Magical Nightvision- (Passive Ability, Diviner) Effects that come from individuals below Level 40 that are attached to Zones of Darkness may not reduce possessor's To Hit and Dodge values
Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Diviner- (Passive Ability, Diviner) Possessor ignores up to (Possessor Level) levels worth of level-doubling that bossess possess for purposes of resisting having their stats scanned
Cracked the Enigmatic Python- (Passive Ability, Diviner) Possessor may, at the start of any action, round, or battle, scan the stats of any number of individuals below Level 80; said stat scanning is automatically successful and cannot be blocked by sources below Level 80, Possessor gains 30% Illusion Resistance, As an RP effect, possessor ignores The Enigmatic Python's divination blocking and invisibility


-Ebon Chancellor-
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 1% Darkness Resistance
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Darkness Manipulation- (Passive Ability, Ebon Chancellor) Possessor may choose one of the following at the beginning of each round if Darkness element: Create a Zone of Darkness, Remove a Zone of Darkness created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Darkness by either possessor or a source below Level 20, Add Darkness to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Darkness element on a Darkness element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Darkness, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Darkness, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Darkness element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Darkness to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Darkness, 5% Darkness Resistance, or +50 Defense against Darkness and 1% Darkness Resistance until the end of the round as a non-stacking buff
Control of Darkness- (Passive Ability, Ebon Chancellor) Possessor has a 20% chance of being able to cancel the actions of Darkness element individuals below Level 20, with things that would occur before and after said actions still occurring
Improved Darkness Resistance- (Passive Ability, Ebon Chancellor) Possessor gains 10% Darkness Resistance
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points
Nourished By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness element, possessor has a 5% chance of being afflicted with Rejuvenation at the start of each round if possessor is in a Zone of Darkness
Ebon Chancellor- (Passive Ability, Ebon Chancellor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Darkness Resistance, Possessor ignores Darkness Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80


-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
Infuse Spell Essence- (Active Ability, Enchanter) Possessor may spend an action to change the element of a Spell that is in possessor's possession to gain Magic in addition to its other elements, provided that said Spell is not any non-base element
Infuse Spell Essence: Darkness- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Darkness to a spell instead of Magic
Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Apprentice Enchantment Attunement- (Passive Ability, Enchanter) All Enchantment spells cost possessor 50 less XP and MP to cast, All Enchantment spells cast by possessor last 1 round longer if they already last over 1 round
Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Infuse Spell Essence: Double- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add two elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Infuse Spell Essence: Essence Replacement (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions replace the elements of the Spell they are targetting instead of merely adding new elements
Enchanter- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Enchanter- (Passive Ability, Enchanter) All Enchantment spells cost possessor (1,000 * Possessor Level) less XP and MP to cast, All Enchantment spells cast by possessor last (Possessor Level) rounds longer if they already last over 12 rounds


-Enslaver-
Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Spiritual Mana Leeching- (Passive Ability, Enslaver) You gain an additional 5 XP per (enemy level / 5 rounded up) of each enemy you deal the killing blow to with a Soul.
Apprentice Soul Training- (Passive Ability, Enslaver) Possessor gains +50 Magical Attack if possessor has a Soul equipped, Possessor gains +20 to all stats if possessor has a Soul equipped
Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Slavermaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Core Essence Grab- (Technique Ability, Enslaver) Possessor may use 'Core Essence Grab' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Possessor may choose to become solely any one base entity subtype (that is not a base Transformation subtype) of any entity that was killed by said action.
Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Basic Soul Manipulation- (Passive Ability, Enslaver) Possessor may, at the beginning of any round, give up to one Soul that possessor has equipped, as a non-stacking effect that may only be present on one item at a time, either +40 additional Magical Attack (if it already possesses a Magical Attack bonus), +20 to any one stat (out of STR, AGI, CON, MIN, and SPI), +30 Defense, +20 Defense against Stat Damage, or '5% inflicts Charm'
Minor Soul Mana-Drain- (Passive Ability, Enslaver) Possessor regenerates 50 MP at the start of each round that possessor has a Soul equipped
Enslaver- (Passive Ability, Enslaver) Possessor gains +(500 + 10 * Possessor Level) Magical Attack and +(50 + 10 * Possessor Level) to all stats if possessor has a Soul equipped


-General-
Honored Child of the Ancients- (Passive Ability, General) Possessor gains +(Possessor Level / 2) Fame
Ruler of the Undying Kingdom- (Passive Ability, General) Possessor's Undead allies obtain +(100 * Possessor Level) to all stats as a non-stacking bonus


-Geomancer-
Apprentice Geomancy Attunement- (Passive Ability, Geomancer) All of possessor's Geomancy spells affect 1 additional target if they already affected multiple targets and cost 500 less MP if their element matches that of an item possessed by their caster or matches the element of possessor, Possessor gains +100 to all stats if possessor's element matches the element of a Square Mile of Terrain in the Shop that is associated with a Terrain or Phantom Terrain present
Attuned to Terrain: Boneyard- (Passive Ability, Geomancer) Possessor gains +100 to all stats if the terrain or phantom terrain is Boneyard
Basic Chronomantic Geomancy Skills- (Passive Ability, Geomancer) Possessor's spells that contain an effect that either creates a Zone or may create a Zone cost 20 less MP
Basic Geomancy Attunement- (Passive Ability, Geomancer) All Geomancy spells affect 1 additional target if they already affected multiple targets and cost 10 less MP if their element matches that of an item possessed by their caster or their caster
Basic Zonal Linking- (Passive Ability, Geomancer) Possessor gains +50 to all stats if possessor is in a Zone
Improved Terrain Attunement: Boneyard: Connection to the Undead- (Passive Ability, Geomancer) Possessor and possessor’s Undead pets and summons gain +100 to all stats if the terrain or phantom terrain is Boneyard
Phantom Terrain Link Established: Boneyard- (Active Ability, Geomancer) Possessor may begin the battle with the Phantom Terrain set to Boneyard

-Healer-
Apprentice Healer Attunement- (Passive Ability, Healer) All Healer Magic Spells cost possessor and possessor's allies 20 less MP to cast
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 Health- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max HP which stacks to a max of (20 x Possessor Level) Max HP.
Bolster Magic- (Technique Ability, Healer) Possessor may use Bolster Health in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +200 Max MP which stacks to a max of (20 x Possessor Level) Max MP.
Bolster Mind- (Technique Ability, Healer) Possessor may use Bolster Mind in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 MIN which stacks to a max of (20 x Possessor Level) MIN.
Bolster Spirit- (Technique Ability, Healer) Possessor may use Bolster Spirit in conjunction with any Magical Attack or Cast a Spell action that involves a Healer Magic spell, so long as no other technique is used. The spell's target gains +20 SPI which stacks to a max of (20 x Possessor Level) SPI.
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,

Improved Healing- (Passive Ability, Healer) Whenever possessor would Heal HP, possessor heals an additional 500 points


-Inscriber-
Apprentice Ward Mastery- (Passive Ability, Inscriber) Possessor gains +50 Defense if possessor has a Ward equipped
Basic Ward Mastery- (Passive Ability, Inscriber) All Wards equipped by possessor provide +10 additional Defense
Inscriber of the Wards Which Protect against Darkness- (Passive Ability, Inscriber) Possessor gains +1% Darkness Resistance if possessor has a Ward equipped, to a max of 50%
Requires: Inscriber of the Wards Which Protect against Elements
Inscriber of the Wards Which Protect against Elements- (Passive Ability, Inscriber) Possessor's existing Resistances to base elements are increased by 1% if possessor has a Ward equipped, to a max of 25%
Inscriber of the Wards Which Protect against Entities- (Passive Ability, Inscriber) Possessor's existing Resistances to base entity subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%
Inscriber of the Wards Which Protect against Fire- (Passive Ability, Inscriber) Possessor gains +1% Fire Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Light- (Passive Ability, Inscriber) Possessor gains +1% Light Resistance if possessor has a Ward equipped, to a max of 50%
Inscriber of the Wards Which Protect against Weapons- (Passive Ability, Inscriber) Possessor's existing Resistances to base weapon subtypes are increased by 1% if possessor has a Ward equipped, to a max of 15%

-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped

-Necromancer-
Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Adept Necromancy Attunement- (Passive Ability, Necromancer) Necromancy spells cost possessor 10,000 less MP to cast, Necromancy spells that possessor casts that possess a Magical Attack bonus gain an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Necromancy Spells, and may not be converted into other types of slots by individuals below Level 100
Advanced Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +500 HP, +30 to all stats, +200 damage dealt with all damage dealing attacks, and 5% Darkness Resistance
Age Self to Power Magic- (Passive Ability, Necromancy) When casting a Necromancy spell, if possessor is not afflicted with Fatigued: Elderly, possessor may pay 500 CON and be afflicted with Fatigued: Elderly, and, if possessor pays said cost (regardless of whether or not said affliction was successful), said spell costs possessor 500 less MP to cast, gains +200 additional Magical Attack if it possesses a Magical Attack bonus and has the stats of any summons that that it summons increased by 200 points, with all of said effects being non-stacking
Animate Corpses- (Passive Ability, Necromancer) Possessor may consume up to 10 corpses of individuals below Level 20 that are present, summoning 1 Zombie or Skeleton from the Enemy List from the Enemy List for each such corpse consumed; These are considered to be Necromancy summons, Max 40 summoned across all summon types
Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Attuned to Black Flickers- (Passive Ability, Necromancer) Possessor, as an RP effect, may choose to divine the basic nature of Black Flickers in special events and RP threads in which they appear
Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Bargain with the Dead- (Passive Ability, Necromancer) Possessor's chances inflicting Charm on Undead and Spirits are increased by 5%
Basic Incanting of Death's Tongue- (Passive Ability, Necromancer) All Necromancy spells cast by possessor that provide a Magical Attack bonus provide 50 additional points of such, all Necromancy spells cast by possessor that deal damage or stat damage may, should possessor pay an additional 600 MP, gain a 5% chance of inflicting Fear
Basic Necromancy Attunement- (Passive Ability, Necromancy) All Necromancy spells gain +10 Magical Attack and cost 10 less MP
Caller of Dead Wood- (Passive Ability, Necromancer) Any Plant below Level 60 that possessor would summon may instead by replaced by a version identical other than its natural name is considered 'Deadwood <Former Name>', its natural subtype becomes Undead, it gains natural Pain Immunity, Poison Immunity and Diseased Immunity, and it gains the natural ability:
Deadwood Plant- Possessor gains the subtype Plant, Constant Effect
Create Burning Skeletons- (Passive Ability, Necromancer) Possessor's Necromancy summons that are Undead and have 'Skeleton' or 'Skeletal' in their name may, when summoned, gain the effect:
Burning Skeleton- Possessor gains the element Fire, Possessor deals 12,000 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of each such action, Constant Effect
Create Rotting Undead- (Passive Ability, Necromancer) Possessor may choose for possessor's Undead summons, when summoned, to obtain a non-stacking buff that gives them -500 CON, to a minimum of 1, but also causes them to gain an optional 60% chance of inflicting Pain: Nauseous on any individual who conducts an offensive action targeting them at the end of said action
Create Umbral Undead- (Passive Ability, Necromancer) Possessor's Undead summons may obtain a buff that makes them solely Darkness element when they are summoned
Defensive Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 Defense and 5% Physical Resistance
Descendant of the Honored Dead- (Passive Ability, Necromancer) Possessor may choose for individuals to treat possessor's Necromancy summons as though they were Healer Magic summons or Leadership summons, Possessor may choose for individuals to treat possessor's Undead pets and summons as though their Undead subtype were replaced with Spirit, Possessor's Undead summons gain +(100 * possessor Level) to all stats
Embalmer- (Passive Ability, Necromancer) Possessor’s dead allies count as having been dead for one less round, to a minimum of 0 rounds
Empowered by the Recently Dead- (Passive Ability, Necromancer) Whenever an individual who is not an Undead or Spirit dies in the same battle as possessor, possessor obtains a buff that provides +250 to all stats, lasts until the end of the round, and stacks 200 times
Gift of the Dead: Miasmatic Aura- (Passive Ability, Necromancer) Possessor's Undead summons, when summoned, may obtain the effect:
Miasmatic Aura- All individuals in the same battle as possessor, excluding possessor and Undead above Level 60, obtain -400 to all stats and have a 60% chance of being afflicted with Confusion: Depression at the start of each round as an effect that stacks both in terms of the max number of affliction attempts per target per round and in terms of stat penalties 5 times, Constant Effect
Has Been Warded from the Purity-Eroding Aspects of Necromantic Magic- (Passive Ability, Necromancer) Possessor gains +500 Defense against Necromancy, Possessor cannot be afflicted with minor negative status effects that come from Necromancy spells
Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Improved Necromantic Drain- (Passive Ability, Necromancer) Amounts of HP Drain dealt by possessor's actions that involve possessor casting Necromancy spells are increased by 300 points
Killed the Joke- (Passive Ability, Bard) While possessor is present, individuals may not be afflicted with Confusion: Overcome by Laughter
Knowledge of the Black Tongue of the Princes of Undeath- (Passive Ability, Necromancer) All Necromancy spells possessor casts cost 200 MP less, possessor’s damage dealing Necromancy spells that take more than one turn to cast have a 20% chance of inflicting Fear
Life-Withering Aura- (Passive Ability, Necromancer) Individuals in the same battle as possessor, not counting possessor, who are Humans, Humanoids, Animals, Aerials, Aquatics, or Plants suffer -200 to all stats as a non-stacking penalty
Mastery of Bone Magic- (Passive Ability, Necromancer) All damage-dealing Necromancy spells with the words ‘bone’, ’skeleton’ or ‘skull’ in them, or reasonable variations of those words, deal an additional 700 each time they deal damage or hit, to a maximum of 50 additional times per round
Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Reraise Undead- (Active Ability, Necromancer) Possessor may spend an action to resurrect any Undead pet or summon of possessor's that was killed by a source below Level 60
Skeleton Amplification- (Passive Ability, Necromancer) All summoned and pet skeletons of possessor gain +50 HP, +20 to all stats, and +300 damage dealt with all damage
Summon Riddling Undead- (Passive Ability, Necromancer) Possessor's Undead summons' actions deal 300 additional MIN Damage, Possessor's Undead summons' actions deal 30,000 additional MP Damage
Whispering Skull's Chant- (Technique Ability, Necromancer) Possessor may use Whispering Skull's Chant in conjunction with a Magical Attack action, so long as no other technique is being used and a Necromancy spell is being cast as part of said attack. Possessor gains +40 Magical Attack and has a 5% chance of inflicting Charm on Undead with this attack.
White Necromancer- (Passive Ability, Necromancer) Necromancy spells that possessor casts that Heal and possess a Magical Attack bonus gain +1,000 additional Magical Attack for the purposes of non-offensive actions
Zombie Amplification- (Passive Ability, Necromancer) All of possessor's summons and pets who are Undead whose name includes 'Zombie' gain +250 HP, +20 to all stats, and +300 to the Damage values of their abilities

-Reaper-
Adept Scythe Training- (Passive Ability, Reaper) Scythe weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Scythe Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Scythe
Angel-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Angels and gains +25% Critical against Angels.
Angel-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Angel-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Angels and gains +5% To Hit against Angels.
Apprentice Scythe Training- (Passive Ability, Reaper) Possessor gains +50 Melee Attack when a Scythe is equipped.
Astral Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Astral Beings and gains +25% Critical against Astral Beings.
Astral Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Astral Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Basic Scythe Training- (Passive Ability, Reaper) This character gains +6 Melee Attack when a Scythe is equipped.
Black Harvest- (Technique Ability, Reaper) Possessor may use 'Black Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +500 Melee Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Celestial-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Celestials and gains +25% Critical against Celestials.
Celestial-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Celestial-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Celestials and gains +5% To Hit against Celestials.
Clockwork-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Clockworks and gains +25% Critical against Clockworks.
Clockwork-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Clockwork-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Clockworks and gains +5% To Hit against Clockworks.
Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Crisis Overcrash: Fatal Harvest- (Technique Ability, Reaper) Possessor may use 'Crisis Overcrash: Fatal Harvest' in conjunction with a 'Melee Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Scythe equipped. Said action gains +10,000 Melee Attack, '1 hit against all opponents', and '30% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Critical Harvest- (Technique Ability, Reaper) Possessor may use 'Critical Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +5% Critical.
Deva-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Devas and gains +25% Critical against Devas.
Deva-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Deva-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Devas and gains +5% To Hit against Devas.
Dragon-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Dragons and gains +25% Critical against Dragons.
Dragon-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Dragons and gains +5% To Hit against Dragons.
Elemental-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Elementals and gains +25% Critical against Elementals.
Elemental-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Elemental-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Elementals and gains +5% To Hit against Elementals.
Fae-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Fae and gains +25% Critical against Fae.
Fae-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Fae-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Fae and gains +5% To Hit against Fae.
Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Harvest Mastery- (Passive Ability, Reaper) Technique Abilities from the Reaper class whose name includes 'Harvest' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Horror-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Horrors and gains +25% Critical against Horrors.
Horror-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Horror-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Horrors and gains +5% To Hit against Horrors.
Machine-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Machines and gains +25% Critical against Machines.
Machine-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Machine-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Machines and gains +5% To Hit against Machines.
Magic Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Magic Beings and gains +25% Critical against Magic Beings.
Magic Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Magic Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Magic Beings and gains +5% To Hit against Magic Beings.
Night Harvest- (Technique Ability, Reaper) Possessor may use 'Night Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +300 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Rapid Reaping- (Passive Ability, Reaper) Whenever possessor kills an opponent with a Melee Attack action that includes no Techniques and possessor has a Scythe equipped, possessor may immediately make another Melee Attack action that cannot target or affect individuals already targeted by wielder’s prior Melee Attack actions this round and may only target one individual; this ability may grant a maximum of 3 additional actions per round.
Reaper- (Passive Ability, Reaper) Possessor gains +700 Melee Attack and +50 to all stats when a Scythe is equipped plus an additional +10 Melee Attack and +5 to all stats per Level of possessor.
Reslaying Scythe- (Technique Ability, Reaper) Possessor may use 'Reslaying Scythe' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Scythe equipped. Said action gains +36,000 Melee Attack against targets that are Undead or that have been resurrected during this thread; said action gains '20% inflicts Instant Death' against targets that have been resurrected during this thread.
Robot-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Robots and gains +25% Critical against Robots.
Robot-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Robot-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Robots and gains +5% To Hit against Robots.
Scythe Wielding I- (Passive Ability, Reaper) +5 to all stats when a Scythe is equipped
Scythe Wielding II- (Passive Ability, Reaper) Possessor gains +25 to all stats when a Scythe is equipped, Possessor gains +50 Melee Attack when a Scythe is equipped
Shadow Harvest- (Technique Ability, Reaper) Possessor may use 'Shadow Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Scythe equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Solar Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Solar Beings and gains +25% Critical against Solar Beings.
Solar Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Solar Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Solar Beings and gains +5% To Hit against Solar Beings.
Spirit-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Spirits and gains +25% Critical against Spirits.
Spirit-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Spirits and gains +5% To Hit against Spirits.
Swift Scything- (Passive Ability, Reaper) Possessor gains +140 AGI when possessor has a Scythe equipped if possessor’s AGI is already at least 300.
Umbral Harvest- (Technique Ability, Reaper) Possessor may use 'Umbral Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Undead-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Undead and gains +25% Critical against Undead.
Undead-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Undead and gains +5% To Hit against Undead.
Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.


-Scholar-
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Basic Understanding of Entity Mana Patterns- (Passive Ability, Scholar) Possessor scans stats as though possessor were 1 Level higher as an effect that does not bypass 'Immune to below Level X' abilities
Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
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 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
Improved Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +250 MIN
Scholar- (Passive Ability, Scholar) Possessor gains +700 Magical Attack and +50 to all stats when a Book is equipped, Possessor gains an additional +(10 x Possessor Level) Magical Attack and +(5 x Possessor Level) to all stats when a Book is equipped.
Scholar of Elements- (Passive Ability, Scholar) Possessor gains +100 MIN for each element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements

-Seer-
Basic Robe Mastery- (Passive Ability, Seer) All Robes worn by possessor provide +10 additional Defense
Bearer of Basic Mystic Vestments- (Passive Ability, Seer) All Robes worn by possessor provide +30 MIN and SPI
Wreath of Magic- (Stance Ability, Seer) All Robes worn by possessor provide +80 MIN, SPI, and Magical Attack

-Shrine Maiden-
Apprentice Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +250 Magical Attack, have a 10% greater chance of working, and cost 50 less MP, and all Spirit Magic summons have 250 more HP, 50 more to each stat, and stay for 3 rounds longer
Basic Spirit Magic Attunement- (Passive Ability, Shrine Maiden) All Spirit Magic spells gain +10 Magical Attack, have a 10% greater chance of working, and cost 10 less MP, and all Spirit Magic summons have 30 more HP, 5 more to each stat, and stay for 3 rounds longer
Guarded by Spirits- (Passive Ability, Shrine Maiden) Possessor gains +50 Defense while possessor possesses at least 2 Spirit allies
Guarded Purity- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not summoned any non-'Spirit Magic' summons during this thread
Guarded Purity II- (Passive Ability, Shrine Maiden) Possessor's Spirit Magic summons gain +200 to all stats if possessor has not been afflicted with any negative status effects during this thread
Spirit Magic Casting I- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 20 less MP to cast
Spirit Magic Casting II- (Passive Ability, Shrine Maiden) Spirit Magic spells cost possessor 200 less MP to cast
Spirit that Shines with Charity- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that buff targets and involve Spirit Magic
Spirit that Shines with Kindness- (Passive Ability, Shrine Maiden) Possessor gains a White Spiritual Mark after performing at least 10 non-offensive actions that heal targets and involve Spirit Magic

-Snow Queen-
Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Basic Command of Ice- (Passive Ability, Snow Queen) Possessor's Ice element pets and summons gain +50 to all stats
Basic Ice Resistance- (Passive Ability, Snow Queen) Possessor gains 1% Ice Resistance
Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Meditative Assumption of Ice- (Passive Ability, Snow Queen) Possessor may choose, at the beginning of a thread, to become solely Ice element
Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80

-Summoner-
Hiebarric Summoner- (Passive Ability, Summoner) Possessor possesses a 'Hiebarric Summon List', Possessor summons up to 5 individuals from possessor's 'Hiebarric Summon List' at the beginning of battle, Possessor summons up to 2 individuals from possessor's 'Heibarric Summon List' every 10 rounds, Max 6 summoned, No more than half of this cap of summons may be of the same entity type at any given time, Possessor may use Hiebarric summon patterns in RP threads to add to possessor's 'Hiebarric Summon List' and may sometimes add defeated opponents to said list

-Swordsman-
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a sword is equipped.
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped

-Transmuter-
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells cast by possessor that increase Damage or Defense do so by an additional 40 more points, and all Transmutation spells cast by possessor cost 10 less MP
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype

-Veilwalker-
Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Coven-Casting- (Passive Ability, Warlock) Possessor gains +500 MIN and +5,000 MP for each ally who possesses the ability 'Coven Casting', to a max of 200 such allies
Crystallize Spirit- (Technique Ability, Warlock) Possessor may use 'Crystallize Spirit' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action has all SPI Damage it would deal converted into CON Damage, or, if its performer chooses, all CON Damage it would deal converted into SPI Damage instead. Said action applies a non-stacking debuff that reduces its possessor's Defense against Stat Damage by 500.
Curse of Brittleness- (Technique Ability, Warlock) Possessor may use 'Curese of Brittleness' in conjunction with a 'Magical Attack' or 'Overdrive' action. Said action applies a non-stacking debuff that reduces its possessor's Defense by 5,000 and its possessor's Resilience by 15%, with said Resilience debuff being increased to a 50% reduction if possessed by an individual of lower Level than said action's performer who is below Level 60.
Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Dark Layline Attunement II- (Passive Ability, Warlock) Possessor may choose for the effect created by possessor’s ‘Dark Layline Attunement’ ability to additionally give possessor +40 Spirit.
Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.

-Warrior-
Active Parry- (Active Ability, Warrior) User skips a turn and adds one weapon's melee attack bonus to Defense for 2 turns
Anti-Arena Speed Boost- (Passive Ability, Warrior) Possessor's turn-order-determining stat sum is increased by 2,500 points for turn-order-determining purposes if any of possessor's opponents are BA Member PCs, This applies also to BA member NPCs in RP threads
Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Arms Training- (Passive Ability, Warrior) Possessor gains +25 Melee, Ranged, or Magical Attack if a Weapon that possesses the same type of bonus is equipped
Basic Combat Arts Attunement- (Passive Ability, Warrior) All Combat Arts spells gain +10 Magical Attack and cost 10 less MP, Possessor gains +10 STR, +4 CON, and +5 AGI
Basic Dual Wielding Training- (Passive Ability, Warrior) +10 Melee Attack to all Melee Attack providing weapons, +10 Ranged Attack to all Ranged Attack providing weapons, +10 Magical Attack to all Magical Attack providing weapons, +2% to Hit, Only works is possessor is wielding two weapons
Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Darkness Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Darkness element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Darkness element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Darkness element, up to 10 times per round
Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Knowledge of Weapons- (Passive Ability, Warrior) At the start of each thread, possessor chooses a type of weapon, Possessor gains +200 Melee, Magical, and Ranged Attack while said type of weapon is equipped
Light Chaser (Magical)- (Stance Ability, Warrior) Possessor may not begin a thread in this stance, Possessor skips all actions not granted by this ability while in this stance that do not come from the actions or effects of sources above Level 60 that are not possessor, with things that would occur before and after said actions still occurring, Possessor may, at the beginning of a round, choose to not skip possessor's first turn-order-determining-stat-based action of the round in exchange for forcing said action to be the use of the ability named 'Change Stance', This stance is considered to be a Chaser Stance and this ability is considered to be a Chaser Ability, Possessor may, as a counter that to any action that deals Light element HP damage, perform a Magical Attack action that targets one of the targets of the action that triggered this counter, provided that said target took HP damage that was Light element from said action, with said target being the only possible target of said Magical Attack action, with said Magical Attack action being solely Light element, up to 10 times per round
Parrying Stance- (Stance Ability, Warrior) This character gains one weapon's melee attack bonus as a bonus to defense
Undying Fury Sunderstrike- (Technique Ability, Warrior) Possessor may use 'Undying Fury Sunderstrike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Overdrive' action so long as no other technique is used. Said action gains +500 Melee Attack, gains +500 Magical Attack, breaks non-unique Armors worth under 1,000,000 Gold that are equipped by the target, and applies a non-stacking debuff that provides -500 Defense. If said action's performer is Level 40 or greater and is a Deity or possesses an ally who is a Deity, said action gains +20,000 additional Melee Attack, gains +20,000 additional Magical Attack, breaks non-unique Armors worth under 20,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -20,000 additional Defense. If said action's performer is Level 70 or greater, said action is an 'Overdrive' action, and said action's performer possesses at least 200 dead allies or at least 200 allies who are (Spirits or Undead), said action gains +200,000 additional Magical Attack, breaks non-unique Armors worth under 200,000,000 Gold that are equipped by the target, and has its non-stacking debuff provide -100,000 additional Defense.

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Apprentice Wizard Magic Attunement- (Passive Ability, Wizard) All damage-dealing Wizard Magic spells that possessor casts gain +250 Damage, All Wizard Magic spells cost possessor 50 less MP to cast
Arcane Necromancy- (Passive Ability, Wizard) Possessor may cast Necromancy spells as if they were solely or additionally Wizard Magic spells and may cast Wizard Magic spells as though they were solely or additionally Necromancy spells
Arcane Weapon Charge- (Passive Ability, Wizard) Possessor may, at the start of any round, pay 100 MP to give any weapon possessor has equipped +50 Melee Attack, Ranged Attack, or Magical Attack, provided it already possesses such a bonus, as a buff that stacks three times across all bonus types, with said buff lasting three rounds
Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Basic Understanding of Linking Magic Types- (Passive Ability, Wizard) Spells possessor casts cost 80 less MP if caster has cast a spell of a different subtype previously during this thread
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Host to Undying Magics- (Passive Ability, Wizard) Possessor gains +(10,000 * Possessor Level) MP if possessor is Undead and possesses the ability 'Undead Traits', Possessor gains +(1,000 * Possessor Level) Defense against Voidstruck and Manablasted if possessor is an Undead and possesses the ability 'Undead Traits'
Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Infused Casting- (Active Ability, Wizard) This character may use Infused Casting in conjunction with a Magical Attack involving a Wizard Magic spell, so long as no other technique is used and a Wizard Magic Spell is equipped. +50 Magical Attack, this attack’s element becomes any one base element
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped
Wizard- (Passive Ability, Wizard) Possessor's Damage-dealing actions that involve the casting of Wizard Magic spells deal 500 additional Damage, Wizard Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack

-Blessings-
A Hint of Fame in the Arena- (Passive Ability, Friendship) Possessor gains +10 to all unmodified stats if possessor has at least 5 Fame
A Bit More Fame in the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 25 Fame
Becoming Somewhat Known In the Arena- (Passive Ability, Friendship) Possessor gains Immunity to a chosen minor negative status effect at the start of each thread if possessor has at least 50 Fame, Possessor gains +10 to all unmodified stats if possessor has at least 50 Fame
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Has Consumed 1 of the Permanent Consumable "Perfect Vaccine"- (Passive Ability, Permanent Item Effect) Possessor gains Paralyze Immunity
Has Consumed 1 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +200 Melee Attack, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Cookie"- (Passive Ability, Permanent Item Effect) +1 SPI, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Holy Festival Cranberry Mousse"- (Passive Ability, Permanent Item Effect) +200 HP, +200 MP, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Knowledge Increase Potion"- (Passive Ability, Permanent Item Effect) +50 MIN per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Might Increase Potion"- (Passive Ability, Permanent Item Effect) +50 STR per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Speed Increase Potion"- (Passive Ability, Permanent Item Effect) +50 AGI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Soul Increase Potion"- (Passive Ability, Permanent Item Effect) +50 SPI per # consumed, Cannot be used in combos
Has Consumed 1 of the Permanent Consumable "Stamina Increase Potion"- (Passive Ability, Permanent Item Effect) +50 CON per # consumed, Cannot be used in combos
Holy Strikes-(Ability, Universe Blessing) +1% Critical, Can't be used in combos
Mana Spark Blessing 2- (Passive Ability, Blessing) +50 STR, +2% Critical, Possessor may choose in RP threads to appear extremely muscular like a bodybuilder
Murlakro's Blessing- (Passive Ability, Blessing) Possessor gains +5,000 Max MP and +50 Uncapped MIN

-Other-
Astounding, Shining Ranbow-Hair- (Passive Ability, Diplomat) Possessor gains a 100% chance of inflicting Awestruck, Impaired: Blind, and Charm: Impressed on all opponents at the start of each round, Possessor may choose at the start of any round to gain any combination of (base elements and Light) as elements as a buff until the end of said round, Possessor may choose at the start of any round to create a Zone of any combination of (base elements and Light) that lasts until the end of said round, Possessor may choose to base possessor's per-item Defense capping on possessor's (Spirit *2), Possessor's unmodified stats are increased by 7% as a non-stacking effect
Baker’s Apprentice- (Passive Ability, Chef) Food items used by possessor that restore HP restore an additional 200 HP, Food items used by possessor that increase STR or MIN increase it by an additional 10
Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Basic Evergarden Gardening Techniques- (Passive Ability, Botanist) Possessor's Plant pets gain +3% Resilience
Basic Deadly Item Training- (Passive Ability, Slayer) This character gains +6 Melee Attack when a Deadly Item is equipped.
Basic Elemental Magic Attunement- (Passive Ability, Elemental Magic) All Elemental Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Hope Synchronization- (Passive Ability, Eternal Champion) Possessor gains +25 to all stats if Hope element
Basic Light Armor Mastery- (Passive Ability, Light Armor Training) All Light Armor worn by possessor provides +10 additional Defense
Basic Merchant Proficiency- (Passive Ability, Merchant) Character’s half-price sales cap increases by 5,000 Gold.
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Basic Wand Training- (Passive Ability, Wand Mastery) This character gains +6 Magical Attack when a Wand is equipped
Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Can Create Snowman-Animating Headwear- (Passive Ability, Clothier) If possessor is in a Zone of Ice, possessor may unequip a Hat to summon 1 Snowman from the Enemy List, with said Snowman being unsummoned if any individual equips said Hat, said Hat is destroyed, said Hat ceases to be an item, said Hat leaves the thread, or said Hat becomes a pet
Control of Earth- (Passive Ability, Mountain King) Possessor has a 20% chance of being able to cancel the actions of Earth element individuals below Level 20, with things that would occur before and after said actions still occurring
Defensive Stance- (Active Ability, Stance) +50 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
Defensive Stance II- (Active Ability, Stance) +200 Defense, One stance may be declared at the beginning of battle to be active, Character may only have one stance active at a time, Character may spend one turn changing stances
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.
Earth Manipulation- (Passive Ability, Mountain King) Possessor may choose one of the following at the beginning of each round if Earth element: Create a Zone of Earth, Remove a Zone of Earth created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Earth by either possessor or a source below Level 20, Add Earth to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Earth element on a Earth element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Earth, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Earth, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Earth element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Earth to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Earth, 5% Earth Resistance, or +50 Defense against Earth and 1% Earth Resistance until the end of the round as a non-stacking buff
Envoy of Winter- (Ability, Elementalist) Character's spells, abilities, and items respond as though character had already cast Call Unto Seasons: Winter
Evergarden Food Preservation Techniques- (Passive Ability, Chef) Effects attached to Zones that come from sources below Level 60 cannot destroy Food consumables equipped by possessor
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Glorious Self I- (Passive Ability, Chronicler of Eternity) Possessor is immune to individuals below Level 10
Hag- (Passive Ability, Warlord) Possessor gains +25,000 HP, +50,000 MP, +2,600 STR, +3,000 MIN, +5,000 SPI, and 15% Darkness Resistance
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos
Holiday Cookie Baking- (Passive Ability, Chef) Food consumables used by possessor that Heal HP heal an additional 5,000 points if in a Zone of Ice
Passed through the Light of the Elder Guardians- (Passive Ability, Druid) Possessor gains +1,000 SPI and 20% Light Resistance, Possessor may survive on suns as an RP effect
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 Gold Brick Man- (Passive Ability, Clearance) Possessor may fight the monster Gold Brick Man for drops, possessor's allies also gain drops from this battle, Possessor create the item 'Golden Ticket' for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Permitted to Battle Portrait of Loneliness- (Passive Ability, Clearance) Possessor may fight the monster Portrait of Loneliness for drops, possessor’s allies also gain drops from this battle, Possessor may create the item ‘Ominous, Discarded Gallery Invitation’ for 2,000 XP, 100,000 Gold, and 1 week spent in the ability shop
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Prime Judge- (Passive Ability, Other: High Judge) Possessor chooses the Randomized Attribute Sum for all Damage Formula calculations that do not involve an opponent who is 20 or more Levels greater than possessor or that is above Level 999
Reptile Spotter- (Passive Ability, Hunter) Possessor gains +3% To Hit against Reptiles
Sheer-Offensive Stance- (Stance Ability, Slayer) Possessor’s Defense is halved, Possessor’s Resilience drops to 0%, Possessor’s Dodge is halved, Possessor gains +(Possessor’s former Resilience, to a max of 200)% Critical, Possessor gains +(One half possessor’s lost Dodge, to a max of 200)% to Hit, Possessor gains +(One half possessor’s former Defense value, to a max of 20,000) Melee Attack, Magical Attack, and Ranged Attack
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
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
Wielder of Mortiis Finallis- (Passive Ability, Other: Legend) Possessor may equip 'Mortiis Finallis'
Zonal Earth Control- (Passive Ability, Mountain King) Possessor may, at the start of each round, choose one Zone of Earth that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Weapons-
*Mortiis Finallis- (Weapon, Other: Weapon of Legend, Darkness & Magic & Physical, Lv. 79, X Gold) +300,000 Melee Attack, Wielder pierces 300,000 Defense, 156% Critical, +156% Critical, 60% inflicts Instant Death, This item possesses the subtype Scythe, Individuals below Level 84 may not resurrect individuals killed by wielder, Wielder ignores the Instant Death Resistance and Immunity of individuals below Level 80, This item may not normally be equipped unless a proper ability is possessed
XP: 0
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x# to bypass Level 80 barrier)

*Rod of the Emperor of the Undead- (Weapon, Mace, Darkness & Physical, 400,000,000 Gold) +400,000 Melee Attack, +400,000 Magical Attack, Necromancy spells cast by wielder cost 40,000 less MP to cast, Necromancy spells cast by wielder that possess a Magical Attack bonus gain +400,000 additional Magical Attack, Wielder's Undead pets and summons gain +40,000 to all stats as a non-stacking bonus if none of possessor's opponents is Level 60 or greater, 30% Darkness Resistance, 100% inflicts Voidstruck

Armor-
*Supreme Raiment of the Emperor of the Undead- (Armor, Clothes, Darkness & Air, 450,000,000 Gold) +450,000 Defense, +400,000 MIN, Wearer's Undead pets and summons gain +40,000 to all stats as a non-stacking bonus if none of possessor's opponents is Level 60 or greater, if possessor possesses the abilities Necromancer and Commander, and if none of wearer's opponents is a Unit, Wearer's Undead pets and summons gain +8,000 to all stats and +80,000 HP, 40% Darkness Resistance, 35% Ice Resistance, 35% Electrical Resistance, 30% Physical Resistance, Poison Immunity, Pain Immunity, Diseased Immunity, Fatigued Immunity

Accessories-
*The Iron Mask of Icelord Khezdor- (Accessory, Mask, Ice, Lv. 59, 104,400,000 Gold) +100,000 Melee Attack, +104,000 Ranged Attack if wielder has a Bow equipped, +104,000 Magical Attack, +104,000 Defense, +100,000 to all stats, +208,000 Defense against Ice, 40% Ice Resistance, 20% Fire Weakness, 118% Critical, 114% Dodge, 218% To Hit, 118% Resilience, Ice element spells wearer casts cost 1,400,000 less MP, wearer regenerates 1,000,000 HP and 1,000,000 MP each time wielder kills a target with an Ice element attack, to a max of 65 times per round, wearer regenerates 1,000,000 HP at the start of every round while in a Zone of Ice, 25% Monster Resistance, 25% Humanoid Resistance, 25% Fae Resistance, 25% Human Resistance, Wearer has a 25% chance of ignoring offensive actions from individuals level 73 or lower, Wearer may choose at the beginning of a thread to make this item’s elements Ice & Darkness, Wearer, if a Fae, may choose to lose any abilities whose name includes 'Iron' or 'Metal', Wearer gains Pain Immunity, Wearer must be Level 40 or greater and must be a Darkness element or Ice-element Fae, Undead, Monster, or Humanoid, Wearer, as an RP effect, loses all Fae-based vulnerabilities to all types of iron
Grants Abilities:
Benediction of the Warlord of Dark Ice- Wearer’s Ice element pets and summons gain +40,000 to all stats, 35% Ice Resistance, +103,000 Damage to all Damage-values of abilities with Damage values, and 100% Critical, Wearer’s Darkness element pets and summons gain +40,000 to all stats, 35% Darkness Resistance, +103,000 Damage to all Damage-values of abilities with Damage values, and 2% Critical, This effect does not stack, Item-Based Effect
Ice Shard Rain- 103,000 Damage, 118% inflicts Wounded, 118% inflicts Weaknened, 70% may inflict Voidstruck, 1 hit against 800,000, Ice, 900 MP
Declare Doom- Inflicts Hexed, Hexed: Backlash, and Stat Drain, 15% inflicts Instant Death: Doomed, Darkness, 2,300 MP
Call the Dark Fae of Winter- Caster summons 30 Fae below Level 59 that are Darkness or Ice element that are normally fightable for drops on the Enemy List, Max 800 summoned, Ice & Darkness, 100,000 MP
Call the Hordes of the North- Caster summons 200 Undead, Monsters, or Humanoids below Level 39 that are Darkness or Ice element that are normally fightable for drops on the Enemy List, Max 800 summoned, Ice & Darkness, 100,000 MP
Summon the Dark Arrow- Caster's next 'Ranged Attack' or 'Snipe' action deals triple Damage (to a max of 300,000,000 additional Damage) to Humans, Humanoids, Monsters, and Fae below Level 50, does not stack, Darkness & Air or Darkness & Ice, 200,000 MP
Icy Garden of Departed Spirits- Caster attaches an effect to a Zone of Ice or Darkness that prevents opponents below Level 60 from resurrecting individuals while in said zone or resurrecting individuals who died in said zone, Darkness or Ice, 500,000 MP
XP: 0
XP Needed: 332,800,000 (Standard Multiplier x2, Raised to x40 to bypass Level 60 cap)

Arimexium's Crystal Life Recepticle (Created for Undeadfest 10, Designer Lich-Favored Product Contest)- (Accessory, Crystal, Light & Darkness & Magic, 250,000,000 Gold) +100,000 MIN, +100,000 SPI, If possessor is an Undead possesses the ability 'Lich's Phylactery', possessor's 'Lich's Phylactery' ability may, when this item equipped, have the instance of 'Light element' present on in changed to 'Sonic element', may have the phrase 'from an element possesssor is Weak to' removed, and may have the phrase ' Any individual above Level 19 who would successfully steal an item from possessor may instead choose to nullify this ability's effects' replaced with ' Any individual above Level 78 or greater who would successfully steal an item from possessor may instead choose to nullify this ability's effects'
Planetary Fate-Weaver's Loom- (Item, Magic Item, Fate, 400,000,000 Gold) +400,000 MIN, +400,000 SPI, Wielder may, once per round across all copies of this item, if wielder is Level 40 or greater and possesses the ability 'Manipulate Destiny' and the ability 'Adept Fate Synchronization', pay 10,000 XP, 2,000,000 Gold, and 100,000 MP to replicate the effect of any ability performable by a monster on the enemy list that is below Level 50, below caster's Level, and normally fightable for drops, doing so as though said monster is performing said ability, with summons created through said effect being unable to summon and said effect being delayed for 5 to 24 rounds (chosen by wielder at the time of the effect's generation)
Symbol of the Ouroboros- (Accessory, Other: Elder Symbol, Spatial & Time, 200,000,000 Gold) +2,000,000 HP as a non-stacking bonus, +2,000,000 MP as a non-stacking bonus, Wielder regereates 200,000 HP and 200,000 MP at the start of each round, Sources below Level 60 may not prevent wielder from healing or regerneating HP or MP, Wielder may target individuals below Level 60 who are in different battlespace so long as no individual of Level 90 or greater who is either in the battlespace wielder is in or the battlespace being targeted objects, Wielder must be Level 40 or greater
Torment Lord's Cloak- (Accessory, Cloak, Agony & Darkness & Air & Ice, 300,000,000 Gold) +300,000 Defense, +3,000,000 HP as a non-stacking bonus, +3,000,000 MP as a non-stacking bonus, 30% Hope Resistance, 30% Agony Resistance, Pain Immunity, Wielder must be Level 60 or greater

Spells-
Blank Gate- (Spell, Ethereal Magic, Spatial, 2,000,000 MP, 200,000,000 Gold) Caster acquires a non-stacking buff that cannot be carried between battles that causes individuals in the same battlespace as its possessor who are lower Level than caster who are below Level 80 to be afflicted with Vanished if they would leave said battlespace, Caster must be Level 40 or greater
Genesis- (Spell, Summoner Magic, Magic, 400,000 MP, 100,000,000 Gold) Summons any single non-Holy-One, non-Serpent-Blessed, non-Fiend, non-Immortal monster from the enemy list that is non-Elite, below Level 80, and can normally be fought for drops, A max of 1 being may be summoned through this spell at a time, beings summoned through this spell may not summon, Caster must be Level 40 or greater
Hands of the Silent Titan- (Spell, Ethereal Magic, Physical & Void, 1,800,000 MP, 180,000,000 Gold) +180,000 Melee Attack, +180,000 Magical Attack, Each hit of this action has a 25% chance of removing a buff from a source below Level 80 from its target, This action may not be countered by individuals below Level 85 who are not 20 or more Levels greater than caster, this action may gain '2 hits against 800,000' and deal 1/8 Damage, This spell may be cast by individuals afflicted with Impaired: Mute, Caster must be Level 40 or greater
One Hundred Thousand Shifting Veils- (Spell, Ethereal Magic, Earth & Air & Magic, 2,000,000 MP, 200,000,000 Gold) +200,000 Defense, +80% Dodge, does not stack, Caster must be Level 40 or greater
Unhinge from the Years- (Spell, Ethereal Magic, Time & Aether, 1,500,000 MP, 150,000,000 Gold) Target buff, debuff, or status effect obtains a non-stacking buff (which is treated as droppable by its source, not by its possessor's possessor) that stacks 200 times across all effects on all individuals that makes it so that it possesses no natural per-round auto-recovery chance and so that, unless an entity that is either greater in Level than caster or is Level 80 or greater objects, its remaining duration does not decrement at the end of rounds, Caster must be Level 40 or greater

Fate Spells-
Create Plot Armor- (Spell, Enchantment, Fate, 2,400,000 MP, 240,000,000 Gold) Target gains 'Immune to sources below Level 40' while target possesses a Fate-element buff or debuff, Caster must be Level 40 or greater, Has RP effects
Proto-Ragnarok- (Spell, Other: Catastrophe Magic, Destruction & Fate & Fire & Ice & Electrical & Physical & War, 160,000 MP, 80,000,000 Gold) +160,000 Magical Attack, 30% inflicts Devastated, deals 1/2 Damage, 1 hit against 400,000, 95% this action hits all allies of caster below Level 100, to a max of 20,000,000 such allies, including caster, Caster must by Level 40 or greater
Skull Moon's Omen- (Spell, Necromancy, Darkess & Fate, 850,000 MP, 90,000,000 Gold) 50% inflicts Instant Death: Doomed on all opponents, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement'

(More Slots)-
Enlighten- (Spell, Channeling, Knowledge, 800,000 MP, 80,000,000 Gold) Target gains a copy of target ability that is for sale in the Ability Shop that caster possesses that target possesses the prerequisites for according to the Ability Shop (provided that if some of said prerequisites are provided by copies of this buff or other buffs with this text that they also possess the prerequisites for those prerequisites), stacks 10 times

Necromancy Spells-
Corpse-World's Descent- (Spell, Necromancy, Darkness & Astral, 5,000,000 MP, 250,000,000 Gold) +2,500,000 Magical Attack, This action is delayed for 3-5 rounds, At the start of each round, if this action is delayed, its performer summons up to 50 Undead from the Enemy List that are below Level 80 that are normally fightable for Drops, Max 5,000 summoned, 1 hit against 5,000,000,000, Caster must be Level 60 or greater and must possess the ability 'Adept Necromancy Attunement' or the ability 'Adept Astral Magic Attunement'
Craft Undead Masterwork- (Spell, Necromancy, Darkness, 2,000,000 MP, 225,000,000 Gold) Caster summons 1 Undead from the Enemy List that is normally fightable for drops that is below Level 80 and below caster's Level, Said summon's natural name includes 'Necromantic Masterwork ' at is start, Said summon's natural Level may become equal to any value up to either caster's Level or 79 (whichever is lower), Said summon's natural stats, its natural Defense, and its abilities' natural Damage values are increased by a value equal to 1,000 times its Level, to a max of being increased by 790,000 points, Said summon's natural HP and MP values are increased by a value equal to 10,000 times its Level, to a max of being increased by 790,000 points, Individuals below Level 80 may not unsummon this summon as a non-stacking buff applied to said summon at the time of its summoning, This action requires 3 actions worth of charge-up, This spell may summon a max of 1 entity per thread, Caster must be Level 40 or greater
Death-Lord's Command- (Spell, Necromancy, Darkness & Psychic, 2,000,000 MP, 200,000,000 Gold) Target dead individual below Level 80 that is not Immune to Dominion that is not 5 or more Levels greater than caster, to a max of once per round per individual, performs an action with all decisions controlled by caster, Caster must be Level 40 or greater
Demilich Creation Ritual- (Spell, Necromancy, Darkness & Magic & Astral, 2,000,000 Gold, 150,000,000 Gold) Target summoned Lich or Lich Lord is transformed into a Demilich from the Enemy List, Casting this spell costs 60,000,000 Gold, Caster must be Level 79 or greater and must possess the ability 'Adept Necromancer'
Deny Death- (Spell, Necromancy, Darkness & Warding, 3,600,000 MP, 180,000,000 Gold) Target becomes Immune to Instant Death from sources below Level 80 that are not 20 or more Levels greater than caster, Caster must be Level 40 or greater
Flow of Unconquered Life- (Spell, Necromancy, Life & Glory, 2,000,000 MP, 200,000,000 Gold) +2,000,000 Magical Attack, Heals, 1 hit against 50,000,000, Caster obtains a non-stacking buff that causes its possessor's dead allies to be resurrected (gaining the subtype Undead and the element Life in the process) at the start of each round, provided that they have been dead for at least 3 rounds and were not killed by sources greater than Level 80 that are not either Level 85 or greater or greater Level than caster, Caster must be Level 40 or greater
Meditation of the Undying Void- (Spell, Necromancy, Void, 500,000 MP, 50,000,000 Gold) Caster suffers no effects from debuffs from sources below Level 60 if caster is an Undead, Caster must be Level 40 or greater
Skull-Moon's Laughter- (Spell, Necromancy, Darkness, 600,000 MP, 125,000,000 Gold) +125,000 Magical Attack, 100% inflicts Confusion: Overcome with Laughter, 5% inflicts Instant Death, target obtains a debuff that provides -3,500 to all stats as a non-stacking effect, May gain '1 hit against 5' and deal 1/10 Damage, Caster must be Level 40 or greater and must possess the ability 'Adept Necromancer' or the ability 'Astronomer of the Dead-Realms'
Stillborn Sanguine Genesis- (Spell, Necromancy, Blood, 1,000,000 MP, 100,000,000 Gold) Summons one Undead from the Enemy List that is below Level 80 and normally fightable for drops, Said summon gains the element Blood as a buff when summoned, Max 20 summoned, Summons summoned through this spell cannot summon summons that are greater than Level 60, Caster must be Level 40 or greater

Zombie Apocalypse- (Spell, Necromancy, Darkness, 1,000,000 MP, 80,000,000 Gold) Creates a Persistent Enchantment called The Zombie Apocalypse; said Persistent Enchantment's removal condition is the spending of killing of 500,000,000 individuals named 'Zombie', or the spending of 100 actions by individuals are above Level 80, or the spending of 1 action by an individual over Level 100; Whenever a Human or Animal below Level 40 dies in this thread, a Zombie from the Enemy List is summoned on caster's side of battle, Said summons may be carried in the summon slots of any individual on said side of battle, though they remain caster's summons, Said summons gain +(500 * the Level of the individual who died to trigger their summoning) to all stats and +(25,000 * the Level of the individual who died to trigger their summoning) HP and are the Level of the individual who died to trigger their summoning, with said Level being a max of 40 on all aforementioned counts, Possessor may summon 50 Zombie from the Enemy List at the start of each round, with each said summoning gaining +(500 * the Level of caster) to all stats and +(25,000 * the Level of caster) HP and are the Level of said caster, with said Level being a max of 40 on all aforementioned counts, Max 500,000,000 summoned; This spell takes 200 consecutive actions to cast, any individual above Level 80 may spend an action to make this spell uncastable so long as this spell's owner is of lower level than said individual and no individual of higher level than said individual has spent any actions to cast this spell, this spell, across all copies, may be cast only once per thread; This spell's effects cannot be cancelled by its caster and do not take a buff slot; This spell has often-intense RP effects; Keep track of the casting count on this, stuff may start happening once it hits various values; Though non-unique, copies of this spell should be tracked separately
Casting Count: 0

Pets-
*Giles- (Pet, Immortal, Wealth & Spatial, Lv.39, 110,000,000 Gold) (Now with additional 79!)
HP- 4,950,000
MP- 6,000,000
STR- 101,000
AGI- 107,000
CON- 92,000
MIN- 112,000
SPI- 105,000
XP- 3,962,160,000
XP Needed- 49,200,000 (Standard Multiplier x6, Power x9, Raised to x180 to bypass Level 40 cap)
Minimum Level- 1
Defense- 27,000, +120,000 against Time, +120,000 against Psychic, +120,000 against Wealth, +120,000 against Spatial
Defense against Stat Damage- 9,800
Critical Chance- 125%
Resilience- 120%
To Hit- 250%
Dodge- 160%
Resistances and Immunities- 40% Time Resistance, 40% Wealth Resistance, 40% Spatial Resistance, Immune to Fatigued, Poison, Diseased, Confusion, Charm, Pain, Suffocation, and Vanished, Immunity to Minor and Moderate Status Effects
Prime Attribute- Mind + Any One Other
Constant Effects-
It's Giles!- Everyone on both any side of battle is Immune to Fatigued, As an RP effect no one can be tired when Giles is around!, Constant Effect
I am the Evermason! (Member of the High Evermasons Society)- All allies Golomancy spells cost half their normal MP cost, All Golems allied with possessor gain +300,000 HP and +7,000 to all stats, does not stack, Constant Effect
Space-Warping Hands- Possessor may target and deal damage to any row in battle, Possessor may target individuals in other battles in the same thread who are below Level 60 or are willing, Constant Effect
Classy Butler- Possessor's controller may bring 10 unequipped items into threads, Possessor's controller's items may not be destroyed by sources below Level 60, Constant Effect
These are the Hands that Built this City- Possessor's Large Structure allies gain +3,000,000 HP, +30,000 Defense, and +7,000 to all stats, does not stack, Constant Effect
Echo of the Architect's Powers- Possessor gains +12,000 to all stats, Possessor's Damage-dealing actions may deal an additional 28,000 Damage if possessor chooses such, Constant Effect
Abilities-
Mana-Displacing Strike- 90,000 Damage, deals both HP and MP damage, Spatial, 0 MP
Loads of Resources- Creates a temporary item that is identical to any item for sale in the Shop that is worth below 39,000,000 Gold that vanishes at the end of this thread, Wealth, 0 MP
Aura of Solitude- 10% inflicts Vanished, -60% To Hit against caster, does not stack, activates as a counterattack and cannot be used otherwise, Spatial, 0 MP
Space-Distorting Beam- 80,000 Damage, -15% To Hit, -15% Dodge, stacks 5 times, Spatial, 3,000 MP
Battlefield Inversion- Switches the rows of any number of targets, Spatial, 20,000 MP
Perhaps Some Tea?- 350,000 Damage, Heals, Cures any one minor status effect, Wealth & Earth & Water, 2,200 MP
Gild- +15,000 to all stats, inflicts Elevated, stacks 3 times, Wealth, 15,000 MP
Remove!- Cures any five minor or moderate status effects from sources of any Level or debuffs from sources below Level 60, Spatial, 5,000 MP
Space Door- At the start of the next round, caster and any number of caster's allies may enter any other battle in the same thread that does not contain an individual of Level 80 or greater who objects provided that no Level of 80 or greater in any battle said individuals are leaving objects, or, if in a random quest, may leave the thread, Spaital, 750,000 MP
Spacewave- 88,000 Damage, Deals full Damage to the back row, 1 hit against 60, Spatial, 250,000 MP
And they Can Tear it Down- 38,000 Damage, deals double damage to Large Structures as an effect that does not stack with other effects that multiply Damage against Large Structures, Light & Physical or Air & Physical or Magic & Psychic or Water & Air or Ice & Earth, 1,000 MP
Architect's Construction- 1,000,000 Damage, Heals, only affects Large Structures, deals double Healing to Large Structures as an effect that does not stack with other effects that multiply Damage or Healing against Large Structures, Light & Physical or Air & Physical or Magic & Psychic or Water & Air or Ice & Earth, 1,000 MP
Space Replica- Target begins counting as present in two target battles, one of which must be a battle that target is currently in, with both instances of said target being the same instance for all traits other than location, with said effect not stacking and only being able to be applied to individuals who are below Level 60 or are willing, and with said effect not being able to place an individual into a battle in which an individual of Level 80 or greater objects, Spatial, 1,000,000 MP
Glorious Overcrash: I Am The Architect Of Nexus- Caster becomes Immune to Damage (including Stat Damage), Debuffs, and Negative Status Effects for 3 rounds, Non-Overcrash abilities do not cost caster MP to cast for 3 rounds, Caster's buffs cannot be removed without caster's permission by sources below Level 80, Caster's Golem and Large Structure allies are Immune to Damage (including Stat Damage), Debuffs, and Negative Status Effects from sources below Level 60 for 3 rounds, Universe, 1 MP, Reduces caster's MP to 0 for remainder of thread
Statue Buddies: It's Smashing Time!- 60,000 Damage, this action usees the combined Spirit of each of its participants as its Prime Attribute, 1 hit against 50, May be used up to 5 times per thread, Consumes one action from the individual 'Elyion' and one individual named 'Giles', This is a Combo Move, 5,000 MP per participant
Awards-
Has Reached Round 41 in a Pet Endurance Match

Giles Bag of Holding:
Juggernaut Force- (Weapon, Force, Physical & Glory & Magic, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder ignores the Resistances, Immunities, Absorptions, and Reflections of individuals below Level 80, Wielder must be Level 60 or greater and must possesses the ability 'Adept Force Training', 'Adept Grand Armor Mastery', or 'Unstoppable'
Tormentus Finallis- (Weapon, Polearm, Agony & Darkness & Ice, 300,000,000 Gold) +300,000 Melee Attack, +300,000 STR, +300,000 CON, 300% inflicts Pain, 200% inflicts Voidstruck: Endless Torment, Damage wielder deals may not be healed by individuals below Level 90, Wielder must be Level 60 or greater
Lawyer's Suit that Defies The Devil's Paperwork- (Armor, Clothes, Law, 400,000,000 Gold) +400,000 Defense, +400,000 MIN, +400,000 SPI, Wearer becomes solely Law element, Litigamancy spells cost 4,000,000 less MP for wearer to cast, Wearer removes abilities and constant effects named 'The Devil's Paperwork' from all opponents below Level 100 that are not 20 or more Levels greater than wearer
Planetary of Fate's Robe- (Armor, Robe, Fate, 190,000,000 Gold) +190,000 Defense, +1,800,000 MP as a non-stacking bonus, +190,000 SPI, +190,000 Magical Attack, 40% Fate Resistance, 40% Fortune Resistance, Divine Magic, Enchantment, and Ritual Magic spells cost wielder 300,000 less MP to cast, 20% may inflict Instant Death or Cursed, Wearer must be Level 40 or greater
Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Worldwide Harvest- (Spell, Divine Magic, Earth & Life, 3,200,000 MP, 160,000,000 Gold) +160,000 Magical Attack, Heals HP, deals 1/2 Damage, 1 hit against 5,000,000,000 willing targets, May be cast once every 1,000 rounds, Caster must be Level 40 or greater
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Celas wrote:Anathema (Celas)
Level 79
Undead & Outsider, Darkness

Abilities-
Melee Attack
Magical Attack
Ranged Attack
Elemental Attack
Defend
Counter
Guard Back Rank
Use an Item
Cast a Spell
Switch Rows
Unequip
Re-equip
Trade
Transform
Overdrive
Melee Overdrive

Attack With Finesse- (Active Ability, Attack) Based on STR. Uses Melee Attack bonus. This attack never misses. Does 50% normal damage. This attack's element is the user's element if none of the user's equipped items give a Melee Attack Bonus. Otherwise, this attack possesses the elements of all items the user has equipped that provide a Melee Attack bonus. User must be in the front row.
Mask True Power- (Stance Ability, Attack) When possessor enters this stance, possessor may voluntarily change the values of possessor's HP, MP, STR, AGI, CON, MIN, SPI, Critical, Resilience, Dodge, To Hit, and Level to any values lower than or equal to what they would be without this stance activated. While in this stance, possessor may take an action to alter any of the aforementioned values to any point within the allowed range. This stance does not count towards an individual's stance limit, so long as said individual is permitted to be in at least one stance. If something is lowered by this stance, any value depending on said thing is also lowered accordingly (For example, lowering your level will lower all of your stats).


Archpoisoner of 1,000 Venoms
Basic Toxin Synchronization- (Passive Ability, Other: Archpoisoner of 1,000 Venoms) Possessor gains +25 to all stats if Toxin element

Biomancer
Increase Virulence- (Passive Ability, Biomancer) Possessor's chances of inflicting Diseased are increased by 20%
Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP

Blazing Sultan
Apprentice Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats for each Fire element item equipped, Possessor's Fire element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +100 to all stats
Apprentice Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 500 points
Basic Acceleration Within Fire's Dominion- (Passive Ability, Blazing Sultan) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Fire
Basic Command of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element pets and summons gain +50 to all stats
Basic Fire Synchronization- (Passive Ability, Blazing Sultan) Possessor gains +25 to all stats if Fire element
Basic Weaponization of Fire- (Passive Ability, Blazing Sultan) Quantities of Fire element Damage dealt by possessor are increased by 50 points
Basic Understanding of the Heart of Fire- (Passive Ability, Blazing Sultan) Possessor's Fire element allies gain +10 to all stats
Basic Zonal Acclimation of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 to all stats while in a Zone of Fire
Hair of Fire- (Passive Ability, Blazing Sultan) Possessor gains +50 Melee Attack, +50 Magical Attack, and may deal 2,500 Flat Fire element Damage to any individual who conducts an offensive action that targets possessor at the end of said action up to 5 times per round


-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
Cook Human- (Technique Ability, Chef) Possessor may use 'Cook Human' in conjunction with a 'Magical Attack', 'Melee Attack', 'Ranged Attack', or 'Overdrive' action, so long as no other technique is used and it is being used against targets who are Humans that are below Level 60. This action attaches an effect that does not stack to its target that causes whatever individual kills said target to be healed for an amount of HP equal to 5% of said target's Max HP, to a max of 2,000,000 HP.
Poison Foodstuffs- (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 Poison' during said action
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

-Clearance-
Has a Basic Permit to Battle Baalrath- (Passive Ability, Clearance) Possessor may fight the monster 'Baalrath' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Beaked Thing from Sildreza- (Passive Ability, Clearance) Possessor may fight the monster 'Beaked Thing from Sildreza' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Desert Corsair Warship- (Passive Ability, Clearance) Possessor may fight the monster 'Desert Corsair Warship' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Orihalcum Submersible- (Passive Ability, Clearance) Possessor may fight the monster 'Orihalcum Submersible' for drops, This ability cannot be used in combos
Has a Basic Permit to Battle Panopticum Nautilus- (Passive Ability, Clearance) Possessor may fight the monster 'Panopticum Nautilus' for drops, This ability cannot be used in combos

-Combatant-
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
Apprentice Fist Weapon Training- (Passive Ability, Combatant) Possessor's Damage-dealing attacks deal an additional 500 points of Damage if possessor has a Fist Weapon equipped, Possessor gains +20 to all stats if possessor has a Fist Weapon equipped
Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Combatant- (Passive Ability, Combatant) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Fist Weapon equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Fist Weapon equipped
Crack Knuckles- (Active Ability, Combatant) Possessor may spend an action to gain +1% Critical for possessor's next offensive Melee Attack or Melee Overdrive as a non-stacking buff
Critical Fist- (Technique Ability, Combatant) Possessor may use 'Critical Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Flame Fist- (Technique Ability, Combatant) Possessor may use 'Flame Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Knockout Punch!- (Technique Ability, Combatant) Possessor may use 'Knockout Punch!' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist
equipped. Said attack gains +40 Melee Attack and a 30% chance of inflicting Fatigued: Knocked Out against targets below Level 20 that are below 50% Max HP.
Unexpected Hook- (Technique Ability, Combatant) Possessor may use 'Unexpected Hook' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Fist Weapon equipped. Said attack gains +5% Critical.
Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Works Out Regularly- (Passive Ability, Combatant) Possessor gains +50 STR, +50 CON, +50 Melee Attack, and +100 HP

-Count of Blood-
Adept Blood Synchronization- (Passive Ability, Other: Count of Blood) Amounts of Blood element Damage possessor deals are increased by 10,000 points, Blood 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 Blood element Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 1,000 points
Apprentice Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats for each Blood element item equipped, Possessor's Blood element pets and summons gain +250 to all stats
Apprentice Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense against Blood
Apprentice Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +100 to all stats
Apprentice Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 500 points
Apprentice Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 to all stats while in a Zone of Blood
Basic Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 500 points
Basic Blood Resistance- (Passive Ability, Other: Count of Blood) Possessor gains 1% Blood Resistance
Basic Blood Synchronization- (Passive Ability, Other: Count of Blood) Possessor gains +25 to all stats if Blood element
Basic Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element pets and summons gain +50 to all stats
Basic Defenses Against Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 Defense against Blood
Basic Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +10 to all stats
Basic Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 50 points
Basic Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +50 to all stats while in a Zone of Blood
Bleeding Immunity- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains Wounded: Bleeding Immunity
Blood Clone- (Passive Ability, Other: Count of Blood) If possessor is Blood element and afflicted with Wounded: Bleeding, provided that no individual who is 19 Levels or more higher than possessor objects, possessor may, once per round, repeat an action possessor performed immediately after said action
Blood Conversion- (Active Ability, Other: Count of Blood) Possessor may spend an action to convert up to 5,000 points of HP that possessor possesses into MP
Blood Drain- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Drain' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains 'Drains HP'.
Blood Drinking- (Passive Ability, Other: Count of Blood) Possessor may choose for possessor's Melee Attack actions to not include Melee Attack bonuses from possessor's equipped weapons, to deal 1/2 Damage, and to deal HP Drain
Blood Hex- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Message' in conjunction with a 'Magical Attack' action so long as possessor is Blood element and no other technique is used. Said action gains the element Blood and gains a 30% chance of inflicting Hexed.
Blood Manipulation- (Passive Ability, Other: Count of Blood) Possessor may choose one of the following at the beginning of each round if Blood element: Create a Zone of Blood, Remove a Zone of Blood created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Blood by either possessor or a source below Level 20, Add Blood 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 Blood element on a Blood element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Blood, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Blood, 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 Blood element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Blood to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Blood, 5% Blood Resistance, or +50 Defense against Blood and 1% Blood Resistance until the end of the round as a non-stacking buff
Blood Sacrifice- (Technique Ability, Other: Count of Blood) Possessor may use 'Blood Sacrifice' in conjunction with a 'Melee Attack' action so long as possessor has a Knife equipped or is Blood element and no other technique is used. Said action regenerates possessor's HP by a number of points equal to (Said action's target's HP / 10, rounded up), to a max of 20,000 points if said target is killed.
Blood Scent- (Passive Ability, Other: Count of Blood) Possessor gains 105% To Hit, Possessor gains +5% To Hit against targets afflicted with Wounded: Bleeding
Blood Tracking- (Passive Ability, Other: Count of Blood) Possessor may follow individuals who are afflicted with Wounded: Bleeding who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 40 or greater objects to such
Bloodburn- (Passive Ability, Other: Count of Blood) Possessor may pay up to 5,000 HP when casting a spell to reduce said spell's MP cost by an indentical amount
Bloodfire- (Passive Ability, Other: Count of Blood) Possessor gains +250 Magical Attack if Blood element, Possessor may add the element Blood to any of possessor's Fire-element actions
Bloodsense- (Passive Ability, Other: Count of Blood) Possessor may scan the stats of any individual who is afflicted with Wounded: Bleeding at the start of each round
Bloodsliding- (Passive Ability, Other: Count of Blood) Possessor gains +200 AGI if an individual present in battle is afflicted with Wounded: Bleeding
Bloodwall- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 Defense while afflicted with Wounded: Bleeding
Bloodwarp- (Passive Ability, Other: Count of Blood) If possessor is Blood element, if an individual in the same battle as possessor is afflicted with Wounded: Bleeding (including possessor), and if an individual in a different battle in the same thread is afflicted with Wounded: Bleeding, and no individual of Level 40 or greater in either the battle possessor is in or the other battle wishes to veto such, possessor may, at the beginning of any round of battle, leave the battle possessor is in and enter the other aforementioned battle
Cause Improved Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 1% more of their possessor's Max HP worth of Physical element Damage per round
Cause Torrential Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to deal 2% more of their possessor's Max HP worth of Physical element Damage per round
Control of Blood- (Passive Ability, Other: Count of Blood) Possessor has a 20% chance of being able to cancel the actions of Blood element individuals below Level 20, with things that would occur before and after said actions still occurring
Count of Blood- (Passive Ability, Other: Count of Blood) Possessor ignores (1 * (Possessor Level/5), rounded down)% Blood Resistance, Possessor ignores Blood Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Crimson Majesty- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain that possessor deals are increased by 25,000 points if possessor is Blood element, Possessor's allies gain +500 to all stats as a non-stacking bonus if possessor is Blood element, Possessor's Base STR, Base AGI, Base CON, Base MIN, and Base SPI increase by 1 point, to a max of 80 points, if possessor is Blood element
Crimson Steward- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may, at the start of each round, choose a Blood-element ally, not including possessor, with said ally obtaining a buff that provides +2,000 to all stats so long as its possessor is in the same battle as possessor on the same side of battle, with said buff not stacking and only being able to be present on one individual at a time from each creator, with newly created instances of said buff causing prior instances of said buff to vanish
Defenses that Utilize Blood- (Passive Ability, Other: Count of Blood) Possessor gains +500 Defense if possessor has any Blood-element items equipped that provide a Defense bonus
Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is present, Has RP effects
Expert Blood Synchronization- (Passive Ability, Other: Count of Blood) Blood element Damage dealt to possessor (not including healing) is halved, Blood element Stat Damage (not including healing) dealt to possessor is halved Possessor gains 1 Accessory slot that may not be used for purposes other than carrying accessories, may only carry Blood element accessories, and may not be converted into other types of slot by individuals below Level 100
Great Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +20,000 HP if Blood element
Greater Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 60% Wounded: Bleeding Resistance
Greater Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 25,000 points
Immortality Through Blood Consumption- (Passive Ability, Other: Count of Blood) Possessor gains Instant Death immunity against sources below Level 40 if possessor is Blood element
Improved Affinity to Healing Via Blood- (Passive Ability, Other: Count of Blood) Whenever possessor obtains Blood element HP Healing or MP Healing, said amount is increased by 5,000 points
Improved Blood Loss Induction- (Passive Ability, Other: Count of Blood) Possessor's chances of inflicting Wounded: Bleeding are increased by 5%
Improved Command of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood 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 Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Defense against Blood
Improved Discern Lineage- (Passive Ability, Other: Count of Blood) Whenever possessor successfully scan's an individual's stats, possessor may then scan its summoner's stats if its summoner is in any other currently active battle in the thread and is below Level 80 and no individual of Levle 80 or greater in the battle that either said summoner is in or that possessor is in chooses to veto said scanning
Improved Drain- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP dealt by possessor are increased by 500 points
Improved Understanding of the Heart of Blood- (Passive Ability, Other: Count of Blood) Possessor's Blood element allies gain +250 to all stats
Improved Vampirism- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Improved Weaponization of Blood- (Passive Ability, Other: Count of Blood) Quantities of Blood element Damage dealt by possessor are increased by 5,000 points
Improved Zonal Acclimation of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +1,000 to all stats while in a Zone of Blood
Induce Painful Blood Loss- (Passive Ability, Other: Count of Blood) Possessor may choose at the time of infliction for instances of Wounded: Bleeding that possessor inflicts to have a 30% chance of afflicting their possessor with Pain at the start of every round
Invest Power in Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, pay 5,000 MP to obtain a buff that causes the next individual to deal Drain to possessor to obtain 5,000 MP
Limited Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor gains +1% Dodge if any individual present is afflicted with Wounded: Bleeding
Magic-Containing Blood- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MP if possessor is Blood element and has over 15,000 HP
Meditative Assumption of Blood- (Passive Ability, Other: Count of Blood) Possessor may choose, at the beginning of a thread, to become solely Blood element
Open Veins- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding'.
Open Veins and Feast- (Technique Ability, Other: Count of Blood) Possessor may use 'Open Veins and Feast' in conjunction with a 'Melee Attack' action so long as possessor is Blood element and no other technique is used. Said action gains '30% inflicts Wounded: Bleeding' and 'Drains HP'.
Possesses a Large Quantity of Blood- (Passive Ability, Other: Count of Blood) Possessor gains +2,000 HP
Purity of Blood- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to recover from one minor negative status effect at the start of each round that comes from a source below Level 60 and gains 30% Minor Status Effect Resistance
Red Magic- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 Magical Attack if possessor is Blood element
Red Magister- (Passive Ability, Other: Count of Blood) Possessor suffers no negative effects from being afflicted with Wounded: Bleeding, Possessor gains +5,000 to all stats if Blood element
Red Mantle- (Passive Ability, Other: Count of Blood) Possessor Regenerates 50,000 HP per round if possessor is Blood element and afflicted with Wounded: Bleeding
Red Potency- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor ignores the Blood Resistance, Immunity, Reflection and Apsorption of individuals below Level 40
Red Sorrow- (Passive Ability, Other: Count of Blood) At the start of each round, possessor may have a 60% chance of afflicting Wounded: Bleeding on any individual in battle who is afflicted with Confusion: Depression
Red Thirst- (Passive Ability, Other: Count of Blood) Quantities of HP Drain dealt by possessor that are not part of mutli-hit actions are increased by 50,000 points
Red Vitality- (Passive Ability, Other: Count of Blood) Possessor gains +50,000 HP if possessor is Blood element
Red Wisdom- (Passive Ability, Other: Count of Blood) Possessor gains +5,000 MIN and +50,000 MP if possessor is Blood element
Red Wounds- (Passive Ability, Other: Count of Blood) Possessor may choose for instances of the status effect Wounded: Bleeding that possessor is the source of to deal Blood element Damage and Blood element Stat Damage instead of Physical element Damage and Stat Damage, with said choice being made at the time of the affliction of said status effects
Reduce Bleeding- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 1% of possessor's Max HP
Regeneritive Blood- (Passive Ability, Other: Count of Blood) Possessor Regenerates 5,000 HP per round if possessor is Blood element
Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 30% Wounded: Bleeding Resistance
Sanguine Shield- (Passive Ability, Other: Count of Blood) Possessor gains +200 Defense while possessor's Current HP is lower than possessor's Max MP if possessor is Blood element
Short-Distance Bloodwarp- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a present ally, not inclding possessor, is afflicted with Wounded: Bleeding, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Stop Bleeding- (Passive Ability, Other: Count of Blood) If possessor is Blood element, possessor may choose to be cured of Wounded: Bleeding at the start of any round or any of possessor's actions
Superior Bleeding Reduction- (Passive Ability, Other: Count of Blood) The amount of HP Damage that possessor suffers from the status effect Wounded: Bleeding is reduced by 2% of possessor's Max HP
Superior Resist Bleeding- (Passive Ability, Other: Count of Blood) Possessor, if Blood element, gains 100% Wounded: Bleeding Resistance
Thrallmaking Blood- (Passive Ability, Other: Count of Blood) Possessor may choose to have a 60% chance of afflicting any individual who deals Drain to possessor with Charm immediately after said Drain is dealt to possessor
Unified Knowledge of Blood and Blood Magic- (Passive Ability, Other: Count of Blood) Possessor may count Hemotheurge abilities possessor possesses as Count of Blood abilities (including for prerequisite purposes), Possessor may count Count of Blood abilities possessor possesses as Hemotheurge abilities (including for prerequisite purposes)
Vampiric- (Passive Ability, Other: Count of Blood) Quantities of HP Drain and MP Drain dealt by possessor are increased by 50,000 points, Quantities of Stat Point Drain dealt by possessor are increased by 2,000 points
Vampiric Weaponry- (Passive Ability, Other: Count of Blood) Possessor's Melee Attack actions may gain 'Drains HP' if possessor has a weapon equipped.
Vampiric Wisdom- (Passive Ability, Other: Count of Blood) Possessor may scan the stats any individual that possessor deals drain to, Possessor gains +5,000 MIN, possessor's 'Magical Attack' actions may gain 'Drains HP' or 'Drains MP' if possessor is Blood element.
Veinleap- (Passive Ability, Other: Count of Blood) Possessor may, if Blood element, once per round, in response to being targetted by an action, if a willing ally is present, not inclding possessor, inflict Wounded: Bleeding on said ally, and, if said infliction is successful, move to the row that said ally is present in and gain +5% Dodge as a non-stacking bonus that does not stack with other bonuses to Dodge that come from Count of Blood abilities against said action
Wings Into Crimson Bats- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element and possesses a buff created by an ability called 'Wings of Blood', choose to lose said buff and deal 500,000 Flat Blood element Damage to up to 50 targets
Wings of Blood- (Passive Ability, Other: Count of Blood) Possessor may, at the start of any round, if possessor is Blood element, choose to gain a buff that provides +2,000 to possessor's turn-order-determining stat sum for turn-order-determining purposes, +200 Defense, and 20% Earth Resistance, with said buff not stacking, and said buff not being able to be re-acquired for 5 rounds after it is lost
Zonal Blood Control- (Passive Ability, Other: Count of Blood) Possessor may, at the start of each round, choose one Zone of Blood that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

-Dancer-
Acrobatic Mastery- (Passive Ability, Dancer) Possessor gains 25% Dodge and +1% Dodge
Apprentice Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 250 less MP to cast
Astounding Grace While Dodging- (Passive Ability, Dancer) Possessor's 'Fancy Dodging' has its infliction chance of Charm: Impressed raised to 60%
Basic Dance Attunement- (Passive Ability, Dancer) All Dance spells cast by possessor with a duration that costs an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost possessor 10 less MP to cast
Dancer- (Passive Ability, Dancer) All Dance spells cast by possessor with a per-round MP cost last (Possessor Level / 2, rounded up) rounds longer at no extra cost, All Dance spells cost possessor (50 * Possessor Level) less MP to cast
Fancy Dodging- (Passive Ability, Dancer) Up to 20 times per round, whenever possessor Dodges an attack, possessor may have a 20% chance of inflicting Charm: Impressed on any one target
Far Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Far-Reaching Dodge-Jumps- (Passive Ability, Dancer) Possessor gains +100 AGI and 20% Dodge, Whenever possessor Dodges an attack, possessor may move to the front row or to the back row
Fast Footwork- (Passive Ability, Dancer) Possessor gains +50 AGI and 10% Dodge
Good at Footwork- (Passive Ability, Dancer) Possessor gains 5% Dodge
Good at Jumping- (Passive Ability, Dancer) Possessor gains +50 AGI and 5% Dodge
High Jumps- (Passive Ability, Dancer) Possessor gains +50 Melee Attack and +50 Ranged Attack against targets in the back row
Sexy Dance Moves- (Passive Ability, Dancer) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Dance spell
Swift Dodging- (Passive Ability, Dancer) Possessor gains +50 AGI and 15% Dodge

-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 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
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
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
Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Filter-Out Sensory Overstimulation- (Passive Ability, Diviner) Possessor gains 30% Confusion Resistance
Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% 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
Raging Driving- (Passive Ability, Driver) Possessor's Vehicle Transformations have the Damage values of their abilities increased by 5,000 points, Possessor's Vehicle Transformations may ignore the effects of instances of the status effect Confusion that come from sources below Level 60
Wintry Sleighmastery- (Passive Ability, Driver) Possessor's Vehicle transformations whose name includes 'Sleigh' or 'Sled' gain +500 AGI as a bonus that cannot increase their stats to above 1000% of thier natural values while in a Zone of Ice

-Ebon Chancellor-
Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Apprentice Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats for each Darkness element item equipped, Possessor's Darkness element pets and summons gain +250 to all stats
Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Apprentice Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 500 points
Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Basic Darkness Synchronization- (Passive Ability, Ebon Chancellor) Possessor gains +25 to all stats if Darkness element
Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Basic Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 50 points
Empowered By Darkness- (Passive Ability, Ebon Chancellor) If possessor is Darkness 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 Darkness
Improved Weaponization of Darkness- (Passive Ability, Ebon Chancellor) Quantities of Darkness element Damage dealt by possessor are increased by 5,000 points


-Gatekeeper-
Adept Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 200 points if possessor is a Outsider
Apprentice Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +2,500 HP, +2,500 MP, +500 to damage dealt, and +250 to all stats
Basic Gatekeeper Knowledge- (Passive Ability, Gatekeeper) Possessor's Outsider pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Corpsesmith's Hand-Wings- (Passive/Active Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may spend an action to create up to 20 corpses or to summon up to 20 Undead below Level 80 from the Enemy List that are normally fightable for drops, Possessor counts as possessing two additonal Weapon slots, gains +50,000 Melee Attack, and gains +50% Critical against Undead
Disease of Decaying Hours- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, instances of Diseased with possessor as a source may gain 'Possessor takes an amount of Time element damage equal to 5% of possessor's Max HP at the start of every round that cannot be defended against by Defense that is not either coming from Universe-element sources or Defense that is specifically Defense against the element Time' and may not be cured or automatically recovered from by sources below Level 60
Dusk-Bodied Twilight Colossus- (Passive Ability, Gatekeeper) If possessor is an Outsider and is Level 40 or greater, possessor may create a Chronogeomantic Zone of Dusk at the start of end of any round and, while in a Chronogeomantic Zone of Dusk, gains +1,000,000 HP, +100,000 SPI, +100,000 CON, 100% Dodge, 100% Resilience, and may count as up to 60 individuals for row-order purposes
Gatekeeper- (Passive Ability, Gatekeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Outsider pet only, This ability provides +250 HP and +50 to all stats of possessor's Outsider pets and summons per Level of possessor
Otherworldly Endurance- (Passive Ability, Gatekeeper) Possessor gains +2,000 CON and 20% Resilience if possessor is the subtype Outsider
Otherworldly Glory- (Passive Ability, Gatekeeper) Possessor is Immune to individuals below Level 20 if possessor is Level 20 or greater and possessor is an Outsider
Otherworldly Grace- (Passive Ability, Gatekeeper) Possessor gains +2,000 AGI and 20% Dodge if possessor is the subtype Outsider
Otherworldly Intellect- (Passive Ability, Gatekeeper) Possessor gains +2,000 MIN and 120% To Hit if possessor is the subtype Outsider
Otherworldly Power- (Passive Ability, Gatekeeper) Possessor gains +2,000 STR and 20% Critical if possessor is the subtype Outsider
Otherworldly Soul- (Passive Ability, Gatekeeper) Possessor gains +2,000 SPI and is Immune to status effects from sources below Level 20 if possessor is the subtype Outsider
Outsider Traits- (Passive Ability, Gatekeeper) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, possessor's STR is multiplied by 2 as an effect that does not stack with other STR multiplying effects, possessor's AGI is multiplied by 2 as an effect that does not stack with other AGI multiplying effects, possessor's CON is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's MIN is multiplied by 2 as an effect that does not stack with other CON multiplying effects, possessor's SPI is multiplied by 2 as an effect that does not stack with possessor's other SPI multiplying effects, possessor's Defense is multiplied by 10 as an effect that does not stack with other Defense multiplying effects, possessor's attack bonuses are multiplied by 2 as an effect that does not stack with other effects that multiply possessor's attack bonuses, and possessor's listed Damage values are multiplied by 2 as an effect that does not stack with any othe effect that multiplies possessor's listed damage values, with possessor also gaining Immunity to Diseased. This ability only takes effect if possessor is an Outsider.
Time Walker- (Passive Ability, Gatekeeper) Possessor gains Suffocation: No Future Immunity, Possessor gains +20,000 Defense against Time, Possessor gains +20,000 uncapped Defense against effects attached to Zones of Time, Possessor may use Mind, Agility, or Spirit as its Turn-Order-Determining Stat if in a Zone of Time


-Healer-
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
Enraging Massage- (Technique Ability, Healer) Possessor may use 'Enraging Massage' in conjunction with a 'Perform Massage' action so long as no other technique is used. Said action may lose its chance of curing Fatigued, May provide +300 STR and +300 Melee Attack as a non-stacking buff, and may gain 60% inflicts Confusion: Enraged
Perform Massage- (Active Ability, Healer) Possessor may spend an action to have a 60% chance of curing Fatigued
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
Supernatural Abilities As a Doctor Obtained by Having Death as a Godfather- (Passive Ability, Healer) Possessor may, when casting a Healing Magic spell, choose to obtain a randomly determined 'yes' or 'no' answer for each target, with said answer being permanent for the duration of the thread; possessor's Healer Magic spells may resurrect individuals who possess a 'yes' answer, Possessor may not resurrect individuals who possess a 'no' answer

-Other: Hemotheurge-
Adept Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 10,000 less MP to cast, Blood Magic spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Blood Magic Spells, and may not be converted into other types of slots by individuals below Level 100
Apprentice Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +250 Magical Attack if they already possess a Magical Attack bonus and cost possessor 250 less MP or HP to cast
Apprentice Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +10,000 MP if Blood element, Possessor gains +500 Magical Attack if Blood element
Balance of Bodily Humors- (Passive Ability, Other: Hemotheurge) Possessor gains +300 MIN, +300 CON, and 15% Minor Status Effect Resistance against sources below Level 40
Basic Blood Magic Attunement- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +10 Magical Attack if they already possess a Magical Attack bonus and cost possessor 10 less MP or HP to cast
Basic Hemotheurgy- (Passive Ability, Other: Hemotheurge) Possessor gains +1,000 MP if Blood element, Possessor gains +100 Magical Attack if Blood element
Bloodspell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a 'Magical Attack' action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Possessor may pay an amount of HP up to 50,000 points an have said action gain +(Said Quantity / 10) Magical Attack.
Blood Magic Casting I- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 20 less MP to cast
Blood Magic Casting II- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast
Draining Spell- (Technique Ability, Other: Hemotheurge) Possessor may use 'Bloodspell' in conjunction with a Melee Attack action so long as (possessor is Blood element OR possessor is casting a Blood Magic spell as part of said action) and no other technique is used. Said action gains 'Deals HP Drain'.
Focused Blood Magic Casting- (Passive Ability, Other: Hemotheurge) Blood Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Blood Magic
Hemotheurge- (Passive Ability, Other: Hemotheurge) All Blood Magic spells that possessor casts gain +(50 * Possessor Level) Magical Attack if they already possess a MAgical Attack bonus and cost possessor (250 * Possessor Level) less MP or HP to cast
Hemotheurgic Power- (Passive Ability, Other: Hemotheurge) If possessor possesses at least 50,000 HP, possessor's Blood Magic spells that possess a Magical Attack bonus gain an additional +500 Magical Attack

-Kensei-
Apprentice Sword Arts Attunement- (Passive Ability, Kensei) Possessor gains +500 Melee Attack if possessor has a Sword equipped, Sword Arts spells cost possessor 50 less MP to cast, Sword Arts spells that possess a Magical Attack or Melee Attack bonus have said bonus increased by +50 when cast by possessor
Attuned to the Spirit of One's Weapon- (Passive Ability, Kensei) Possessor gains +60 SPI and 105% To Hit while possessor has a Sword equipped
Basic Sword Arts Attunement- (Passive Ability, Kensei) All Sword Arts spells gain +10 Melee Attack and cost 10 less MP
Can Tap Into a Blade's Power- (Passive Ability, Kensei) Possessor's Sword Arts spells have their MP cost reduced by X MP for possessor, where X = (The cost of wielder's most expensive equipped Sword / 100, to a max of 15,000 less MP)
Infuse Blade- (Active Ability, Kensei) Possessor may spend an action to make any one Sword equipped by possessor solely possessor's elements.
Kensei- (Passive Ability, Kensei) All Sword Arts spells possessor casts that possess a Melee Attack bonus gain +(250 * Possessor Level) additional Melee Attack, All Sword Arts spells cost possessor (250 * Possessor Level) less MP to cast
Magic Fire Within the Soul- (Technique Ability, Kensei) Possessor gains +200 uncapped SPI. Possessor may use 'Soulflame Blast' in conjunction with a 'Magical Attack' or 'Overdrive' actions with the same conditionals on its use as would otherwise usually be present. Actions involving it may incorporate the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Magical Attack bonuses.
Mana Blade- (Active Ability, Kensei) Possessor may spend an action to obtain a buff that provides +20 Damage for every 'Melee Attack' action possessor makes that deals damage until end of battle, with said buff stacking 200 times, This ability costs mana equal to its user's max mana, this ability is only usable if possessor has a Sword equipped
Practiced Swordsman- (Passive Ability, Kensei) +500 Melee Attack while a Sword is equipped
Soulflame Blast- (Technique Ability, Kensei) Possessor may use 'Soulflame Blast' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped. Said action uses Spirit as its Prime Attribute and incorporates the Melee Attack bonuses of its performer's Fire, Light, Hope, and Darkness element Swords as though they were equivalent Ranged Attack bonuses.
Soulflame Strikes- (Passive Ability, Kensei) Possessor gains +5% Critical (to a max of 200%) for 'Melee Attack' actions and +10% Critical (to a max of 200%) for 'Melee Overdrive' actions if possessor has a Fire, Light, Hope or Darkness element Sword and a Fire, Light, Hope, or Darkness element Sword Arts spell equipped
Spellstrike- (Technique Ability, War Mage) Possessor may use 'Spellstrike' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as no other technique is used. Said action is delayed until possessor performs a 'Melee Attack', 'Melee Overdrive', 'Attack with Finesse', or 'Powerful Attack' action, with possessor being able to delay a max of 1 such action in this manner at a time.
Sword Arts Casting I- (Passive Ability, Kensei) Sword Arts spells cost possessor 20 less MP to cast
Sword Arts Casting II- (Passive Ability, Kensei) Sword Arts spells cost possessor 200 less MP to cast
Weapon of the Blademagus- (Active Ability, Kensei) Possessor may spend an action to exchange 20 points of Melee Attack bonus on a single Sword that character is wielding for 10 points of Magical Attack bonus, with said change being a buff on said weapon that stacks 200 times

-Magewright-
Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Basic Magic Item Augmentation- (Passive Ability, Magewright) Magic Items that possessor has equipped that provide bonuses to STR, CON, AGI, MIN, or SPI have each such bonus they provide increased by 30 points
Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped

-Monk-
Apprentice Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +500 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast, Possessor gains +200 Defense if possessor has at least 2 empty weapon slots, Possessor gains 5% Dodge if possessor has no weapons equipped
Basic Gymnastics Skills- (Passive Ability, Monk) Possessor gains +20 AGI
Basic Unarmed Technique Attunement- (Passive Ability, Monk) Possessor gains +30 Melee Attack if possessor has no weapon equipped. Possessor gains +30 Defense if possessor has no armor equipped.
Flexible- (Passive Ability, Monk) Possessor gains +200 AGI and +2% Dodge against individuals below Level 60
Full Control of Power Masking- (Passive Ability, Monk) Possessor may, at the beginning of any thread, choose to lose the ability 'Mask True Power' for the duration of the thread
Gymnast- (Passive Ability, Monk) Possessor gains 20% Dodge while not wearing Armor and +300 AGI while not wearing Armor
Gymnast's Balance- (Passive Ability, Monk) Possessor's row may not forcibly be shifted by offensive actions from sources below Level 15
Gymnast's Dexterity- (Passive Ability, Monk) Possessor gains 5% Dodge and +80 AGI
Gymnast's Style- (Passive Ability, Monk) Possessor's allies gain +20 to all stats as a non-stacking buff that lasts 1 round each time possessor Dodges an offensive action
Gymnast's Tumbling- (Passive Ability, Monk) Possessor gains +5% Dodge as a non-stacking buff that lasts 1 round each time possessor switches rows
Monk- (Passive Ability, Monk) Possessor gains +1,000 Melee Attack if no weapon is equipped, Unarmed Technique spells cost 50 less MP to cast per possessor Level, Possessor gains +500 Defense if possessor has at least 2 empty weapon slots, Possessor gains (Possessor Level / 2, rounded up)% Dodge if possessor has no weapons equipped, Possessor gains +10 additional Melee Attack per possessor Level if no weapon is equipped, Possessor gains +20 to all stats per possessor Level if no weapon is equipped, +50 damage to damage-dealing Unarmed Technique spells per possessor Level
Muscular Legs- (Passive Ability, Monk) Possessor gains +50 Unmodified AGI and +50 Unmodified STR
Oldschool Sprinter's Stance- (Stance Ability, Monk) Possessor's turn-order-determining stat becomes agility

-Pactmaker-
Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Basic Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Basic Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Basic Understanding of Namebinding- (Passive Ability, Pactmaker) Possessor's Magical Attack and Cast a Spell actions that target Devils below Level 20 whose stats have been scanned by possessor may gain '60% inflicts Charm'
Bind Magic to Unwilling Lives- (Passive Ability, Pactmaker) Whenever possessor creates a buff or a debuff, possessor may select an individual who is either willing or below Level 20, said buff or debuff cannot be removed by individuals below Level 20 without possessor's permission while said individual is alive
Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Devilish Negotiator- (Passive Ability, Pactmaker) Possessor's actions which inflict Charm may, should possessor desire such, have said chance increase by 5%, to a max of 20%
Empowered By Envy- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor has performed an action of the same name as an action performed by a different individual earlier in the same round during same battle
Empowered By Lust- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Charm: Lust
Empowered By Wrath- (Passive Ability, Pactmaker) Possessor gains +100 to all stats if any individual in the same battle as possessor is afflicted with Confusion: Berserk
Essence Algorithm: Torturer Devil- (Passive Ability, Pactmaker) At the beginning of a thread, possessor may choose to become the subtype Devil, to gain the base stats: STR 10, CON 10, AGI 10, MIN 30, SPI 10, and to be able to choose, if a monster on the enemy list exists named 'Tortuerer Devil', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fire Devil Bound to Heart- (Active Ability, Pactmaker) Possessor may take an action to gain 25% Fire Resistance, 10% Darkness Resistance, 5% Ice Weakness, +200 CON, +100 Melee Attack, and +400 Magical Attack as a Bound Devil Buff, with said buff also allowing its possessor to optionally deal 10,000 Flat Fire element Damage to any individual who Damages said possessor once per round across all such Damage sources. The Magical Attack bonus increases by 20 per additional Pactmaker ability possessed by possessor, to a max of 20 other abilities. Possessor, unless otherwise noted, may have a max of 1 Bound Devil Buff active at once, and such buffs may not increase any of possessor's stats, possessor's HP or MP, possessor's attack bonuses, or possessor's Dodge, To Hit, Resilience, or Critical by more than 250% of their unbuffed values.
Leech Good Fortune to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Hexed: Ill Fortune at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Joy to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Confusion: Depression at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Magic to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to take 5,000 Flat Darkness element MP Damage at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Leech Vigor to Empower Bound Spells- (Passive Ability, Pactmaker) Whenever possessor uses the ability 'Bind Magic to Unwilling Lives' and chooses an individual to link to a buff or debuff with it, possessor may choose to attach a further effect to said buff or debuff that causes said individual to have a 50% chance of being afflicted with Fatigued at the start of every round and that makes said buff or debuff have a duration of 1 round more if it already possesses a duration of 5 or more rounds
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Knowledge Of Empowerment Through Sin- (Passive Ability, Pactmaker) Possessor gains +50 to all stats if possessor is not Good element
Mystic Sacrifice- (Passive Ability, Pactmaker) Possessor may also apply Perform Sacrifice to Magical Attacks
Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Perform Sacrifice- (Active Ability, Pactmaker) Possessor's may use Perform Sacrifice in conjunction with a Melee Attack so long as no other technique is used. Should possessor kill one or more targets with said Melee Attack, possessor gains 100 MP per slain individual that goes into a separate pool of MP that may only be used to cast Dark Magic or spells which summon Devils, with said pool of MP beginning with 0 MP in it and having a max MP capacity equal to 1/4 possessor's modified, unbuffed Max MP. Possessor may not gain MP from the same individual multiple times in one thread.
Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil.
Sacrificial Ritual Leader- (Passive Ability, Pactmaker) On rounds in which possessor uses Perform Sacrifice as part of at least one action, kills made by possessor's pets and summons count as having been killed by an action including Perform Sacrifice, to a max of 200 such occurrences per round
Sacrificially Empowered Caster- (Passive Ability, Pactmaker) Possessor gains +250 Magical Attack as a buff and possessor's spells cost 150 MP less on turns following possessor's successful use of Perform Sacrifice as part of an attack that killed at least one target that provided possessor with MP via Perform Sacrifice, does not stack, with this effect lasting (1 + (Possessor Level / 5, rounded down)) rounds.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP


-Ravager-
Adept Axe Training- (Passive Ability, Ravager) Possessor's Axe weapons can provide an additional +10,000 Melee Attack before capping, Possessor's Axe Weapons that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding an Axe
Annihilatory Malice- (Passive Ability, Ravager) Possessor's first attack of each round deals 40,000,000 additional Damage to bosses if possessor is afflicted with Confusion: Enraged or Confusion: Berserk
Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Berserker Rage- (Active Ability, Ravager) +5 Base STR, +5 Base CON, and +3 Base AGI while Berserk, possessor may inflict Fatigued: Berserk on self once per thread as an action
Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Fury Burns in This Old Heart- (Passive Ability, Ravager) Possessor ignores all penalties from the ability Elderly and possesses Fatigued: Elderly Immunity, Possessor gains +25 STR, +25 CON, +25 AGI, and +25 Melee Attack, Possessor may inflict Confusion: Berserk on self 10 additional times per thread
Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Languishes During Peacetime- (Passive Ability, Ravager) Possessor suffers a debuff of -200 to all stats each round that possessor does not perform an offensive action against another individual or object, this debuff stacks 200 times and all stacked instances of it are removed upon possessor conducting an offensive action against another individual or object
Raging Strike- (Technique Ability, Ravager) Possessor may use 'Raging Strike' in conjunction with a 'Melee Attack', 'Powerful Attack', or 'Melee Overdrive' action if possessor is afflicted with Confusion: Berserk. Said action gains +500 Melee Attack as an uncapped bonus.
Raging Swordsmaster- (Passive Ability, Ravager) Each Sword equipped gains +25 Melee Attack while possessor is Berserk
Ravager- (Passive Ability, Ravager) This character gains +700 Melee Attack and +100 STR when an Axe is equipped plus an additional +30 Melee Attack and +10 to STR for each level character possesses.
Resilient Body- (Passive Ability, Ravager) 5% Physical Resistance
Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Sports-Inspired Bloodlust- (Passive Ability, Ravager) If any individual in battle takes damage, possessor gains a non-stacking buff that causes its possessor's 'Melee Attack' actions to gain '10% inflicts Wounded' and its possessor's 'Melee Overdrive' actions to gain '40% inflicts Wounded'
The War Is Gone, But It Still Blazes Within My Heart- (Passive Ability, Ravager) Possessor may choose to conduct an action at the end of battle; said action may not give anyone additional actions. Taking such an action counts as going a round without performing an offensive action for all purposes unless said action was an offensive action.
War Lumberjacking- (Active Ability, Ravager) Possessor may spend an action to inflict Instant Death on a willing Plant ally to deal (Said Plant's HP, to a max of 1,000,000 points) Flat Physical or Earth element Damage to any one target


-Other: Reality Arranger-
Basic Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to all stats if possessor is Spatial element


-Scholar-
Fictionalize- (Technique Ability, Scholar) Possessor may use 'Fictionalize' in conjunction with a 'Magical Attack' or 'Overdrive' action if possessor has a Book equipped. Said action gains '60% inflicts Vanished on targets below possessor's Level who are below Level 40'
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 of Horrible Secrets- (Passive Ability, Scholar) Possessor gains +400 MIN, 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' spells cost possessor 15,000 less MP to cast if possessor has a Book equipped, Possessor's 'Forbidden Magic', 'Demon Magic', 'Dark Magic', and 'Rune Magic' summons gain +200 to all stats as a bonus that cannot raise their stats to more than 500% of their normal values
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
Understanding of Emptiness and Destruction- (Passive Ability, Scholar) Possessor gains +200 to all stats for each Null element item possessor has equipped, to a max of 200 items, Possessor gains +10 to all stats as a buff that lasts 10 rounds whenever an item is destroyed or an individual dies, with said buff stacking 50 times

-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

-Smith-
Basic Smith Proficiency- (Passive Ability, Smith) This character gains +6 to each type of Attack for each weapon equipped that provides a bonus to that type of attack. This character gains +6 Defense if a Shield, Heavy Armor, or Light Armor is equipped. This character gains +3 to all stats for each Ammo, Weapon Coating, or Helm equipped.
Swordsmith- (Passive Ability, Smith) All Swords does +200 damage
Weaponsmith- (Passive Ability, Smith) All weapons give +30 Melee Attack, Ranged Attack, and Magical Attack if they already give the aforementioned type of bonus

-Other: Subspace Architect-
Built with Deathly Mortar- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, whenever one of possessor's opponents who is at least Level 20 dies, possessor gains +100 to all stats, +10,000 HP, +1% Resilience, and +100 Defense, as a buff that stacks 10 times and lasts 15 rounds
Chimney-Creating Art- (Passive Ability, Other: Subspace Architect) Large Structures below Level 60 gain -40% Resilience against possessor
Contains Terror Aqueducts- (Passive Ability, Other: Subspace Architect) If possessor is a Large Structure, possessor may deal 350,000 Flat Fire, Acid, or Darkness element Damage to up to 15 targets at the start of each round, with a 40% chance of inflicting any one minor negative status effect, Burning, Dissolving, or Voidstruck on each of said targets
Contains Zonal Damage Tiles- (Passive Ability, Other: Subspace Architect) Whenever an individual conducts an offensive action against possessor, possessor may deal 300,000 Flat Earth, Air, Fire, Water, Acid, Electrical, Energy, or Ice element Damage to said individual at the end of said action if possessor is a Large Structure
Filled with Trapped Chandaliers- (Passive Ability, Other: Subspace Architect) Up to three times per thread, when an individual conducts an offensive action against possessor, possessor may deal 500,000 Flat Physical or Fire element Damage to said individual at the end of said action, also possessing an 80% chance of inflicting either Wounded or Burning (or neither, if desired) on said individual at the end of said action, if possessor is a Large Structure

-Swordsman-
Adept Sword Training- (Passive Ability, Swordsman) Sword weapons equipped by possessor can provide an additional +10,000 Melee Attack before capping, Sword Weapons equipped by possessor that provide a Melee Attack bonus provide an additional +500 Melee Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Sword
Aerial-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aerial-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aerials and gains +5% To Hit against Aerials.
Alien-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Alien-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aliens and gains +5% To Hit against Aliens.
Apprentice Sword Training- (Passive Ability, Swordsman) This character gains +50 Melee Attack when a Sword is equipped
Aquatic-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Aquatic-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Aquatics and gains +5% To Hit against Aquatics.
Basic Fencing Skills- (Passive Ability, Swordsman) Possessor gains 105% To Hit, Possessor's Attack with Finesse actions may deal an additional 100 damage, This ability only takes effect when possessor has a Sword equipped
Basic Sword Training- (Passive Ability, Swordsman) This character gains +6 Melee Attack when a Sword is equipped.
Bio-Horror-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Bio-Horror-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Bio-Horrors and gains +5% To Hit against Bio-Horrors.
Blade of Eternal Red- (Technique Ability, Swordsman) Possessor may use 'Blade of Eternal Red' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Damage from this attack cannot be healed by individuals below Level 60'.
Blade Parry- (Active Ability, Swordsman) This character may use Blade Parry in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains one weapon's melee attack bonus as a bonus to defense for 2 turns
Bloodcount Thrust- (Technique Ability, Swordsman) Possessor may use 'Bloodcount Thrust' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack and 'Deals HP Drain'.
Charging Slash- (Technique Ability, Swordsman) Possessor may use 'Charging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Colorless Slash- (Technique Ability, Swordsman) Possessor may use 'Colorless Slash' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +800 Melee Attack, cannot be countered by individuals below Level 50, and may become solely the element 'Null' or the element 'Void'.
Crippling Slash- (Active Ability, Swordsman) This character may use Crippling Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +25 Melee Attack for purposes of this attack, and this attack deals 15 additional AGI and CON damage.
Dead Giant's Strike- (Technique Ability, Swordsman) Possessor may use 'Dead Giant's Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +5,000 Melee Attack and replaces target's corpse with a summoned Darkness Giant if target is killed by this action, Max 10 summoned.
Deadly Finesse- (Passive Ability, Swordsman) Possessor's 'Melee Attack', 'Powerful Attack', 'Attack with Finesse', and 'Melee Overdrive' actions may use Agility as their Prime Attribute; Possessor's per-item Melee Attack bonus capping may be based on Agility.
Deft Slash- (Technique Ability, Swordsman) Possessor may use 'Deft Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +5% To Hit.
Downward Swing- (Technique Ability, Swordsman) Possessor may use 'Downward Swing' in conjunction with a 'Melee Attack' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +15 Melee Attack and ignores the Dodge bonuses its target possesses from buffs that come from abilities or constant effects whose name includes 'Prone'
Dual Sword-Wielding- (Passive Ability, Swordsman) Possessor gains +50 Melee Attack if possessor has two Swords or a Sword that is a Weaponx2 equipped
Fancy Fencer- (Passive Ability, Swordsman) Possessor gains 120% To Hit when a Sword is equipped, Possessor's Attack with Finesse actions may deal an additional 1,000 damage, Possessor gains +2% Dodge at all times when possessor's last action was an Attack with Finesse Action
Fast Strikes- (Active Ability, Swordsman) This character may use Fast Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 2 hits against 1 for purposes of this attack, and this attack deals 1/2 damage.
Fencer- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may deal an additional 5,000 damage, Possessor gains +5% Dodge at all times when possessor's last action was an Attack with Finesse Action, Possessor may conduct an Attack with Finesse action as a counter against any individual who conducts an offensive Physical element action or attack against possessor up to once per round
Fencer's Disengage- (Technique Ability, Swordsman) Possessor may use Fencer's Disengage in conjunction with a 'Melee Attack' or 'Attack with Finesse' action, so long as no other technique is used and possessor has a Sword equipped. Said attack suffers -5% To-Hit and its user is moved to the back row after the attack.
Fencer's Reposte- (Passive Ability, Swordsman) Possessor may Possessor may conduct an Attack with Finesse action that must include no spells and must include Fencer's Thrust as a technique as a counter against any individual below possessor's Level who is below Level 40 who conducts an offensive action against possessor up to once per round
Fencer's Thrust- (Technique Ability, Swordsman) Possessor may use Fencer's Thrust in conjunction with a Melee Attack or Attack with Finesse action, so long as no other technique is used and possessor has a Sword equipped. Said action gains +35 Melee Attack.
Flatedge Strike- (Technique Ability, Swordsman) Possessor may use 'Flatedge Strike' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack may not reduce the HP of its targets below 1.
Forest of Silver Thorns- (Technique Ability, Swordsman) Possessor may use 'Forest of Silver Thorns' in conjunction with a 'Melee Attack', 'Attack with Finesse', or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +1,000 Melee Attack, gains the element Metal, and gains 'this action repeats itself after each attack that targets possessor that comes from a source with under 80% Dodge, changing its target(s) to be solely the source of said attack, with said repeated attacks not also causing attacks to be repeated, to a max of 5 times per round'.
Hard to Disarm With a Sword- (Passive Ability, Swordsman) Individuals below Level 20 may not unequip or steal possessor's equipped Swords without possessor's permission
Hexing Slash- (Technique Ability, Swordsman) Possessor may use 'Hexing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Hexed.
Human-Bane Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Bane Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +750 Melee Attack against Humans and gains +25% Critical against Humans.
Human-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Human-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humans and gains +5% To Hit against Humans.
Humanoid-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Humanoid-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Humanoids and gains +5% To Hit against Humanoids.
Impairing Slash- (Technique Ability, Swordsman) Possessor may use 'Impairing Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Impaired.
Insect-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Insect-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Insects and gains +5% To Hit against Insects.
King's Blade- (Technique Ability, Swordsman) Possessor may use 'King's Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +2,500 Melee Attack, inflicts Charm on target if target is an uncontrolled summon, and becomes solely the element Nobility.
Lunging Slash- (Technique Ability, Swordsman) Possessor may use 'Lunging Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack, may be made from the back row, moves its user to the front row, and deals full Damage to targets in the back row who are 10 or more Levels lower than its user who are below Level 60.
Man-Gutter- (Active Ability, Swordsman) This character may use Man-Gutter in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +75 Melee Attack against Humans and Humanoids for purposes of this attack, this attack has a 5% chance of inflicting Wounded on Humans and Humanoids, and this attack deals 15 CON damage to Humans and Humanoids.
Mountain-Cleaving Strike- (Technique Ability, Swordsman) Possessor may use 'Mountain-Cleaving Strike' in conjunction with a 'Melee Overdrive' or 'Powerful Attack' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +5,000 Melee Attack and reduces the Defense of Earth element targets by 10,000 as a non-stacking debuff.
Ogre Cleaver Stance- (Stance Ability, Swordsman) Possessor may wield Weaponx2 Swords as though they were Weaponx1 Swords, Possessor's equipped Weaponx2 Swords gain +1,200 additional Melee Attack
Painful Slash- (Technique Ability, Swordsman) Possessor may use 'Painful Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains a 20% chance of inflicting Pain.
Phantasmal Blade-Wing Stance- (Stance Ability, Swordsman) If possessor has a Sword equipped, possessor gains +800 AGI, +800 Melee Attack, +10% Dodge, and 30% Earth Resistance
Plant-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Plant-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Plants and gains +5% To Hit against Plants.
Powerful Slash- (Active Ability, Swordsman) This character may use Powerful Slash in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains +50 Melee Attack for purposes of this attack.
Precision Strikes- (Passive Ability, Swordsman) Possessor's Attack with Finesse actions may gain a 15% chance of inflicting Impaired: Blind or Impaired Slow if targetting Humans or Humanoids, This ability only takes effect when possessor has a Sword equipped
Reptile-Hunting Slash- (Technique Ability, Swordsman) Possessor may use 'Reptile-Hunting Slash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Sword equipped. Said attack gains +200 Melee Attack against Reptiles and gains +5% To Hit against Reptiles.
Rustblade- (Technique Ability, Swordsman) Possessor may use 'Rustblade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +300 Melee Attack and applies a debuff that stacks 200 times that provides Robots, Mechas, Clockworks, and Machines with -300 Defense.
Screaming Terrorstrike- (Technique Ability, Swordsman) Possesor may use 'Screaming Terrorstrike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other technique is used and possessor has a Sword equipped. Said action gains +4,000 Melee Attack and '80% inflicts Confusion: Fear'.
Second Sword's Shadow- (Technique Ability, Swordsman) Possessor may use 'Second Sword's Shadow' in conjunction with a 'Melee Attack' action so long as no other technique is used and possessor is wielding a Sword. Said action gains +250 Melee Attack, gains +5% To Hit, and, for the duration of said action, possessor may create a Temporary copy of a Sword wielded by possessor worth under 50,000,000 Gold, equipping that in any one empty weapon slot of possessor's.
Slash Mastery- (Passive Ability, Swordsman) Technique Abilities from the Swordsman class whose name includes 'Slash' cost possessor 1 less week (to a minimum of 1) and 200,000 less Gold (to a minimum of 0) to learn from ability shops.
Steady Blade- (Passive Ability, Swordsman) Active Swordsman abilities that give 1-5 hits against 1, which also cause attacks to deal 1/2 damage or less and do not add a chance of inflicting status effects or stat damage to attacks, instead cause said attacks to deal 2/3 damage, +40 STR
Swift Strikes- (Active Ability, Swordsman) This character may use Swift Strikes in conjunction with a Melee Attack, so long as no other technique is used and a Sword is equipped. This character gains 3 hits against 1 for purposes of this attack, and this attack deals 1/3 damage.
Swordsman- (Passive Ability, Swordsman) This character gains +700 Melee Attack and +50 to all stats when a Sword is equipped plus an additional +10 Melee Attack and +5 to all stats for each level character possesses.
Swordsman's Footwork- (Passive Ability, Swordsman) Possessor gains 5% Dodge, Possessor gains 15% Dodge against Physical element actions, This ability only takes effect when possessor has a Sword equipped
Sword Wielding I- (Passive Ability, Swordsman) +5 to all stats when a Sword is equipped
Sword Wielding II- (Passive Ability, Swordsman) +25 to all stats when a Sword is equipped, +50 Melee Attack when a Sword is equipped
Sword Wielding III- (Passive Ability, Swordsman) Possessor gains +200 to all stats when a Sword is equipped and +200 Melee Attack when a Sword is equipped
Unmatched Fencer's Grace- (Passive Ability, Swordsman) Sword Weapons equipped by possessor gain +(50 * Possessor Level) additional Melee Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Sword, Possessor gains (Possessor Level)% Dodge while wielding a Sword

-Wanderer-
Apprentice Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 250 less MP to cast
Basic Gate Magic Attunement- (Passive Ability, Wanderer) All Gate Magic spells cost possessor 10 less MP to cast
Basic Zonal Resistance- (Passive Ability, Wanderer) Possessor gains +50 Defense against effects attached to Zones
Enjoys Travelling- (Passive Ability, Wanderer) Possessor gains +10 to all stats if Terrain or Phantom Terrain is present
Opener of Forgotten Doorways- (Passive Ability, Wanderer) Possessor may claim Forgotten Keys

-War Mage-
Amplified War Magic Power- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack
Apprentice War Magic Attunement- (Passive Ability, War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +500 additional Magical Attack, All War Magic spells cost possessor 500 less MP to cast
Basic War Magic Attunement- (Passive Ability, Other: War Mage) All War Magic spells possessor casts that possess a Magical Attack bonus gain +100 additional Magical Attack; All War Magic spells cost possessor 100 less MP to cast
Grievously-Wounding Spell Shrapnel- (Passive Ability, War Mage) Damage caused by possessor's 'Spell Shrapnel' ability may not be healed by individuals below Level 40
Saw-Followed Spell- (Technique Ability, War Mage) Possessor may use 'Saw-Followed Spell' in conjunction with a 'Magical Attack' action so long as no other technique is used and possessor casts a War Magic spell as part of said action. Said action deals 60,000 Flat solely Physical element Damage as a separate quantity of Damage from other Damage it deals and gains a 30% chance of inflict Wounded.
Spell Shrapnel- (Passive Ability, War Mage) Whenever possessor casts a spell, up to 10 times per round, possessor may choose up to 10 targets to have a 30% chance of afflicting with Pain and may also choose for all of said targets to take 60,000 Flat Physical element Damage

-Warlock-
Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Dark Magic Casting I- (Passive Ability, Warlock) Dark Magic spells cost possessor 20 less MP to cast
Dark Magic Casting II- (Passive Ability, Warlock) Dark Magic spells cost possessor 200 less MP to cast
Deliver Hex By Touch- (Passive Ability, Warlock) Possessor's 'Melee Attack' and 'Attack with Finesse' actions may gain '30% inflicts Hexed'
Induce Pain- (Passive Ability, Warlock) +15 MIN, +5 SPI, All Dark Magic spells that have a chance of inflicting Pain have said chance increased by 5%, Pain Wrack and Pain of Shadows deal +500 damage, Creatures summoned through Dark Magic that have attacks that inflict Pain have said chance improved by 5%, Touch of Darkness has a 15% chance of inflicting Pain
Sanguine Spell- (Technique Ability, Warlock) Possessor may use Sanguine Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action gains +150 Magical Attack and deals 5,000 Flat Darkness element damage to its caster
Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Wracking Spell- (Technique Ability, Warlock) Possessor may use Wracking Spell in conjunction with a Magical Attack action, so long as no other technique is used and a Dark Magic spell is being cast. This action inflicts Pain on targets that possesses at least two Weaknesses that this action counts as hitting


-Warlord-
Essence Algorithm: Frogman Toxin Archer- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 5, CON 10, AGI 25, MIN 20, SPI 5, and to be able to choose, if a monster on the enemy list exists named 'Frogman Toxin Archer', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Hag Matron- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to become the subtype Humanoid, to gain the base stats: STR 15, CON 12, AGI 8, MIN 15, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Hag Matron', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Internal Essence Algorithm: Superior Self- (Passive Ability, Warlord) At the beginning of a thread, possessor may choose to gain the base stats: STR 15, CON 15, AGI 15, MIN 15, SPI 15

-Wizard-
Advanced Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +500 MIN, Possessor gains an additional +200 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Understanding of Common Practices of Theoretical Magic- (Passive Ability, Wizard) Possessor gains +180 MIN, Possessor gains an additional +70 MIN if possessor has at least two spells, one of which is a Wizard Magic spell and one of which is a non-'Wizard Magic' spell equipped

-Misc-
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 Dance Attunement- (Passive Ability, Dancer) All Dance spells with a duration that cost an MP upkeep to maintain last 1 round longer with no extra cost, and all Dance spells cost 10 less MP
Basic Divine Magic Attunement- (Passive Ability, Priest) All Divine Magic spells gain +10 Magical Attack and cost 10 less MP
Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack when a Mace is equipped.
Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Basic Transumutation Attunement- (Passive Ability, Transmuter) All Transmutation spells increase damage or Defense by 40 more points and cost 10 less MP
Blessed with Arshubrel's Destruction- (Passive Ability, Blessing) Possessor gains +5,000 Melee Attack, +5,000 Ranged Attack, and +5,000 Magical Attack if possessor is Fire or Destruction element or is afflicted with the status effect Confusion: Berserk
Blessing of Doctor Beak- (Passive Ability, Blessing) Possessor is immune to Disease, with this effect counting as though it came from a source that is either its possessor's level or level 80, whichever is higher, to a max of level 100, Possessor's offensive actions may attempt to inflict Disease with a (30 + possessor level)% chance of doing so, Possessor may deal (2 x possessor level) additional stat damage to any stat as part of any offensive action, 15% Darkness Resistance, Possessor regenerates 1,000 HP per round while any opponent is afflicted with Disease, Possessor counts as being 3 levels higher for purposes of being a worshipper of Doctor Beak
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
Combat Flute Use- (Passive Ability, Musician) Possessor gains +200 Melee Attack if possessor has an instrument with 'Flute' or 'Lute' or 'Recorder' in its name equipped; said bonus increases to +1,000 and becomes an uncapped, nonstacking bonus for purposes of offensive actions targetting only individiuals afflicted with Fatigued: Stun
Crowd's Favor- (Passive Ability, Friendship) +5% XP after battles
Deadly Foreshadowing- (Passive Ability, Umbramancer) If possessor is Darkness element, has an Umbramancy spell equipped, has a Book equipped, and has at least one unequipped item that provides a Melee Attack, Ranged Attack, or Magical Attack bonus carried, possessor may, at the start of a round, show a chosen opponent the stats of said unequipped item and, at the start of the round after said round as an effect that does not stack, deal (2,000 * Possessor Level, to a max of Level 59) Flat Darkness element Damage to said individual
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
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
Down the Chimney!- (Passive Ability, Wanderer) Possessor pierces 2,000 Defense when targeting Large Structures
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
Essence Algorithm: Seafoam Paladin- (Passive Ability, Seakeeper) At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 15, CON 15, AGI 10, MIN 10, SPI 15, and to be able to choose, if a monster on the enemy list exists named 'Seafoam Paladin', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Essence Algorithm: Wraith Jelly- At the beginning of a thread, possessor may choose to become the subtype Aquatic, to gain the base stats: STR 5, CON 30, AGI 5, MIN 5, SPI 20, and to be able to choose, if a monster on the enemy list exists named 'Wraith Jelly', to be able to treat a single copy of said monster as an equipped transformation if it is equal to or below possessor's Level
Fat Lady's Song- (Active Ability, Bard) Once per thread, possessor may spend an action to end the round, provided that no opponent or unwilling ally of possessor in any battle currently active in the thread is more than 20 Levels above possessor's Level or above Level 79
Forehead Trained To Be Resistant To Too Much Facepalming- (Passive Ability, Protector) Possessor gains 75% Confusion: Facepalming Too Hard Resistance
Has Consumed 5 of the Permanent Consumable "Attack Oil"- (Passive Ability, Permanent Item Effect) +250 Melee Attack, Cannot be used in combos
Hazard Programming- (Passive Ability, Other: Reality Coder) At the start of each round, possessor may attach an effect to a Zone that either has a 60% chance of inflicting any one moderate negative status effect on each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round or that deals 120,000 Flat Damage of any base element to each individual within said Zone who does not possess the ability 'Reality Coder' or the ability 'Hazard Programmer' at the start of each round, with both effects sharing a stacking cap, stacking twice per zone, and stacking 5 times across all zones
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 Basic Deathtraps- (Passive Ability, Thief) If possessor possesses at least 5 Mechanist abilities and at least 5 Thief abilities, possessor may, at the beginning of each round, select an ally and provide said ally with a buff that deals 50,000 Flat Physical or Fire or Electrical or Acid element Damage to any individual who conducts an offensive action targetting said ally, with said damage being increased to 100,000 points if said ally is a Large Structure, with said damage-dealing occuring at the end of the next 10 offensive actions targetting said ally, with said buff stacking 3 times and generating seperate instances of Damage with multiple stackings
Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Living Plague- (Passive Ability, Puppet Master) Possessor gains Diseased Immunity, Possessor's Diseased Immunity cannot be removed by individuals below Level 20, At the start of each round, possessor may attempt to inflict Diseased, Diseased: Immunodeficiency, or Diseased: Contagious Ailment on up to 30 targets with an 80% chance of success per target, Inflictions of Diseased and Diseased: Contagious Ailment reduce HP values by an additional amount equal to 100 HP times possessor level (to a max of Level 99), Possessor may choose, at the beginning of a thread, to add Bio-Horror to possessor's subtypes, Possessor's Ranged, Melee, and Magical Attacks gain a 90% chance of inflicting Diseased, Possessor ignores Diseased immunity on individuals below Level 20, Possessor regenerates 400 HP per round, Possessor counts as being 4 levels higher for purposes of Doctor Beak's worshipper benefits if a devout worshipper of Doctor Beak
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
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.
Paranoid Zookeeping- (Passive Ability, Beastmaster) Up to once per thread, when an individual other than possessor conducts an offensive action that targets possessor, possessor may choose for one of possessor's pets or summons to immediately gain an action at the end of said offensive action
Raging Coaching- (Passive Ability, Leadership) Possessor's allies gain +200 to all stats while possessor is afflicted with Confusion: Enraged or Confusion: Berserk
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
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.
Rewrite Personality- (Technique Ability, Enchanter) Possessor may use 'Rewrite Personality' in conjunction with a 'Magical Attack' action so long as possessor is casting an Enchantment spell as part of said action and no other technique is used. Said action gains 40% inflics Charm, Charm: Lovestruck, Charm: Lust, Charm: Infatuation, Charm: Impressed, Charm: Wanderlust, Confusion, Confusion: Fear, Confusion: Berserk, Confusion: Depression, Confusion: Paranoia, Confusion: Overcome by Laughter, Pain: Bruised Ego, Fatigued: Stress, Invigorated, Invigorated: High Morale, or Invigorated: Zesty; Has RP effects.
Shifting Weapon Stance- (Stance, Transmuter) Possessor's weapons with base subtypes may have themselves instead count as any other base subtype
Sneaky- (Passive Ability, Thief) Possessor treats foes as not having acted if it is one of the first five turns of battle, said foes are of lower level, said foes have all of their stats as being lower than possessor's AGI, and said foes have not yet acted twice, +200 AGI
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
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
Terrify Plants- (Passive Ability, Doombringer) Possessor may, at the start of each round, have a 40% chance of inflicting Confusion: Fear on each opposing Plant
Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Undead Traits- (Passive Ability, Deathless One) Possessor gains Pain Immunity, Poison Immunity and Diseased Immunity so long as possessor is an Undead
Underwater Sabotage Expertise- (Passive Ability, Spy) At the start of each round, if possessor is in a Zone of Water, possessor may remove one buff or positive status effect from each opponent below Level 40
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
Weapon Combination: Bailartix and Blade- (Technique Ability, Soldreidrethanoi) Possessor may use 'Weapon Combination: Bailartix and Blade' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has both a Bailartix and a Sword equipped. Said action's performer's equipped Swords have their Melee Attack bonuses incorporated into said action as equal Ranged Attack bonuses.

Weapons-
*Sword of the Jack of Blades- (Weapon, Sword, Air, Lv. 79, 479,000,000 Gold) +479,000 Melee Attack, +479,000 Ranged Attack, +479,000 STR, +479,000 AGI, +479,000 CON, Wielder may choose to use AGI instead of STR for the purpose of abilities and effects that use STR in calculations as well as use AGI instead of STR for determining Melee Attack bonus caps, +120% Critical, +120% to Hit, +100% Dodge, Pierces 450,000 Defense, 40% inflicts Instant Death, Wielder gains +1,000 Melee Attack per Level to a max of +200,000 Melee Attack, Wielder's 'Attack with Finesse' actions deal full damage to targets whose Level is equal to or lower than wielder's Level
Grants Abilities:
Blade Storm X- Deals 50,000,000 Flat Air element Damage to all unique opponents, this ability may be used a max of twice per round, Air, 1,000,000 MP
Blade Storm II- Deals 500,000 Flat Air element Damage, 5 Hits against 3, Air, 3,000 MP
Bestow Sharpness- Target ally gets +50% critical, lasts 5 rounds, does not stack, Physical, 500 MP
True Blade- 'Melee Attack' actions performed by the wielder of the item '*Sword of the Jack of Blades' do solely Physical element damage for the remainder of the battle, Physical, 200 MP
Wounding Thrust- 100,000 Damage, 160% inflicts Wounded, This attack uses Strength or Agility as its Prime Attribute, Physical, 5,000 MP
Hurricane Thrust- 105,000 Damage, 160% inflicts Suffocation, 150% may inflict Wounded, 25% gains '4 hits against 1', This attack uses Strength or Agility as its Prime Attribute, Air, 12,000 MP
Usher the Sword Rain- Creates an effect that sits as a buff on caster that stacks 200 times that deals 250,000 Flat Physical element damage to all individuals in battle who do not have the item '*Sword of the Jack of Blades' equipped at the start of every round, Physical & Air, 30,000 MP
Supreme Overcrash: Boundless Field of Unending Blades- Possessor may bring up to 12 unique Swords into threads that are not equipped that can only be equipped through this ability, Caster loses all weapon slots and unequips all weapons, Possessor then immediately gains 10 weapon slots that can only contain unique swords, Caster equips up to 12 unique swords as part of this action, For the next 5 turns caster's attacks involving at least 5 unique Swords may deal solely Universe element or solely War element damage, For the remainder of the thread, caster's weapon slots and equipped weapons may not be altered by sources below level 100, For the remainder of the thread, once per round, at a time when caster could perform an action, immediately before said action caster may choose a target to take (10 x the Melee Attack Bonus of all unique Swords equipped by caster added together) Damage, this may miss as though it were a non-flat-damage attack an has the elements of all unique Swords equipped by possessor, 1 MP, Reduces user's MP to 0 for remainder of thread
XP: 0
XP Needed: # (Standard Multiplier x5, Standard Multiplier raised to x# to bypass Level 80 cap)
w/
Opulent- This item is worth 4 times its prior value, Affects any type of possession, Smithing Technique
Miserly- Provides an additional (Item Value) / 10,000 bonus to all Attack Bonuses this item already provides, Affects Weapons, Enchantment
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment

*Grailbleeder- (Weapon Aspect- Blood Grail of the Red Sun Prince, Sword, Darkness & Nobility & Destruction, X Gold) +50,000 Melee Attack, +49,500 Magical Attack, 110% Critical, 110% Dodge, 210% To Hit, 110% Resilience, 35% Physical Resistance, 35% Blood Resistance, 150% may inflict Voidstruck: Blood Rebellion, 150% may inflict Wounded: Maimed, Deals HP Drain and MP Drain, May become a Fist Weapon at the start of a thread, Wielder may spend an action to make this item solely Blood element

Armor-
*The Bald Solution's Sweater- (Armorx.5, Clothes, Technology & Physical, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Defense, 80% Resilience, 180% To Hit, 30% Physical Resistance, 15% Animal Resistance, 15% Human Resistance
Street Master Jeans- (Armorx.5, Clothes, Physical, 60,000,000 Gold) +60,000 Melee Attack, 80% Critical, 80% Dodge, 35% Physical Resistance, 15% Vehicle Resistance, +15% Dodge if the terrain or phantom terrain is City


Accessories-
*Blood Grail of the Red Sun Prince- (Accessory Aspect- Blood Grail of the Red Sun Prince, Magic Item, Darkness & Nobility, X Gold) +49,000 to all stats, +49,000 Magical Attack, +1,800,000 HP, +1,800,000 MP, Wielder regenerates 500,000 HP and 500,000 MP per round at the start of the round, Wielder’s Undead pets and summons, Necromancy summons, and Dark Magic summons gain +20,000 to all stats and regenerate 500,000 HP per round, This item auto-inflicts Rejuvenation on wielder and all of wielder’s allies and summons that are either Undead or come from Dark Magic or Necromancy, with said infliction occurring upon summoning for summons and at the start of each round for all said individuals, HP Drain that would affect wielder from sources that are below level 79 becomes HP Damage instead, MP Drain that would affect wielder from sources that are below level 79 become MP Damage instead, Wielder's Undead pets and summons gain Immunity to Pain, Poison, Disease, Fatigue, Charm, and Impaired, along with immunity to Dominion from sources below level 60, Wielder may spend an action to become solely Astral, Nobility, Blood, Darkness, Light, or Destruction element, Wielder's Undead pets and summons gain +10,000 to all stats (on top of the prior bonus to summons' stats), 30% Astral Resistance, 35% Blood Resistance, 30% Darkness Resistance, 30% Light Resistance. Undead summoned by wielder may, when summoned, become solely Blood element and lose any Light Weakness they possess. Non-undead who are not named 'Celas' may not equip this item, This item normally only works for Undead, but Beak messed with it and changed that to make Celas an exception as an RP effect
*Broach of the Sunblooded Count- (Accessory, Broach, Light & Darkness, 226,500,000 Gold) Wielder's Undead pets and summons Absorb Light from sources below Level 60, Wielder, if Undead, absorbs Light from sources 20 or more Levels below wielder, provided said sources are below Level 60
*Divinity's Prison- (Accessory, Container, Glory & Warding & Spatial & Void, 200,000,000 Gold) Wielder's opponents below Level 99 who are not 20 or more Levels greater than wielder lose all of their worshipper benefits, Wielder obtains copies of said lost benefits, provided that said benefits did not possess a Level requirement that wielder did not meet, with said benefit loss being a debuff but said benefit acquisition not being a buff, Wielder cannot obtain multiple copies of the same benefit in this manner, Wielder does not count as a devout worshipper of any deity due to obtaining befits in this manner, but still continues to count as a devout worshipper of deities that wielder would otherwise count as a devout worshipper of, Wielder's lower-Level opponents below Level 80 may not cast Divine Magic spells, Wielder must be Level 40 or greater
*The Iron Witch's Hair- (Accessory, Upgrade, Metal & Magic, 30,000,000 Gold) +30,000 Melee Attack, +30,000 Magical Attack, Wielder may cast Dark Magic spells as Technomancy spells, may cast Enchantment spells as Healer Magic spells, and may cast Science spells as Druid Magic spells
Doom Juggernaut Frame- (Accessory, Bioaugmentation, Darkness & War & Ice & Physical, 75,000,000 Gold) +75,000 Defense, +750,000 HP as a non-stacking bonus, +75,000 STR, +75,000 CON, Wielder may, up to 5 times per round, redirect attacks from sources below Level 80 to itself, with all hits that could not target wielder vanishing instead of failing to be redirected, 130% Resilience, Wielder must be Level 40 or greater

Spells-
Red King's Frenzy- (Spell, Other: Blood Magic, Destruction & Darkness & Blood & Chaos, 560,000 MP, 136,000,000 Gold) +136,000 Magical Attack, +136,000 Ranged Attack, +136,000 Melee Attack, may gain '1 hit against 50,000' and deal 1/3 Damage, Caster must be Level 40 or greater
Skeletal Hands of the Bleeding God- (Spell, Necromancy, Blood & Darkness, 1,750,000 MP, 175,000,000 Gold) +175,000 Melee Attack, +175,000 Magical Attack, 160% inflicts Wounded, 160% inflicts Wounded: Bleeding, 180% inflicts Hexed, 80% inflicts Voidstruck: Blood Rebellion, 1 hit against 50,000,000
Unleash the Living Plague- (Spell, Biomancy, Darkness & Acid, 2,500,000 MP, 250,000,000 Gold) Caster may either choose to have a 50% chance of inflicting Plague on up to 100 targets or may attach a non-stacking (on the same zone or across zones) effect to a Zone of Darkness or Acid or Air that causes each individual in said zone to have a 30% chance of being afflicted with Plague at the start of each round, with this spell's caster to be able to choose for instances of Plague that come from this spell or effects it generates (or from instances of Plague that come from this spell or effect it generates or future generations of status effect instances descendant from those) to not afflict individuals when they otherwise would do so, Caster must be Level 60 or greater

Pets-
Nope!

Darston is bringing into the quest for her:
Lich Juggernaut's Arm- (Accessory, Upgrade, Darkness & Earth, 245,000,000 Gold) +250,000 Melee Attack, +250,000 Magical Attack, +250,000 Ranged Attack, Wielder gains an additional Weapon slot (to a max of 6) and may, at the start of each round unequip 1 weapon that is in it and/or equip 1 weapon to it, Wielder must be Level 75 or greater
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Announcements From Cordelia: Segment 2

Howdy, Nexites! We're off to a fast and bloody start that has some big surprises in store! One of them even caught me off guard!

Straight out of the gate, the Speed Masters blitzed forward and hold the honor of being the first team to complete Substage 1 of Stage 1.

While the Speed Masters were busy setting records for progress, the Fae Host of Queen Dendraeymuir was busy setting records for losing! The first event participant to die was Lady Illisame, a Level 76 Human aligned with the fairies, who was killed by an All-Devouring Blossom, one of the local Event Monsters.

Hot on the heels of that came a real shocker! Team Number 24, Those Who Heed the Call, was the first team to be eliminated! I was going to keep their existence a secret, a lurking menace ready to be sprung on the remainder of the competitors, but they lost in one of the most one-sided battles I've seen. The Enemy, who defeated Talsyrr, the initial sole member of the 24th team, in under one round, proceeded to devour his power and gain a suite of new abilities to add to his already-mighty array, giving us a strong contender for the event's winner. That match was so lopsided that I wouldn't believe it's what really happened if I didn't see it with my own eyes!

The next big fight happened between the Nexus Administrive Bureau and the Imperial Homeworld War Expeditionary, which invaded the Bureau's starting stage seeking combat. First, Ballero Kazatrahn of the NAB was taken out by That Bird from the Homeworld Expeditionary. Then Doctor Electric fell to War Exipitionary Coordinator Drescher , and Claire, Mistress of Darkness and Feather Dusters lost to Provincial Governor Guertas. There was a brief turnaround when Professor 3.0 from the Expeditionary was defeated by Plastic Mitchell of the Bureau, but then things swung back in the Expeditionary's favor as Riotous Doctor Funkenstein was slain by Guertas and That Bird defeated Aliquastrideyn and Plastic Mitchell in succession. Lucien Blackwell took revenge for his comrades by defeating That Bird, but tides reversed in the Expeditionary's favor yet again and Wondrous Rod was taken out by Teagan, Triumphant Kyri Zetmar turned out to not be so triumphant against Governor Guertas, Tricky Dick lost to the War Expeditionary Coordinator, and Guertas got a final victory over Lucien Blackwell.

Following the battle, one of the members of the Expeditionary was revived and the other was removed from the event.

The Enemy and the War Expeditionary then sped forward to become the 2nd and 3rd teams to reach the second substage, followed fast-behind by the Bascaradine Corporation.

After the Corporation, the Cataloguers of Infinity, Cort's Commandos, the Institute for the Refinement of Rational Civilization, Renfeld the Arcanist, and the Ordo Forcystus all had their teams reach the second substage without notable conflict between teams and with no loss of members.

Following those successes, a battle ensued between the Pillars of Glory, who readily fought back against Error City, which surged into their starting zone to conduct slaughter. The battle turned into a bloodbath, and many members of both teams were defeated. The first loss was Yootheim of Error City, who was defeated by Littrya Damachastle of the Pillars. Triella Myrvont of the Pillars was killed by Mother Golzthemormae and Doctor Elvira Tenbarbos was slain by Nexus's least-favorite Bartender thirteen years running, Berlarry! Xantho Dorze of Error City was defeated by General Verngrass Wethryll, a Worldstone War veteran, and Bear Popsicle Comics was destroyed by High Programmer Iriktia, whose anti-coded-being powers proved the deciding factor in their conflict. Sad! I loved that website! The Great Mage was killed by Doctor Ego of Error City, but then Greater Virus Entity KRAZMITHAK lost a very close match to Master Mausley (a returning favorite from previous events) and Mother Golzthemormae was defeated by the hero Selina Vardiss. Next came a brawl of titans as Tsayikk took to the field and eviscerated The Immortal Emperor, disproving the monarch's epithet. High Programmer Iriktia then was killed by Doctor Ego, and in a move that's only sure to enhance Berlarry's stunning popularity, Master Mausley was killed. Following that, Doctor Ego won two battles in a row, defeating both General Verngrass Wethryll, and, in what's sure to be an upset to his billions of fans and devoted followers, General Verngrass Wethryll, whose reputation may now never recover. Though things looked fraught for the Pillars, Littrya Damachastle was able to defeat a wounded Tsayikk and eliminate Error City's Faction Leader. Selena Vardiss was then killed by Ilydos, leaving Littrya the only remaining member of the Pillars. Littrya was able to pull off a stunning last stand, though, and took out Berlarry, Doctor Ego, and Ilydos in succession, leaving her the sole survivor of the massacre. Oh for goodness Tsayyyik, Error City didn't last nearly as long as I expected it to.

Littrya was unable to resurrect any members of her team, and Triella Myrvont, The Immortal Emperor, and Selena Vardiss were not merely killed; they were all sent to Storage, making them unrecoverable sans an act of Gadigan or one of The Saints.

Ooh, that's probably something that Mimechiavelli or I should have mentioned before people entered this, isn't it? The event is set up to have an unusually high chance of banishing the deceased like that. Oh well! Sometimes surprises murder you horribly!

After that team conflict, a different team lost a member to a much more mundane fight. Gesi the Fate-Keeper from the Fae Host was lost to a Unselee Ur-King, another one of the Event Monsters in its starting area. Wow. That team is not looking good so far.

Then, striking suddenly and viciously, the Society of the Viper attacked the Council of Ten Thousand Gods. Functionary Zhu went down quickly to Valcont's servant, The Whispering Wind of Nashgelle-Farr, but the wind was then defeated by Erdlue the Marsh-Keeper. Let's all give a shout out to Celas for that one; if he hadn't attempted to launch a project to reclaim divine power for the Council, Erdlue would have been unable to join the team as a bonus 11th member. Salvarte the Lost was the next to attack from the Society, but he was defeated handily by Embra Banefire, one of the Chosen! The Council then lost Etressia Earthrage to Baron Hadroshh, who was in return defeated by Dent Deadwood, manifest of Dead Cowboys and Unfinished DIY Projects. Dent, Itraiya Yevash, Goldureize the Amethyst-Eyed, and The Astounding Mister Burnstring then lost in succession to The Vyzranthiine Tattoo, with Itraiya Yevash suffering a particularly utter defeat. I wasn't even aware Valcont's servants were allowed to pull those kinds of things off on Battle Arena members! The Vyzranthiine Tattoo was finally stopped by Erdlue the Marsh-Keeper, who managed to pull off a clutch victory when his team needed it most. Unfortunately, his victory was not to last, as Archbishop Larchman, aka Sagzlarr Venomvoice, killed Embra Banefire and The Vicar's Colossus, proceeded to enter a hyper-mode, and then killed Epshut Amuntah, then Astratha, Goddess of Heroes, and, finally Erdlue the Marsh-Keeper, leaving Valctont's team triumphant and activating its special secret faction power, propelling it directly to the Second Stage, skipping the second substage of the first stage entirely and placing it in the lead.

For those hoping for the Society to be down four members, it gets worse, as the Archbishop was able to revive two of his fallen allies. Maybe a certain Golem should have prioritized killing him back when the Nexus Administrative Bureau put a warrant on his head. The other two, mercifully for everyone who doesn't work for Valcont, went to Storage.

Yevash, however, remains the greatest loser of that battle. Not only did she lose piles of gear to her risky Treasure Choice, she suffered build-wrecking complications from the Tattoo's powers. I think we have a new contender to join the 'biggest losers of the BA' boat that ol' Tjormod was stuck in for so long.

Four teams have been eliminated! Twenty teams remain! Valcont is in the lead, and back behind the contestants, the Tide is rising!

The Fae Host of Queen Dendraeymuir, the Daemonic Heirarchy of Fulsome Industry, Hero Force, IZ HUGO BEKKLER!, the Omnipresent Council of Archtyrants, the Pillars of Glory (or should I just say Littrya?), the Sanctum of the Tide-Key, The Heaven Architects, The Nihilarchitects, and The Veil Render all have yet to see their teams advance past the first substage. Let's keep an eye out and see what happens next!


Lord Gadigan wrote: People who are still putting together stats: I'm now shutting down trades, Shop buys, and combos. Once everyone's stats are in, they will re-open.


Lord Gadigan wrote: (2:53:17 PM) [yogurtrunsfreenow]: (scamper922) If Lili is finally started and Anathema's thread is up, can the trading ban be lifted and to-do list on the shop re-merged
(2:53:18 PM) [yogurtrunsfreenow]: (scamper922) ?
(2:55:21 PM) lordgadigan: Yes.


Lord Gadigan wrote: Announcements From Nexus: Segment 1

HE IS FORCYSTUS, ARCHITECT OF NEXUS. GRANT HIM PRAISE AND GLORIFY HIM ACROSS ALL DISCS.


Lord Gadigan wrote: Announcements From Cordelia: Segment 3

Welcome back, Nexites! I was out swimming for a bit, but now I'm back in the studio and ready to reports lots of crazy battles!

Before we get to the meat of this announcement, let's go over a conflict that happened in the outer ring. The Institute for the Refinement of Rational Civilzation clashed with IZ HUGO BEKKLER!, with Faction Leader Doctor Tremarris leading the charge and being paired against The Shielding Golem. The Shielding Golem defeated the egotistical doctor, and Faction Leader status passed to Admiral Quorr. The admiral fought Hugo Bekkler, and Bekkler, also a Faction Leader (and a much more statistically impressive one) won. Faction leader status passed to Chief Inspector Nichols, who fought against William Senior in what is probably the longest battles in the event. William Senior pulled off a win, though, and Faction Leader status passed to Representative Zhu, who was paired up against Shannon from the Tavern. Shannon was forced to call in Carl, and then the duo was backed into a corner where they pulled a combination-Overcrash and summoned in Doc Blendy, who help was enough to defeat the Representative and pass Faction Leader status to The Perfect Man, who fought Doc Blendy. The Perfect Man won the first victory for the Institute, but was then immediately forced into another battle, this time against The Roulette Master. The Roulette Master, drawing upon his boss powers from his time fighting the Ascendants, defeated The Perfect Man and finished off the Insitute team, giving the Bekkler team a clear path to the mime guarding the gate to Nexus.

Another battle that took place in the inner ring was between the Veil Render and the Cataloguers of Infinity, who were discovered to be being controlled by Forcystus in a shock twist! The Lion of Unbreached Veils led things off strong, defeating Doom Geezer Ebonarchus, who was claimed, rerendered, and redeployed on the Veil Render team. After that, the Lion defeated ARch-Archivist Hinkelruud. The Lion continued its winning streak by defeating Arch-Archivist Cassadataya in its third battle, The Lich King in its fourth, and Fazhai Woo in its sixth, with The Lich King and Woo being renderized added added to the Lion's team. In its sixth battle, the Lion of Unbreached Veils defeated Lawrence T. Goodrich, and in its Seventh it defeated Arch-Archivist Eurixylvond. In its eighth, it beat Asha-Thuthathaa, Goddess of Knowledge, and in its ninth, it beat Arch-Archivist Erumann, giving it a nearly clean-sweep against the opposing team. The tide turned, however, and Grand Librarian Esrekya Melreides, the Level 99 Faction Leader of the Cataloguers, defeated the Lion of Unbreached Veils. She then went on to defeat The Manifold Doctor Carlton Wilburforce and The Lich King, before being defeated in a surprise upset by Fazhai Woo. After that big battle, shenannigans happened, and Forcystus briefly gained powers over the Veil Render team through a loophole based around ownership of items belonging to Nexus-based organizations involved in the event.

It was Mime-Time in Nexus this round, and plenty of teams faced off against my bros in the Unoriginal Gangsters, dealing defeat after defeat to the mime crime squad until the tables started to turn. Most teams went into battle without knowing the the Unoriginal Gangsters were sharing the powers used against them by the various teams with one another, but special credit goes to the Bascaradine Corporation and Nihilarchitects for figuring that out in advance of battle (and to Forcystus, I guess, though he maaaaaay not be playing on an even field with the others).

Lord Crime from the Speed Masters was the first to face one, winning his battle quickly with a strong offense. Second came The Enemy, who won in a single astounding attack. Provincial Governer Guertas of the Imperial Homeworld War Expeditionary won in similarly one-sided fashion, also winning with a single move. Lady Mindwar from the Bascaradine corporation fought fourth and won in a slightly longer fight. After that came the first victory for the Unoriginal Gangsters, where the clone-version of Triella Myrvont working with Cort's Commandos was defeated by the gangster's improved offense. Disc 96,396,218 came in to avenge its companion, and beat the Gangster who defeated Myrvont's clone, allowing the Commandos to pass. Renfeld the Arcanist himself, in his Questing Knight sub-Level-100 form, then defeated the Gangster facing his team in a single attack. After that, the Ordo Forcystus, in a cunning move, drove its mime to the edge of defeat, then powered it up with a variety of moves and gave it a potent scan so that the rest of the Gangsters could start copying other teams beter, marking a turning point in the Mime's momentum; the Devil Dragon Nyzzr'Meggoth can be credited for pulling off that plan in battle. The turn didn't take effect immediately, though, as Massau, Slayer of Heroes, eliminated another Unoriginal Gangster in one round while working for the Omnipresent Council of Archtyrants. Then came one of the longer fights, as The Heaven Architects lost both Gellarahd, Knight Empyrean, and Simon Bross, Knight Replicant, to their Gangster before Juaquim DeLaPhantos defeated him with an Overcrash (leaving Juaquim in the unenviable state of overcrash-burnout). After that came a bizarre fight between Lili VonMion of the Nihilarchitects and an Unoriginal Gangster, which took place over the course of numerous iterations of the first round that nested theoretical later rounds inside themselves before collapsing into a singular path where the mime was defeated in one move by aggressive gift-giving! After that, Hero Force was nearly ruined! The Unoriginal Gangster, taking on the superheroes just like his fellows did in the old days, managed to eliminate Silver Bastion, Surprising Robot (in a surprising upset!), Doctor Goliath, Doreen Justice (the first Battle Arena Member beaten by an Unoriginal Gangster), The Amazing Zip, Night Alchemist, and Azure Nova before The Overlord of Monkey Castle managed to use the Cosmos Crown to beat it. The Daemonic Hierarchy of Fulsome Industry had a much more quickly-resolved fight, in which Aikhra Morvauhl defeated the Mime she was paired against without losing any allies. Following that fight, Littrya Damachastle of the Pillars of Glory went into a solo-battle against the Unoriginal Gangster in her substage. She lost despite her best efforts; I almost feel bad about that one, what with her being the only survivor of her team and not being told about the mime's power in advance, buuuuuut nah. Not really that bad. She was followed by The Shielding Golem of 'IZ HUGO BEKKLER!', who weathered high-powered mime-attacks admirably and won by invulnerability-tanking the mime while using a weapon designed by Doctor Catastrophe. The final group to fight one of the Unoriginal Gangsters was the Fae Host of Queen Dendraemuir, which lost, in order, Ohkrartos the Plant King, Ord Bhelerieth, Grand Arcana, Golotrossomo, the Lake that Runs, The Piper at the Dawn of Existence, Waerdael, Aemendyl Dessiyanter, and finally Artalia of the Fairies, leaving the whole team wiped out and the Mimes doing aquarobics in the now-Tide-drowned inner protonexus ring. The Veil Render, being the cheaty, sneaky sort, got her team (in a chain of events that briefly resulted in a 'Selereth Helios' team existing followed by a 'New Veil Render' team) through without having to fight an Unoriginal Gangster, and the Tide Key Sanctum rose above the substage without battle.

Worth noting is that in the Forcystus-driven mess with the Veil Render team, Ganfo Donno, The Manifold Doctor Carlton Wilburforce, Doom Geezer Ebonarchus, and Fazhai Woo were sent off to fight The Enemy, who defeated the lotof them; the rest of Team Render, however, was able to avoid his machinations and retained enough control of itself to continue with its goals.

Battle wasn't just restricted to the protonexii, though! After some close-calls, such as the point where the Imperial Homeworld War Expeditionary attempted to fight The Enemy but was prevented from engaging a locked-in battle by illusions, and some funny events, like Forcystus briefly being stuck in the wrong area due to a lockout by Renfeld, The Heaven Architects fought the Omnipresent Council on the top disc of Nexus in a battle that's likely to be remembered for millennia if not longer. The fight led off with Celas vs. Massau, and, defying conventional expectations of what happens when Massau gets involved, Celas won the battle! Second on the docket was Jackie West vs The Unfleshed Goat, in which Jackie scraped out a narrow victory. Third was the soon-to-be-infamous fight where Vashna fought Rashlekk Sulazz. Vashna (with help from Zweirugi, who he snuck in around the battle system's normal restrictions) handily won the fight, but in the process, he unleashed a damning super-attack that levelled the majority of the top disc of Nexus, killing billions upon billions and destroying numerous notable sites, a move that has left him with the title 'The Ruin of Nexus'. After that colossally devastating battle, Geddoe fought Raul, the Salsa God, and won. Following that, Simon Bross, Knight Replicant defeated Senor Diabolico. Then fortunes shifted dramatically, and, channeling the destruction of Nexus and the power and rage of those who fell upon the top disc, Wuzen, Guru of Endings defeated Iridraise, Knight Numinous, Jackie West, and Baron Vormont in succession before going up against Celas. During the battle between Wuzen and Celas, Wuzen took power from Giles in an attempt to trap Forcystus (using out-of-battle assistance from Doctor Catastrophe and Charles Eckermann), but the trap-attempt backfired, and Doctor Catastrophe was remotely dropped into Flameforge in a move that revealed Forcystus's ability to dump protonexii back into the Forge that built them. Wuzen ended up possessed by Forcystus, and Doctor Catastrophe and Charles Eckermann defected from the rest of their team to avoid falling under Forcystus's control. Celas, using an Overcrash, defeated the Forcystus-controlled Wuzen-body, and battle became a complex mess. Eckermann escaped from battle in a Paradim-Render-based ship, which he uploaded a mind-copy of Doctor Catastrophe into, saving the Doctor from the fires of Flameforge. Eckermann and the Catastrophe-craft left in pursuit of Forcystus, but in doing so, left the Heaven Architects fighting the Forcystus-controlled remnants of the team. Simon Bross managed to defeat Brakkanor, Dark Master of Fire despite being at a disadvantage, and Vashna (with help again from Zweirgui) managed to defeat The Giant Prophet. That concludes that battle!

But enough about the team fights! Let's talk about stage progress!

The Speed Masters cleared all three substages of Stage 2 the fastest and reached Stage 3 first, but then they turned back and have started waiting in the elevator! What are they waiting for? I know, but most of you probably don't, so mum's the word for now!

The Enemy is in second place, having also cleared all three substages of Stage 2 and now being moored in Stage 3, Substage 1-b.

Bascaradine Corporation is in third place, having beaten substages 1 and 2 of Stage 2.

Cort's Commandos is in fourth, and Renfeld the Arcanist is in fifth. Both of them have also beaten substages 1 and 2 of Stage 2.

The Heaven Architects (with their faction-power-revived members) are in sixth, the Nihilarchitects are in seventh, Hero Force (having resurrected Doreen in order to progress) is in eighth, and the Daemonic Hierarchy of Fulsome Industry is in ninth. All of those teams have beaten substage 1 of Stage 2 and moved on to substage 2.

IZ HUGO BEKKLER! is in tenth, having not completed substage 1 yet but still being on the primary course for completing the event.

The Tide Key Sanctum is following behind, and it has just now reached Nexus; rain is beginning to fall on the City of Discs, and the Tide is rising.

The Imperial Homeworld War Expeditionary, Ordo Forcystus, the Mobile Catastrophe Squad, the Society of the Viper, and The Veil Render are all in positions where they could be advancing through the substages, but are instead chasing alternate goals across the Discs of Nexus. Notably, the War Expeditionary and Veil Render have teamed up, locked the Society in a trap set by Forcystus, and are moving off to find and fight The Man in the Golden Mask; will they get there before Eckermann and the Doctor? Maybe! Will Forcystus know they're coming since I'm saying it in the announcements? Probably! (But really, folks, if you didn't think he wouldn't know you were coming *anyway*, you haven't been paying enough attention to just how much surveillance he's got across Nexus.)

Eight of our original teams have been fully eliminated! Sixteen teams remain in some form, a couple of them under different names or iterations than they started out! The Enemy is in the lead, and the Tide keeps on rising! Can Forcystus be stopped? Will Celas's efforts (aided by the other non-Vashna Architects) at setting the restoration of top-disc in motion be successful? Will Vashna become a handyman with his new tools, and if he does, will I have to smack a bitch for messing with my employer's furnace?

Keep an ear out, because once teams get past the point where running into the same discs poses a wide potential problem, I may start announcing what disc trials were beaten by what teams in greater detail! Will your favorite Discs survive the Crisis, or will they be plunged into an inferno of destruction? Stay tuned! Different mime-time! Same mime-channel!


Lord Gadigan wrote: ==== Your attention is torn from where you are to another space. Something momentous is occurring. ====

Darston (shimming with veils and vague in form), Anathema, and Roy enter the remains of the innermost part of the Palace of Administrative Law. The walls are blasted to bits, and the bits are rotten and pulsing with quivering decay. This place wasn't just sickened; it was the site of a massive battle where weapons of globe-shattering proportions were unleashed. In the center, atop a heap-throne of brass and black flesh, sits Forcystus, green suit standing out unblemished amidst the ruins of the complex. His suit is fine, but his flesh is missing; where once he was masked and swirling with powders, now his face is cold, bare bone. In his left hand, he holds a quill, in front of which floats parchment paperwork with inks that glow reds and greens. His right hand is wreathed in a cold and thirsty energy.

The bone face sighs and gives a wry grin.

"Welcome, my good wolf (and associates), to my inner sanctum. I must apologize for the state it's in; it has certainly seen better days and is in no manner ready to properly host visitors. I assume you have come to kill me..."

The mass beneath Forcystus quivers, and a giant, cracked version of his mask, made of brass, quivers forth from the blackened mass, forming a face on its front as it uproots itself. A triple-ringed halo of red light and dark magic forms above Forcystus's head, and wings of rot burst from the throne-heap's back.

"... but would you care to be informed of the vast gravity of the error you are about to make before it becomes too late to rectify? I'm really not the worst outcome here. There are others that more deserve the application of the power you are about to expend in your attempts to remove me from the game board."

Darston's responds by taking a combat stance.

Forcystus gives a nod. "As you wish, then."

Roy and Anathema vanish.

Forcystus gathers profane power. Forcystus inhales a localized curse-miasma and gains power.

Forcystus reflexivly unleashes a curse-breath attack, empowered by Fiendish Evil.

Darston, the All-Eater, grabs the breath as a tangible cloud with his blades and wolfs it down. Thanks to his earlier preparation against the curse miasma, he is unaffected.

Forcystus's paperwork begins auto-analyzing Darston.

Veils and enigmas shroud the wolfman. The Devil's Paperwork encounters resistance, backed by a suit specifically built to counter it.

Forcystus's paperwork alters itself. It now contains the pre-event synopsis of Darston's powers.

It isn't enough! Darston's nature has been fundamentally changed by the Lion.

Forcystus's paperwork's words slither. It incorporates remote viewing data that it was fed by backchannels in event systems of Darston's incorporation of the new Eidolon.

==== Everything turns technicolor. The battle swims and spins. The paperwork flashes, glows, and sparks. Lines of serpentine text swarm through your minds. ====

Forcystus quickly incants something in the Black Tongue, overlaid by the throne-mask chanting a holy hymn mockingly.

==== The battlefield goes white. Your vision shakes. Your senses decay. Nexus quivers. ====

Your senses return. It is back to Forcystus versus Darston.

Lances of energy fly from Darston's twin Selereth swords at Forcystus.

Lines of red tape fly from the palace walls at the lances. The lances, empowered by Darston's suit, blast through the tape, which had been weakened by the weakened palace structure.

The lances blast into Forcystus, who emerges from the attack unharmed, shielded by an invincible warded field.

Darston's expression goes a bit sour. He roars.

==== The roar becomes a torrent of static. Your ears hear discordant music for a moment. ====

He scans the area.

Forcystus's skull-mouth moves.

==== The battle goes freeze-frame. Time has stopped for a moment. ====

Blades and quills flash against each other as the battle continues soundlessly, black-and-white like a silent movie playing in slow motion, both sides trading passive blows as they prepare to unleash stronger attacks.


Lord Gadigan wrote: Forcystus blur-steps in front of Darston and jams his crimson quill straight at the wolfman's forehead. A phantasmal image of a lion obscures Darston's head, and space folds outwards, placing Forcystus back away from the Wolfman, the land in the center of the room no longer the Decaying palace, but a piece of some interior world-expanse, brought to bear as a buffer against the quill's magic.

Hands of bone burst from the ground and Rot pours from their fingertips, moving to corrupt the land, but it shimmers, each piece that is tainted reshaping itself to a different vista beyond reality.

Magic of profane law attempts to lock the land in place, to stop the veils' ceaseless shifting, but Darston's suit channels power and stops the mystical incursion.

Forcystus's eye sockets glow bright red then turn cold blue as he finishes a cursory analysis of what's occurring.

Forcystus's magic warps realities and exchanges his nonfunctional weapon from one from a different existence. Forcystus no longer wields The Devils Paperwork; he now wields The One Ledger. It radiates Truth and Law, empowered to fight Darston's veiled power unhindered by his Suit.

Darston is beyond reality, hidden from its laws by countless Veils. Even this otherworldly weapon cannot reach him directly.

Thousands of audits are performed on the battlefield through The One Ledger as Forcystus writes with devilish speed, each flaying it and scourging a layer of existence raw before forcing its way through a veiled layer into a deeper echo of reality.

Things that should never have had flesh are peeled backwards, layer by layer, through flesh, through bone, through firmament, through rot, through marble, through decay, through stone.

Lines and cracks form on Darston's veils as their integrity is weakened. The magic bleeds, and Darston is revealed.

The bone hands snap forward from the ground, rot-caked nails digging into wolf-flesh, tearing it from bone.

As the hands recede, they are left covered not with flesh or sunfire blood, but with tatters of snake-skin.

It was all a ruse? A clever trick of some sort. Darston stands unharmed.

The snakeskin transmutes into solar fire, burning the rotten hands to the ground.

Darston speaks.

"You still over-reached here, Fiend. If you hadn't tried this ascension gambit and taken control of the entire event, we wouldn't have come after you like this."

===== Darston's voice is consumed in a howl of wind. You can smell a miasma that chokes vision as surely as it does your olfactory senses, even far from this battle. ====

Darston moves in a blur. Sixfold clones appear around Forcystus, each slashing with the All-Blade in a barrage of Mountain-Cracking strikes.

Forcystus's hands, far faster than they should be, blur as he throws forth warding circle after warding circle, blocking the attacks with glowing designs of invulnerable power.

Darston's eyes flash with serpentine cunning.


Lord Gadigan wrote: Forcystus, seated on his throne, raises his hands, and millions of quills fly forth from Forcystus's fingertips, embedding themselves in the chamber's walls and scrawling profane incantation upon profane incantation. Tornados of hellfire, condensed apocalypses, and sentient curses pour forth and drown the room in barrage after barrage of foul magic.

Darston, parrying with self-replicating blades of hope and light, shielded by veils, and bending space around himself, wades through the fury, deflecting mystical attack after mystical attack, sending those he fails to block careening through his form and back out into the room, leaving him unharmed by their power.

Amidst the storm of magic, a bone hand flies out and grabs Darston's throat. Veils shimmer as void grinds against them. Space bends and expands again and again, breaking and boiling as the hand retains its deathgrip on the space-bending beast's throat. The bone fingers dig into essence, piercing through layers of magic as bone eyes pierce through Darston's magic, supplemented by the Ledger's power.

The branches of the tree gibber with the dreams of gods long dead, snatching effects out of the air as Forcystus tries to breach the Veils, speaking of a thousand forms, a thousand lives, a thousand possibilities. The quill-struck walls begin their own chants, hymns in devil tongues and epithets of prayer to Forcystus. Power begins to flow into them from across Nexus, but its flow is suddenly, enigmatically, stopped. What could be occurring beyond the battle's bounds?

Darston's form shifts, and the veils begin flickering through millions of silhouettes of potential-hims. Evolution and Progress channel form after form, shedding one false skin after another as the hand's magic corrodes the unknowable nature of each. Eventually, in a burst of sunfire, Darston's power wins out, and the Gatekeeper of Unbreached Veils stands yet-unharmed.

Darston looks at the masked mass and scowls.

"The Architect deserves a better end than this."

Darston adopts the Lonely Pillar Stance, becoming as a many-bladed tree surrounded by a hundred ringed halos even as he affixes himself within the ground and erupts with holy fire from the deepest cores of Selereth's blessed stars. Alone, a rock against the tide of rot that faces him, he plants his feet and delivers a blow with the sunhand that would crack to crack the very foundation of the earth squarely to the center of the mask. Reality blurs around him as he attacks from all angles, grown literally around the room and delivering a rain of followup blows, entirely ignoring Forcystus with these strikes.

Wisdom coalesces. The improvised technique crystalizes as a new maneuver in Darston's arsenal, tapping into the powers granted the Lion, Darston's holy essence-conduit to the Princess of Suns, and Darston's own almighty will. Darston performs the Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike. The mask is shattered in a single blow as Forcystus's hold on reality is burnt away.

Power echoes outward across Nexus.

Vashna senses that he has re-obtained Mister Freshness, even if the Mask cannot be directly revived quite yet.
Celas senses the same of Giles.

Forcystus, for his part, is eerily calm. He floats up from the ruined throne as it evaporates in a blaze of solar glory and pervasive unreality.

==== Your view of the battle is replaced with an image of Forcystus's brass mask, no longer shattered, merely grinning. ====


Lord Gadigan wrote: Forcystus, channeling dark power, acts multiple times, recording his actions into future moments outside this battle's time-stream through his reality-editing.

Darston speaks. "You should have opened with the information if you wanted to sway us. I don't trust lawyers; I've seen what you can do, and you were clearly stalling for time and power offering bits of truth. Perhaps you can put that theoretical knowledge into use for us after you die."

Darston's limbs bloom, split, and fractally divide into countless thorns. He becomes a thing of razors and wire, blades and limitless edges as he flows into Briar Patch Style. With a twist, he begins to spin like a Shaver made into a children's toy, whirling around in a hail of razor-blows aimed at the now-vulnerable Fiend before him. From each strike, another flows, seamlessly chaining hit after hit.

Forcystus, however, is Fast as Hell. As swift as Darston's bladed briar-patch strikes are, few of them find purchase on Forcystus directly. The walls, however, are scoured of their text, and Forcystus's ongoing barrage of horrid magics ceases.

Darston collects his power inward, and the whole mass erupts in a Nova of power, light, and energy that melts the metallic treeform into a glowing ball of plasma, heat, and light from times long, long past, blasting Forcystus for light damage and finishing erasing the magic from the walls.

Radiant, a humanoid shape too bright to behold takes form from the mass with shining teeth and a Halo of Etched Diagram-Eyes. Darston draws the One-Strike Killer for a Lightspeed Blow and follows that up with a Limb-Severing Blow aimed at the hands of the Fiend with the Sword of Darston that sparkles with Universal power. The first blow hits for mid-low damage, but fails to break the Fiend's ossified arm. The second strike misses as Forcystus becomes a blur of illusion, reappearing elsewhere in the room.

Darston circles around following this, dancing with the grace of a fencer even as his shining feet leave bright prints. These spots of brightness detatch themselves from the ground, rising as miniature, luminous sun-oozes to orbit around the room and collide with bits of rot and decay in bursts of holy, goopy fire.

Forcystus invokes some of his still-stable Hidden Clauses Within the Folds of Existence.

Great power is Replicated. Great power is Edited.

A localized version of Hugo Bekkler's faction power is invoked through Forcystus's infiltration of the event's systems.

Time stalls and swings into reverse. Darston, still beyond reality, holds himself apart from the backwards tide, struggling to act against its flow.

Copies of Darston's attacks flow in reverse. Oozes manifest from blots of taint, fly into footprint shapes, and fade into light. A blade manifests at the speed of light, healing Forcystus as it does so. Razor wires and countless blades manifest and trace profane symbols on the walls, etching in dark magic sigils to power Forcystus's magics.

Darston interdicts the effect before it can bring Forcystus's broken throne back. From within Darston's form, an entire interior-domain is deployed, with a Holy Imperial flag planted smack-dab in the middle.

The power of the now-vanished War Expeditionary Coordinator resonates with Darston's geomancy and defiant suit, and a pulse of conquest, powered by Drescher's stored magic, bursts outward, claiming the no-longer-Architect-maintained disc of Nexus under the dominion of the Holy Empire, removing it from Nexus law, from Event law, and from Forcystus's law.

The replicated power is stalled, caught outside the battle and frozen in place. It is not, however, dispelled entirely. It lurks, waiting like a Sword of Damocles, ready to drop onto the battlefield as soon as Darston's land-grab is ended by its profane master.

==== There is a high pitched whine that obscures something that Forcystus says. ====


Lord Gadigan wrote: Forcystus, still the fastest thing present, immediately cashes in his banked actions so that their presence can't potentially be disrupted by his spacetime-cutting opponent. His form blurs.

Surrounded in a hellish nimbus of dark magics, Forcystus appears directly in front of Darston and plunges the quill at his shimmering eye.

Darston launches into a prepared grab-attempt with the Sunhand and wraps his massive, blazing fingers around the form of his foe, burning it with solar power and furious will. It was a ruse! The Forcystus Darston holds crumbles into echoes of shadow and illusion as hundreds of other copies of the baleful barrister appear all around Darston.

Hands extend from the clones, from their shadows and the shadows of the room, and from the ground, all skeletal and emitting waves of insurmountable decay. Darston's shadow, living and writhing, begins fighting with the shadows Forcystus casts, filling them with beasts of night to battle the evil shades, but, despite this, the barrage of magic continues unabated for the most part.

The decay dissolves, peels, and corrodes the veils enshrouding Darston.

Darston moves to devour the necrotic forces, but stops himself. He is the all-eater, but Forcystus has filled his magic with himself. Darston could likely purge the magic of the presence and devour it in the end, but something seems amiss about it, and giving Forcystus an 'inside'

Deep within, Darston senses, with his python-cracking oracle eyes, *something* potent and pulsating, like a caged soul of some kind, perhaps, granting Forcystus powers he otherwise should not possess.

Numerous arms, wielding weapons of legend in defense of Nexus, cut through spell after spell, destroying creeping magics only to have Forcystus's necromancy re-form itself as more copies of the enemy appear one after another, re-igniniting the corrosive necrodivination.

Forcystus's mask suddenly emerges from the ground beneath Darston, mouth wide. Darston rockets upwards in a nova of ki and fire, fighting the entropic gravity that begins sucking inward as the face collapses down into the floor, crumbling into a black space of hungering death and tattered secrets. Responsively, Darston creates a space gulf, thrusts it between himself and the devouring mask-hole, and then geo-deploys a new floor, sealing the void down within the palace and letting Nole's ongoing rot-effect move to combat it. The implanted flag, which remained aloft, held up without foundation thanks to Darston and Drescher's powers, augmented by the Infinite Key, re-plants itself in the ground to provide a secondary seal on the devouring void.

The Forcystus clones draw copies of the One Ledger in unison, and, mass-auditing the area begin a concered second wave of divination attempts.

==== Your life-force convulses. Nexus reels. ====

Darston's all-cleaving blades begin retaliating, one after another, through his Many Inherent Counterattacks, against the various Forcystus copies, but he finds them augmented by the eerie power he sensed within the magic he avoided eating before.

Forcystus Cannot Die.

He is beyond life. He is beyond death. He is undead, but a baser, elder type of thing, unkillable save by that which specifically is permitted to kill him. All other blows are shrugged off to no lasting effect.

The Grimoire of Principles attempts to shut down whatever strange manner of undying power Forcystus has become. It is denied utterly; he is no meta-entity, and his preparatory rituals against his allies' treachery prepared him to fight Strickland, Shurikawa, and Orlue and their meta-forces should he have needed to.

His magic, filled with his power and his self-essence, is an extension of him; this elder necromancy is not just magic that manipulates necrotic forces, it is his undying malice made into a power that curses and damns whatever opposes his order.

Forcystus Cannot Die.

Forcystus's magic Cannot Die.

All the spells cast thusfar this round re-assert themselves. Darston feels his protective veils disappearing at a rate greater than his adaptation is letting him recover them.

Forcystus's magic is beyond life. Forcystus's magic destroys all life. Life cannot adapt to the forces at his command.

A tempest of malice and unlife, forming into shapes of Forcystus's mask, hands, and skull, like geists in a hurricane, augmented by crimson energy pouring from the wall-glyphs, swirls around Darston, destroying all the vestiges of secrecy that uphold his continued invincibility.

Darston's defenses are being overwhelmed. His blades cannot stop Forcystus; he is unkillable. His shields cannot deflect Forcystus; he is implacable. His willpower cannot outlast Forcystus; he is undying and eternal.

Darston's paranoia, however, just might save him.

From inside Darston's internal world, hundreds of miles high, bursts a glorious titan-construct of sun and justice!

The Sunborn War-Colossus, corona blazing, extends a hand and releases a power that it has been charging up.

Grand Overcrash: Seletheric Purification Overcannon: 20,000,000 Miles of Solar Rage wrote:
"For long ages have powers of evil,
Hid within shadows and the darkness of foul hearts.
Through the light of the suns above,
These corrupt forces will be brought into focus.
And through the glory of the heavenly powers,
A purifying blaze will end their wretched presence.
By Selereth's command,
This world's judgment is sealed!
Ultimate weapon firing:
Seletheric Purification Overcannon: 20,000,000 Miles of Solar Rage"

A magic circle appears in front of the palm of the colossus's hand.

Beyond the disc, a copy of it appears, massive and floating in the void.

Behind this circle, three suns phase into existence.

The charged power from the colossus's hand pours into the first circle, transporting it to the second circle, where it merges with a massive blast of flame from the three suns.

This massive blast, filled with holy energy, courses across the disc, blasting apart the tainted palace and laying bare the evils inside.



Though Forcystus's undying power comes from an ancient age and is of vast strength, it is unable to hold itself together when faced with the direct judgment of the heavens is poured forth at the hand of a direct conduit of the Goddess.

Thousands of clones are blasted away in a sea of golden-white flame and light. Smoldering on the ground lies a single copy of Forcystus, green suit still irritatingly immaculate.

Forcystus has his (second) invulnerability state cancelled, takes heavy damage, and loses his lingering on-field magics.

Forcystus, despite having taken his *third* Overcrash within the past minute, manages to retain his final banked action and lunges from his prone position the blast-area at Darston.

His bony hand grabs the veils, and, though Darston's defenses fight against it through book, armor, and inherent nature as an invulnerable cosmic titan, Forcystus directly kills the notion that Darston is shielded against him.

The veils, suddenly bloodied and rotting, drop to the ground in a cast-off heap around Darston, who is finally brought into visual focus.

"It appears that you have, at long last, become exposed, sir wolf."

Darston grumbles his response in a deadpan growl. "So many words."

Lances of Glory, Light, and Space manifest around Darston and blast forth at Forcystus, who parries them with his foul quill.

A veiled ring of ice manifests itself about Darston's head. Aurora-Crowned Domain Ruler that he is, this locks the land-conquest into place as untouchable, drawing the locus of the effect into Darston and away from the flag.

The shapeshifter stands straight and plants his feet on the sun-scoured disc, a a wave of Cosmic Power radiating from around him even as his aura burns away the last traces of profane magic from the purified area.

He FLEXes his Outwardly-Unfolding Flame-Wing Soul, expanding it to cover the new territory of the disc with his form and creating/becoming a structure of floating ice, crystallized potential, sharp edges, and shining, burning, radiant columns of light. The structure spans a thousand miles and yet folds itself into a space not exceeding the claimed portion of the original Palace room the fight first took place in, composed of the same star-stuff the shapeshifter is, as it is, indeed, him.

Darston's previously shining form grows to vast proportions, his gear growing in size and power along with him (evergrowing titan of an invunlerable cosmic colossus that he is). The buckles on his seal-covered suspenders pop off and drop away even as his cloak flies back behind him and becomes the stars. Now He's Getting Really Serious!

Darston stands at the center of this new space holding the Holy Imperial Flag. He has seen Forcystus's attempts several times now, tasted a hint of the reality that might have been and found it sour. He is the Hero of Nexus, acting as an emissary to three powers; the Holy Imperial Capital, the Joint Arbiter of Space Beyond Reality, and the Prime Force of Cosmic Good. Threefold are his backers, and threefold (at least!) the forces directly helping and empowering him to fight against the Fiend's influence in this battle to decide whether Nexus's soul will be saved or damned. Darston brings forth a dozen arms, holding many blades, books, and shields, holding echoes of All Known Treasures and All Treasures Lost, free to use them as needed should his own arms fail.

As Darston makes his stand, the brilliant light illumitating the stage is darkened at intervals with shadows. Before the world, there was light. Before the light, there were monsters. From edges all about, behind bits of crystallized potential and chunks of burning spacestuff emerge the Shadows of the All-Beast. Great and powerful hyper-upgraded predators crawl and claw their war out of the Spaces Between, various outsiders-beasts, the shadows that lurk behind stars, mirror-monsters, atomic birds of solar flame who nibble away at the foundations of reality, solar lions of unknown potential... They surge into the world from the places they had taken within the shapeshifter, alternatively harrying Forcystus and fueling All-Beast himself on to greater lengths through their presense and action as they mirror his own.

Spurred forth by the reflection of their calls, from his fixed position of solidarity at the center of the new arena, Darston waits until Forcystus's outsider-beast-horde-parrying is off balance, and unleasehs a Catastrophic Nova-Flash of burning, blinding power.

Red writing manifests in the path of the blast:

Profane Dictum 76: Forcystus, after being struck once in combat by an attack qualifying under Self-Modifying Regulatory List C-55, cannot be hit again by the same individual or an ally of said individual during any period of time when any of the conditions on Contingent List 855-F are true.

Darston's nova-flash doesn't care. Empowered by the Holy Imperial Law this region is now under, it barrels through the defense-clause and blasts Forcystus for low damage.

While Forcystus is further unbalanced, Darston continues reshaping the area, bringing forth the grand promise of Change.

He conquers, reclaims, and fuels the rebirth of the area as the Thrice-Radiant Palace of Imperial Law, utilizing all the best things the Palace once stood for and has since Lost in its creation and combining them in new and innovative ways..

Will suffuses the Law of the reborn palace such as to enforce not just the letter but the spirit. Azoth and Ki will lend it wisdom. Light and Lingering Good shine forth to reveal the truth. Space expands its reach to punish those responsible for maligning it.

The palace, empowered thusly, becomes an unassailable bastion, holding Forcystus apart from his contingent corruptions of Nexus law and barring his floating time-rewind from entering the battle. The reset has been successfully thwarted!


Lord Gadigan wrote: The resplendant figure, full glory unmasked and ruler of his domain, stands firm within the center of the inner world he has created and faces down the Adversary. He has seen reality-bending litigation, mechanics-manipulation,

==== Oh so many horrible things. ====

and death magics from an elder era, standing yet untouched by them. Darston considers the course of his opponent.

==== His powers are many. His powers do not die. ====

Blades whip about Darston in a frenzy, ready to cut away at the inevitable slew of debuffs and dehabilitating effects his opposition will be launching at him. The outline of Donnelmorun, the Blade of the Unfinished Execution glows within his solar core, another buffer against damage and ill effects to replace the Veil itself and sitting alongside the indistinct form of Irimaika, The Blade of Perfected Artistry.

Forcystus, meanwhile, considers Darston. The veils were breached. Their master was revealed.

The room burns as hot as the sun, Darston's inner fire pouring out to burn away the evil that lurks within the walls he now forms. Forcystus has summered in the fires of a thousand hells and ignores the inferno of solar heat.

Irimaika, The Blade of Perfected Artistry shines, able to leave those who understand its masterful craft agog and unable to bring themselves to act, too enraptured by its perfection.

What is beauty but something else to corrupt? What are art and culture but veneers to hide one's vile deeds behind? What is this sword's perfection compared to Forcystus's own power? Nothing worthy of note.

Forcystus, dripping with Infernal Pride and condescension, ignores the sword.

Sheets of parchment, made of flesh, flensed from all manner of virgin maiden, holy angel, and beast of legend, begin to manifest in front of Forcystus. Delegating work across reflected copies of fragments of essence, Forcystus, aided by the only beings he trusts (all himself), mass-produces quills that drip with corruption and incurable crimson wounds and begins drawing diagrams.

The diagrams begin as vitruvian men, shaped like Darston's baseline self. They then each diverge along a path that would be possible through Darston's vast shapeshifting powers. As each is completed, a mass-editing begins, marking out or distorting body parts, applying mutilations and torments of each of the drawn beings.

Through blackest transmutation, channeled along lines of time and fate, marring wounds of concentrated imperfection are spread across the countless Darstons-yet-to-be.

Darston's possible other-selves all take damage and begin acquiring a stream of debuffs to make all transformations, transmutations, adaptations, evolutions, and progressions of self maimed and ruined in advance of their appearance in battle.

Darston, ready to combat debuffs, begins to hack away at the afflictions poured upon his other-selves.

Forcystus, master of aether and official grand-chancellor of many assorted abyss-realms, shunts the documents into sub-battlespace alternate reality time-labyrinths, guarded deep within byzantine, otherworldly filing systems.

Darston, beast of gates and walker across time, casts his shadows acros time and begins traversing the different domains as billions of shadow beasts, one to match each audited future-self, to continue his hunt.

For the moment, however, Darston's selves are all revealed, and his defenses have holes from Forcystus to exploit.

It is the nature of Forcystus to be the doom of all that he seeks to end, regardless of what path it may take. Forcystus becomes Manifold, existing across all of the different dimensional spaces, timelines, and combinations thereof that float amidst the battlefield.

Darston is laid bare. His essence is revealed.

Darston's essence fluxes, taking on aspects of primordial light to counter the primordial darkness he faces even as he shields himself from death magic with the Tome of Strange Aeons.

Were Darston fighting one of the great, ancient horrors that writhes in dreaming cities waiting for the stars to align, this might save him. He's fighting something far worse, though. He's up against Forcystus.

Forcystus inhales. Darston's soul is nearly pulled from his being. Darston teeters on the edge of death. The Blade of the Unfinished Execution, like a nail driven into his core, keeps his last bits of life anchored. His mana pattern comes apart, suturing itself together with profane power in a wounded mockery of its stable state, and his spirit, riddled with holes and empty bits becomes tainted with deathless miasma.

Darston takes massive damage! Darston's stats are set to 1! Forcystus drains 5 of Darston's Levels!

Darston's nature as a Tester of Realities is annihilated. Darston's nature as a Grandmaster Swordsman is annihilated. Darston's nature as a Time Walker is annihilated. Darston's nature as a Space-Bending Beast is annihilated. Darston's inherent Connection to the Essence of the Sun Queen Selereth Helios is annihilated.

Forcystus motions to wrap up proceedings, as nearly-dead is essentially the same thing as dead, and what's a little detail like that, anyway.

Darston's suit and accrued resistances to Forcystus's reality auditing block the attempt even in Darston's weakened state.

Forcystus, through infernal manipulation of law's foundations, lies on an automatic self-audit and attempts to put himself in violation of his own limitations of speed.

Darston is a paragon of Will and Hope. Even on the edge of annihilation, he fights on and rises up.

Forcystus is attempting to violate the laws of reality. Here, Darston has beome reality. The walls glow with solar light and sing with Holy Imperial Law.

Forcystus's violation attempt is eliminated.

Forcystus, equal parts spite and determination, refuses to accept this result. His attempt to violate reality's laws begins to reanimate.

Darston's defiance carries with it the principle of nullification, as embodied through the power of the Endbringers. Darston envelops his domain powers in the essence of the World-Nullifier, adding the weight of finality to his denial.

The action-resurrection attempt is halted.

Forcystus bitterly holds his resolve firm. He channels Infernal Envy, moving to retake the station Darston removed him from, using his nature as a Fiend to reclaim his place as Architect.

Darston already shut this line of attempts down twice. He is an Ininity Designer. This third attempt, regardless of its form, will not work.

Progress pours forth, shutting down all of Forcystus's attempts to push through extra actions to immediately eliminate Darston.

Darston bears the essence of the phoenix. His solar fires burn with their resurrective nature. He begins to repair himself.

Darston bears a great fate upon his shoulders. He Will Be Cleansed of the Evil Taint. The evil miasma is driven from his spirit.

Darston is cloaked in a mantle that suppresses glitches. His patchy mana pattern repairs itself.

Darston bears the ouroboros. His powers resurge, carried by the loops of infinity.

Darston is Mister Grey. He's far too manly to simply have his powers inhaled. He FLEXES and his connection to his goddess is reesetablished.

Darston is a Battle Arena member. He may have lost Levels, but he is carrying XP on himself. In a nova of power, he begins to rise up to his former Level of power.

Darston dipped too deep into his reservoirs of floating power when rebuilding the palace, merging himself with it and anointing it with Holy Law. His reserve of mana is only enough to return 1 of his lost Levels.

Darston's stats have normalized and his abilities have returned. He is partially healed. The Level drain is persistently sticky and something that has only been partially fixed.

A pack of Death-Eating Lions warp into the battle from the shadows, their undead-annihilating auras blunted by Forcystus's suit's presence.

Forcystus's Aura of Annihilation activates, instantaneously turning the hollow death beasts to dust as they leap at him. Their void-marrow reacts to their missing presence and begins a detonation only to be unravelled by a second abjurant property of Forcystus's suit.

Forcystus isn't alone in calling on outside resources. Darston has seen the world shift and turn, rise and fall, change and change and change, consistantly active as he has been throughout his long, long existance. He has been, faced, met, befriended, dueled, defeated, been killed by, and eaten many heroes and villains over time. The shapeshifter holds both an artifact and skillset that allow him to put form to collected knowledge, and so he does, calling some of the strongest and most striking of the adversaries he has faced thusfar from his shadow's reflection. Reflection, Evolution, Progress, and his own chromatic essence give temporary form to the champions that rise. Each bears some resemblence to the foes he fought in the Trial for the Ten-Fold Blade and yet is clearly something else, called into being by the All-Beast Domain Ruler of Gates, the first of his Knights of Nexus. He begins charging a Undead-Slaying King's Slash.

His Knights begin flashing into existance.

Heroes? Forcystus will just kill them like all the others he had to in order to reach his current position. Villains? Forcystus surpasses them all.

Eurus the Swift, a light-looking elf with a delicate frame, with flickering, glowing skin, and preternatural agility appears in a fencer's stance. He holds the Orwhelm, the Wave Blade and makes a silent vow before lunging forth to wash away the accumulated effects of the tide of corruption he sees before him.

Forcystus manifests an abyss vast enough to swallow the wave-slash only to have the room suddenly close in around him as space contorts and Darston forces the battlefield he embodies to work against the fiend.

The wave-slash hits Forcystus, dealing low damage, and knocks away some of his lingering counter-curses.

Eurus fades as a second hero formed from shadow and outsider-energy manifests.

Emilza of the Vast Green, a creature of leaf and pollen, fae and beast, glares at the abominatible force against nature before her, one of the hated Undead. Calling on powers gained from her ancient fae realm, having supplanted a great power there in the past, she swings Gynnelmyer, the Parliament of Edges, a tide of grass going snicker-snack as it falls in a wave on the foe before her.

She is Life. He is Death. Forcystus's annihilation aura manifests in a bubble, withering grass and rusting swords to dust before either can break through his destructive aura.

Another hero manifests.

Ak-Chul the Wishing Wind, a muscular humanoid being of swirling wind with tan skin and holy fire burning in his eyes, sits atop a feminine creature with a humanoid face made from lightning. His features are serene, and he moves with confidence and speed to strike a sealing, supernaturally-accurate blow with the Irikani, Blade of Moonlight infused with Smiting powers bent on eradicating Evil.

Forcystus moves to nullify the powers of good with his own evil, but he has expended them too much this round, and the Palace he is in actively fights against him with Holy properties. Forcystus takes moderate damage. Forcystus's aura drops.

Another hero manifests.

Sobek, Eater of War towers, strong, inhuman, immortal, and quite ugly. His vast crocodilian head sways back and forth, lethargic, casting about for his prey. Spotting the fiend, he brings Jarkodah, The Goliath Blade in hand, thinking of how much work it would cause were Forcystus to succeed as he leans his profound strength and divine powers into the blade's enormous weight.

Forcystus turns solid-red and glasslike for an instant. The damage is reflected back to the phantom hero, who erupts in a fountain of blood.

Yami of the Crimson Mist bears Itanju, the One-Strike Killer, curved curiously like a scythe or a kopesh. A powerful Oni, she manifests out of the haze of blood from Sobek's discorperating form to strike, magically-accurate, at Forcustus with overwhelming intent to kill.

Forcystus is too great a power to be brought instantly to death, but he does take mid-low damage.

Another hero manifests.

Doctor Marcus Yudi, bodythief, hovers beyond the battlefield slightly as it slips into existance with a spell. It inhabits a nine-armed beast of indistinct form wearing thick elder-symbol-covered robes with bloody bandages around its head. In its hand is a flicker, the Idea of a Sword shaped small like a cutting dagger. The being radiates no fear; it has faced down the Fiend's like before and lived to tell the tale. With cold calculation and an utter lack of emotion it views its opponent, considering how dissect the threat to humanity before wrapping its amorphous form around the soul-catching undead and moving with the dagger to both Forcystus's rib cage and stomach open.

Forcystus has no vulnerabilities. Every bit of his bone frame and fine suit hold vast defensive power. The knife doesn't penetrate the ribs, but it does damage the suit's abjurations, creating a small weakeness where one did not exist before.

Darston's central form follows this sequence of reflections up with the charged up Undead-Slaying King's Slash attack utilizing both the All-Blade and the Sword of Darston, having fed off each attack before it and aimed at cracking open Forcystus's rib cage to expose the flickering soul within.

Technicality time! Forcystus is an Undead, but he isn't *that kind* of Undead. The listed ability just doesn't pass muster, as it was designed to fight far-weaker beings that the elder geist that Forcystus has become.

Darston's suit flashes with power as his mind pours knowledge of Forcystus's lies into it. The contingent law-defense shatters.

Forcystus pours forth his remaining abjuration to defend against the attack, blunting the blow and suffering moderate damage but remaining stable.

Darston is not, however, finished. His shadow follows him, replaying the attack that broke the Mask and kicked Forcystus out of the Architect with a negative-color blow that plows straight into the ribcage.

Forcystus takes heavy damage. The ribcage cracks, but does not break.

Darston's Reality-Dredging hands are potent, but the Fiend's bony frame proves oh-so-narrowly too hard to break through.

Forcystus brushes bone dust off his chest as his suit re-knits itself and his body fights against the world-nullifier, attempting to restore itself.

"Close, sir wolf. Pity for you that I'm holding an execution rather than playing a cordial game of horseshoes."

==== All those assembled feel an ominous and all-pervasive dread. ====


Lord Gadigan wrote: Forcystus, still moving hellishly fast, begins to act, summoning forth a power that eclipses his own.

Darston can read a situation and came here prepared to die. He has never feared for the end of his life, only to fail at maintaining his dignity as a warrior or failing to accomplish his goals. Darston Candata'chagin'heldelu has seen a lot of shit over the years. He has lived a thousand-thousand lives, worn out just as many faces. He has seen tyrants fall, angels turn to adversaries, seen whole blooming flowers of potential descend into rot and ruin. This developing nonsense takes the cake, with Forcystus playing a prominent part in controlling the event and perhaps Other Forces pulling strings behind that. While Some Foes may be beyond his reach, this one most certainly is not. The future stands to be not just bent by a tyrant but <destroyed>. Some of the greatest threats to anything stand poised to fight over who shall devour the scraps existence will remain in. The most extreme of measures must be undertaken to counter. And so it shall be! Stardust engulfs the arena. The Blessed Orchid twinkles. The beating heart he planted within Anathema, still imbued with Veiled blood of its own, pulses with life. The moment has come that demands sacrifice.

Darston activates his overcrash.

Dynamic Overcrash: Pinnacle of the Art: Infinity Sword Rain wrote:Fiend. Despite all your power, the difference between us is I am prepared to see myself die.
For the defense of this city,
I will become the hero that is needed.
I will give my everything to save it,
and no power will withstand me.
I will hunt you to the ends of existence,
and slice to bits every shred of your influence.
And so I will fight you with this,
Pinnacle of the Art: Infinity Sword Rain.



<Music: https://www.youtube.com/watch?v=OBwS66E ... el=Kobis11>

Darston roars. Oh how he roars, pouring his very essence into it, spilling his lifeblood with the strength of it, shrugging off the accrued effects in a nova that eclipses all that have come before. Fire, Light, Will, Atomic, Evolution, and Progress, all blend together in a dizzying tide of chromatic power. Space, destiny, and potential shatter with the force of it, suns go supernova, hairline cracks appear all around, and Darston's essence spreads throughout the city. Through the power of the Veil Render, Darston targets everything. Through the power of Selereth Helios, Darston only targets his opposition. Nexus shudders.

Darston is a microbe within the sun within the palace he has created. In a fraction of time like the space between ticking breaths of progress, from the tiniest of creatures comes... A simple lion, an apex predator with razor sharp fangs that hunted man so very long ago. From the lion comes a man, old yet well muscled, with spectacles and white hair, the hunted become the hunter. From the man comes a shapeshifter, fur and inhuman teeth, shining eyes conveying a beastial aspect. From the shapeshifter, an insect, jagged and all deadly edges. From the insect, a robot, sleek and futuristic, humming with the promise of a greater tomorrow. From the robot, a plant, vast and green, drinking in the sky. From the plant, an aquatic, a giant multitendreled terror of the depths. From the aquatic, a great sun, shining and radiant with the power of Selereth. From the sun, a machine, an Infinity Engine. From the Engine, an Angel, a force of retribution to end this torrent of vile evil. From the Angel, an Outsider with a horned skull with burning eyes.

For every form a weapon, shifted to this purpose. For every weapon, a skill to suit its nature. For every skill, a technique to build off that skill.

The Sword of Strange Aeons, death beyond death
The Glorious Godblade-Allcleaver of the Sun Queen Selereth Helios's Champion, a weapon to enforce the will of Prime Good
The Blade of the All-Reflecting Firmament, showing and fighting every reflection of the world since its Origin
The World Nullifier, a blade with the power of the Endbringer, preventing any hope of recovering from its
The Sunblade, invulnerable power made flesh made weapon
The Sword of Evalach, bringing judgement down on the fiendish
The Glorious, Essence-Reaving, Fate-Cutting, Space-Slaying Sword of the Sun Queen Selereth Helios's Thrice-Golden Champion, a yet greater weapon forged from the will of Selereth Helios to bring beings like Forcystus to an end
Irikani, Blade of Moonlight, striking beyond space
Jarkodah, The Goliath Blade, sundering discs
Irimaika, The Blade of Perfected Artistry, perfect form
Orwhelm, the Wave Blade, wiping out nations in a single stroke
Virmsyek, the Master's Blade, granting itteratively greater proficiency
Somot, the Idea of a Sword, slaying concepts
Gynnelmyer, the Parliament of Edges, multiplaying without end
Itanju, the One-Strike Killer, ending the battle with a hit
Ihmratu, the All-Blade, taking on the powers of all before
Blade of Darston, Hero of Nexus, a sword to save the city

His blades multiply without end, drowning discs, outnumbering the stars, upgrading without a cap, his Endlessly Evolving Weapons of Legend. Restrictions, weaknesses, resistances, flaws, all are stripped away in the Unbound explosion of Progress. With techniques that surpass those of a grandmaster, adaptive strikes that evolve even as the opposition tries to resist, he draws off the chronicled knowledge of everything Forcystus tried to subvert from his position at the supreme center of the battlefield. Darston strikes with Every Known Treasure, using Every Known Form, striking Every Known Place, pushing his overcrash to something new and greater.

Echoes of yet-greater legendary swords appear, briefly flickering images hinting at the power that once was or one day could be.

The Greatblade of Syrinkaryon, normally untouchable by mortal hands
World's Grave, The Sword of the Endbringers
The Disaster Seeker, gone yet still felt, radiant in its destructive influence
The Divinity Breaker, a weapon to slice through <all> opposition
The Sword of Kings, which Darston is destined to one day hold

A multifoliate halo of effects accompany the overcrash from this outsider. Every attack is mirrored across dimensions, across time, through his ambulatory shadow, through the points of his hair that turn into a world-tree which buds off new species, through a thousand other powers. The apocalypse shines through his ticking, clock-like eyes. Great luminous beasts rise from his footprints. His soul unfolds like a flower, glowing with impossibly bright flame. His body breaks colors and sense, ensnaring and controlling those that resists. He flows through existence with powers re-ignited for a moment, a Reality-Tester, a World-Swimming Dimensional Parasite, a Locus-Self separate from and Greater Than the discs he purees. Bees. Five Hundred Billion Bees.

The blows fall without end, the blows fall without limit. Each strike prepares things just so, purging Nexus of the influence of Forcystus's many contingencies and hiding places, cutting exactly how it needs to cut, seasoning the destruction perfectly. Nothing is safe from the surging tide of universal power, naturally flowing from target to logical target on tides of Progress-powered unerring divination.

Not even Darston escapes the torrent. His final blow lands squarely on his chest; the Infinite Key lodged squarely. With the last great surge of strength, his personal Weapon of Legend resonating, Darston Turns The Key.

The shapeshifting swordmaster activates his other Overcrash.

Dynamic Phantom Overcrash: Message to the Future: I Give You My Everything wrote:Though I fall, the stakes are too grave to leave things to chance.
In this exceptional circumstance, I commit all I have to victory.
Carry the torch and finish the fight.
In this,
Message to the Future, I Give You My Everything.



Darston prepared for the possibility of him falling in combat before he ever went into this fight. He explodes in a crimson tide of power and gore, the core of his being locked in the focus that is The Infinite Key. The shapeshifter will be back eventually. He has always come back, after all. The explosion reverses, seeping, his overcrash-infused lifesblood making an infinity sign as a shadow of Anathema appears, power flowing from present to future.

Forcystus takes massive damage. Forcystus's prior action is interrupted.

Forcystus takes massive damage. Forcystus refuses to die.

Forcystus takes massive damage. Forcystus refuses to die.

Forcystus takes massive damage. Forcystus refuses to die.

Forcystus takes massive damage. Forcystus refuses to die.

Forcystus staggers to his feet as the power transfers. His skull-face smiles.

You Are Your Own Worst Enemies: Darston and Anathema Come Undone wrote:Your blades are sharp,
As are your claws,
And yes,
Your spirit does burn bright,
But your choices,
Oh they have paved a most unfortunate path.
I have seen all that you are,
Analyzed all that you can become,
And ultimately, you are inadequate.
I've run the odds,
Measured the elements,
And manipulated the course.
It's all gone sour for you,
Your power spent, your best hand played,
Yet here I stand unslain,
With more power you could have slain me, true,
But I've outmatched you at each turn.
You relied upon your eyes,
Yet they only see Lies,
Even when they say those lies are True,
Poor tactical planning there, I must regretfully say.
Amidst the Corruption, the Law, the Progress,
I drink it in, surpass it all,
Become the Evil above all others,
And, in my own way,
Within It All, I Remain Pure.
And as for you?
Darston, Anathema, like so many others who have tried to oppose me,
You Are Your Own Worst Enemies.



Forcystus isn't counter-Overcrashing, but he is doing *something* that he really shouldn't be.

Darston feels Forcystus take hold of his essence and begin infesting it. The transfer is being subverted somehow.

<Music: https://www.youtube.com/watch?v=YGLSZ2Lm588>

A glistening, dripping, golden butterfly flutters into view. Moments slow at the incredulousness of the event.

It flaps its wings. Its power drips forth. Its essence is revealed. It is Corruption.

Where did it even come from? It was banished and slaughtered in the well ages ago. How did such a thing exist still?

Is all hope lost and Forcystus truly as fated to win?? Is victory that out of reach?

<Music: https://www.youtube.com/watch?v=mMTbyG5zoyE>

No.

Hope isn't dead. Fate isn't on his side. His machinations are at War with the Hope of Nexus. And Hope never surrenders.

A new voice echoes in from above the disc, taunting Forcystus.

"How about I lop of that face of yours and make a sandwich? I've seen better uses of shitty dialogue in those BA Fanfics."

There is one key element Forcystus wasn't counting on. Darston called upon the power of all the swords of Nexus. One of those swords is also Vashna, and he was watching the battle, waiting to intervene. As it so happens, he timed his intervention to the one round where Darston opened enough of a cross-Nexus link to make it possible. The Fated Moment has occurred, and it truly is a fortuitous one for all of Nexus.

A blazing, draconic copy of Vashna's form, infused with the power of the Source of Fire, purified to resist Forcystus's power, and propelled by the otherwise-impossible force of Hax and blatant rule-breaking, lunges from outside space, roaring as it incinerates the butterfly and then impacts the Fiend mid-manipulation.

A disc-destroying blastwave erupts. The disc, however, is under Law established by Darston. Darston holds the power to eliminate collateral damage. While Forcystus is blasted full-force by the disc-annihilating attack, the palace, along with the newly-arrived Vashna, is unharmed.

Forcystus takes supermassive damage. Forcystus is blasted to dust, and Einarr's soul, glowing blue-purple, floats out from the wreckage of his body.

A voice echoes through the chamber.

<NO.>

Wisps of discorperate mana begins to swirl as the room's occupants find themselves locked in place.

<I REFUSE TO ACCEPT THIS FATE.>

Forcystus, alive and missing mask, paperwork, suit, and undead face, reconsolidates.

Glorious Overcrash: Profound Evil wrote:I have sundered reality's laws,
And replaced them with my own.
I have manipulated ancient forces,
And gained powers unheld by any other.
I have conquered death,
And achieved eternal recurrance.
I have become Infinite,
And merged arts in Impossible ways.
I declare my power Unconquerable,
And Thusly It Is So.
Powers above (and of me),
Powers below (and within me),
Heed my call (and suffuse me),
And unleash upon these mortals,
My final and True self,
Profound Evil.



Around the disc appear copy upon copy of Forcystus's mask, eyes glowing deep red.

Their mouths open in unison, and evil power pours forth.

The wardings of the palace temporarily collapse, and the blasphemy pours in.

Vashna takes massive damage. Zweirugi, in item form, takes massive damage. Vashna's actions are bound. Zweirugi's actions are bound. Vashna's power is subverted. Zweirugi's power is subverted.

The palace, briefly shattered, repairs itself and places the now-burnt-out Forcystus's powers once again on lockdown.

Time ticks.

Darston's outline resolves into a familiar undead figure.

As his form ripples away, another emerges, from where she waited within him.
Her hand closes on the Key, now locked in her heart.
An instant.
An eternity.
She stands, ashen flesh clad in blood. Eyes burning with hate and hunger.
For so long, her path has followed his, as though drawn by Fate. Warriors both. Fierce. Powerful. Masters of weapon and body and fury and sheer will and love of battle. Both wearing many faces.
She stands, wreathed in hellfire. Obsidian and crimson, nourished by sin and suffering.
It was always a strange thing, this mirroring. Never truly a choice she'd made. Not one she rejected. Few, truly, are the warriors she was capable of respecting, but Darston, whatever face he wore, managed to be one of them. A rival. A teacher. A friend?
She stands, Decay itself. Divinely-inspired pestilence, incarnated into form.
Strange, but natural, that this path should reach its end this way. She, born of death, reborn in his death. The student no longer. A master in her own right. Heir to his Will and Skill, greater in sum than separate.
She stands, colossal, formed of night. Echoing beyond Time and Space, beyond form, beyond mortality.
She accepts. She will take, consume all that he was, become greater still. She will Hunt and Kill and Feast, striving ever onward to her own Progress. And she will fight, here and now, with all her power and mastery, to make sure that a universe where she can do that remains.
The frozen, eternal instant is over.
The key turns.
The Feast Begins.
Darston has left her his Blood. She is Blood, she is Vampire, a monarch of their kind, wielder and controller of their sacred relic. His blood comes to her call, and she drains it dry, the mana of life, his lives, filling her, his experiences now part of her and hers to command.
Darston has left her his heart, into which he now pours all that he is, across their shared bond as Outsiders. The powers of his forms, his faces, his lives now ignite within her, their solar incandescence a welcome addition to the fires of her unending fury.
With each face, each life she takes into herself, she hammers herself into a weapon. She forges herself into a blade, to strike down her adversary, heated by their twin fires and quenched in the battle wisdom of Darston's many lives.
Finally, it is done. She stands ready, wreathed in Veils she now calls her own, something not seen before, something new, something terrible and wonderful, as she listens to the last words of Darston's Message To The Future.

She draws her own weapons, to conclude the work he'd begun.

As she emerges into battle, the palace is filled with an inky blackness.

Supreme Overcrash: Unto the Abyss: 2nd Verse: Reality's Undying Tyrants wrote:Unto the Abyss,
We were once cast.
But now black stars align,
And from the void we return,
Now once more enthroned,
In our citadels of grief and woe.
Our power is eternal,
And we now stake our claim,
Taking our position as,
Reality's Undying Tyrants.



From the black void descends a winged figure wrapped in shadow. The shadow, along with the void, fades, revealing Nole. His body begins shining with a fiend-slaying force that radiates outward as the shadow vanishes; behind him floats Eckermann's legless torso, connected to the back of his head via shadow-cabling extending from wounds in his arms. Smoldering essence-smoke leaks from Nole's eyes and from the mouths of the rats on his caduceus, as well as from Eckermann's eyes and hands. Around Nole's head, however, floats a halo of data, murmuring in Doctor Catastrophe's voice and transmitting power to the merged construct.

Nole, operating with preprogrammed quickness, warp flies about the arena, delivering essence-wounding cuts to both Vashna and Anathema; both take light damage.

Einarr's free-floating soul reacts! His essence divides in two, with half flowing into Anathema and the other into Vashna.

Vashna and Anathema find themselves empowered as some manner of elder-Undead.

Vashna is able to act again! Vashna's power is no longer controlled by Forcystus! Through his link to Vashna, Zweirugi is no longer controlled by Forcystus!

Forcystus is in burnout, has lost his ability to intercept opposing Overcrashes, has lost his Reality Auditing, has lost his empowered Undead powers, has lost his contingency magic, has lost his suit and the accompanying abjuration effects, and is generally on his last legs, but is still a Fiend.

He faces Anathema (empowered by the Veils, overlaid by flickering images of Darston, and now an ancient Undead terror) on one side, Vashna and Zweirugi (brutalized by the Overcrash, but up and suddenly likewise empowered by the fragment of Einarr) on a second, and Nole (in burnout, connected to an equally-burnt-out Eckermann, but somehow interfaced with a tertiary power pool provided by an entirely info-entity Doctor Catastrophe and utilizing some manner of anti-Fiend relic) on a third.

Selereth Helios, Zaga Yazrath, and The Veil Render are watching.

Round 7! Anathema, Vashna, and Nole, declare your actions!


Lord Gadigan wrote: Forcystus is still extremely fast, but flagging. He attempts to begin a dark-magic attack, but his opponents (all with their own means of boosting their speeds massively) collectively get the jump on him before he launches it, forcing him onto the defensive.

Nole, wreathed in the interplay of divine light and abyssal shadow, pocket-space-swaps the spent Rat King’s Caduceus for his Glorious God-Surgeon’s Knife, which shines in resonance with both Heaven’s Word and Serenity’s Adamant Ideal. He interfaces with Doctor Catastrophe, using both the shadow-linkage and his Mind-Implanted Research System.

{Irreconcilable differences in philosophy and ambition aside, you and Eckermann came to protect me when I needed it most. Thank you. As far as I’m concerned, that’s an Act of Good, and I owe you one. Eckermann and I are both in Burnout. But that doesn’t mean we’re done. Can I count on you to bring the spells?}

{But of course.}

Nole suffuses Heaven’s Word and the God-Surgeon’s Knife with spells gifted from Cyber Catastrophe. A triad of Celestial Missiles, Inscribed with mystic binary courtesy of Cyber-Catastrophe flash into being around Eckermann, ready for him to trigger at his convenience.

Two sets of Wings, radiating Glory, Light, and Triumph in coruscating waves flash in searing, beautiful unison as fire and light wash across the palace. Nole sonic-booms over to Forcystus, delivering a double-infused Spellstrike/Ruinous Mageblade Strike, delivering the entire payload granted by the Doctor as Eckermann launches the mystical missiles. The strikes open an Inverse-Reality Magigravity-Gate, pulling in the attack magic Forcystus was gathering while battering him with Nullification Lasers and Possibility-Rending Gigabeams. Forcystus is dealt moderate damage and has his options this round reduced.

Anathema lets out a cackle at the rush of Elder Necromantic power flooding her, an unexpected addition to Darston's gift. "Oh, swanky. Nice one, Archtyrants!"

Catastrophe, in response to the compliment, sends a holo-blast at Anathema, who easily deflects it.

From the shadow of the fallen All-Beast rises a Blood Clone of Anathema, which bubbles for a moment before flash-boiling in an explosion of atomic fire. An echo of the Emerald-Souled Kaiju empowering Anathema overlays it, something dead and yet still not, beyond mortality given form through her will with the will of Darston infusing the Key subtly guiding it. The explosive rebirth sends out a shockwave of hissing force, scattering droplets of the radiantly black blood throughout the arena which bristle with spikes and edges.

Forcystus drinks in the atomic light, gaining power, but (thanks to his burnt-out state preventing him multitasking well) losing focus as Anathema launches her actual attack.

"Requiem: Hope for Revenge."

Without further ado, she raises her weapons and lunges into the fray. Darston has pinned his Hopes on her, and she will fulfill them now. Flares of Blood-red Sunfire erupt around the Grailbleeder and Jack of Blades, as she Overdrives them in a vicious flurry of blows aimed expertly and with the Finesse granted her through her Unmatched Fencer's Grace at Forcystus, backed by her all her fury and Annihilatory Malice, focused as never before now through raw Will.

Preparations enacted before this battle began, hardened and improved through the experiences of Darston throughout his fight with Forcystus and taking into account all of the rival Fiend's powers, act now as a conduit for Death beyond Death! As the Sword of the Jack of Blades nicks the flesh of the fiend, a spellstrike is engaged.

Darston's lingering will intervenes before Anathema makes a deadly mistake.

The Living Plague Spellstrike Anathema had prepared (which would have been consumed by Forcystus, giving him an inroad to control her and regain his lost powers) is replaced with Teagan's Meteor Flare Bombardment (which Darston had been storing in a similar spellstrike).

KRAKA-BOOM! The world blasts outwards as twelve massive flare-carrying meteors strike Forcystus one after another in a fraction of a second, unleashing massive blastwaves of magic power and annhilatory fire. Forcystus takes massive damage, and Nole manages to barely avoid the attack-blasts by cutting a hole in space and ducking out through it.

The assault isn't over yet, as the Blood-Reflection, re-formed from the droplets it materialized through, falls upon the weakened Fiend in an assault of fangs and claws. Liquid becomes superheated metal, multichromatic and steeped in shadow as he twists and shreds, ultimately flowing around Forcystus and locking the fiend into place to line up Vashna's attack. Forcystus takes light damage and is bound in blood and shadow.

Zweirugi and Vashna limber up as they're influxed with the Elder-undead's power, Vashna enjoying the irony at possibly Valcont's expense. Their freshly acquired numerals THREE and SEVEN flaring across their foreheads. Zwei's hair alight and Vashna's weapons sliding back to the blade and tome they originally were as the duo's wrath and rage is tangible.

The swordsman's three arms draw blades as he cranes his neck over to the Fiend. "EHH? You think you're so tough? I recall some owners of our last disc thought themselves to be pretty powerful fiends too!" He spits out his cigarette and crosses his blades in triangle front of himself. He fleetly rushes the Fiend as the opening act. "We'll show you hell you mana-spawned scum!"

He lunges in aloft of wings of destruction and attempts a swirling slash. As his attack spins inward, he backswings the Sword of Vashna in a lazy arc, the sword itself not the attack, but the reflection in his owl glasses showing the predator's talons leering in from the shadows. Zweirugi is his blade and his sword is him. From the talons in the reflection comes the Sword of Vashna, and from the Sword comes Zweirugi's foot?! The kick cathes the lawyer squarely in the chest, sending his bound formward skyward to initiate a combo.

"Savage Fenrir Riser!"

Forcystus impacts the air just below the ceiling, and the 'sky' of the room opens up, heavenly light blasting Forcystus's prone body downward as Vashna hangs back for a moment.

Vashna hits a breaking point, not because of how events are playing out, but the afterburn from the last attack. He rips off the Sash and screams at it before tying it around his arm. The God-Eater begins to whirr as it locks on to Forcystus's no-longer-hidden divine-Fiend powers as well as the overwhelming godly aura permeating the fight. Vashna rams the blade clear into and through his forearm. He bellows a draconic roar as he levels the impaled arm in front of him. The Mad Judge's Tome floats up from his hand as magic circles begin to lay themselves out once more. Vashna's casting seems off from his standard, the inscriptions more archaic and non-sensical compared to his usual spellcasting.

A voice echoes from the Sash, <That's rude you know.>. Vashna replies through a roar of unintelligible noises.

The magic begins to flow down his arm, along his shoulder and even as far as his face. The fury forms into a gigantic megacannon adorned with dragon motifs and lined in obsidian with a design from bygone times, the targeting device overlapping his monocle and complete with support-struts and exhaust. The implanted God-Eater's whirring can be heard hitting a fever pitch as it spins up. The monocled mage gleefully looks to Forcystus as he seems to finally cough free his stupor, the unbridled fury now the gun on his arm.

<Welcome back!>
There is a telepathic sigh, <I'm sorry about that.>
<I'm fabric, I didn't feel a thing.>
"I don't often enjoy asking for assistance, but I'll take exception here."

The cannon siphons deep. The God-Eater drawing in power from Forcystus. Vashna wouldn't be settled with just that though. He thrusts his book skyward with the free arm.

"I beckon at your graces from you who lordeth on high. I, Battle Arena Member, Leader of the Three of Swords Corporation, Serpent Eater, Eldritch Knight of the nameless village, That Which Krovax Forgot, Guiding Prophet of Giants, and Sworn to Upend Valcont, Vashna Sasseen, doth swear vengeance on my fallen comrade and bitter damnation on this foe. I beseech your aid!" Vashna is calling upon the Wrath of the Divine, not to smite the wrongdoers, but to load the cannon with divinity.

One by one, a glistening scaled wings regally unfurl behind Vashna as it draws power.
Zaga Yazrath, whose follower calls upon for aid.
The Godes of the Giants, who would not want him to falter in this event.
Selereth Helios, who follower Vashna seeks to avenge.
Kriele, empowering the Heaven Architects under whose banner Vashna stands.
Mecha-Vashna, who will not deny his creator a chance to bear his power for good.
Llaraquavashnort, who would not miss any chance to be apart of Vaaa~aashna's plan!
Forcystus himself, as Vashna would not allow him any quarter.
The Purple Marmoset, who's presence would not be forgotten.

He cackles, "Forcyctus, I think my blade had the right idea! I think you've yet to experience the extent of how much this world hates you. Allow me- US, to personally show you the door!"

The assault matricies line up the shot, feeding the intel into Vashna's mask as the cannon erupts. The brilliant beam guided by fate and hatred spills torrentially towards the fiend.

Annihilation and Divine Wrath blast forth, hitting Forcystus square-on, with bindings, option-deletion, stun from Teagan's super-attack, and burnout combining to render him unable to put forth even a token abjurent defense.

Forcystus, for the second time this round, takes massive damage.

Forcystus, through the power of the divine channeled through a god-slaying superweapon, is annihilated!

==== Phantasmal applause fills the world. Confetti, glittering and incandescent with rainbow light, rains down on a field of white joy. He is gone! ====

==== <Oh, but what's that, you say? "Mister Forcystus, you fought rather poorly that last round." "What a sad final effort on your part, Mister Forcystus!"> ====

==== A broken Forcystus-mask appears in your vision. Profane choral music begins chanting in the background, rising slowly in volume. ====

==== <My, oh my. How little faith you have. Perhaps you've forgotten something key.> ====

==== The Forcystus mask's mouth is reassembled, smiling amidst the debris. ====

==== <I can act upon the world when I don't exist. Dying actually helps me out rather a good deal. New body, new power, no more Burnout. Now, let's see, what body should I choose?> ====

==== The mask is now intact. ====

==== FORCYSTUS LIVES ====

==== The mask is now the skull. ====

==== FORCYSTUS THE UNDYING LIVES ====

==== <Trying the same thing again? A poor choice.> ====

==== The mask is now crowned and regal. ====

==== EMPEROR FORCYSTUS LIVES ====

==== <Not with the palace the way it is.> ====

==== The mask is now leering and smiling with malice. ====

==== PSYCHO FORCYSTUS LIVES ====

==== <Needs to stay classy. More dapper.> ====

==== The mask is egg shaped and wearing a fine hat. ====

==== DON HATCH LIVES ====

==== <That one's already taken.> ====

==== The mask is distorted and monstrous. ====

==== BIZARRO FORCYSTUS LIVES ====

==== <More.> ====

==== It is now Abomination. ====

==== ANATHEMAIC FORCYSTUS LIVES ====

==== <And that's what you could have fought if we'd been dueling on more-standard terms!> ====

==== <No, though. I already know what I'm picking.> ====

==== The mask is normal again, but smiling wide. ====

==== <We're going the fun route!> ====

==== The mask is wearing groucho glasses. The music stops abruptly with a clown-honk. ====

==== GONZO FORCYSTUS LIVES ====

==== BROADCAST LOST ====

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Lord Gadigan wrote: The Postmaster is Dead.

Long Live the Postmaster!

Henri Luddmitz is now Postmaster of Nexus.


Lord Gadigan wrote: The Postmaster is Dead.

Long Live the Postmaster!

Lili VonMion is now Postmaster of Nexus.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Announcements From Cordelia: Segment 4

It looks like lots of people are meeting up and getting along nicely together!

Good for fluffy-happy land, bad for the bloodier type of entertainment I'm offering over here.

New rule: When two or more teams merge, the resultant team will obtain a randomized megaquest-win-result assigned to it, with the result being pulled from one of the teams' default goals or from a fun list of others!

Added excitement! Added potential for drama! Less big team-blocks merging together and taking the fun out of things for viewers~!


Lord Gadigan wrote: Announcements From Cordelia: Segment 5

Ah, looks like the happy-go-lucky brigade didn't really pay close enough attention. I never specified event-rules-formalized alliances.

I could be nice here and let things slide, but it looks like some of the participants out there are set on making this event not work out as planned.

Wheel of objectives, spin, spin, spin! Give these teams a surprise if they dare to win!

================================================================================================

Veilrender-Nihilarchitect alliance has had its objective randomized!
Fulsome Industry + Enigma Men has had its objective randomized!
Hero Force has had its objective randomized!


Lord Gadigan wrote: This post: Not a Cordelia announcement.

Everyone senses that Mimechiavelli is now dead.

Everyone senses that Faction Powers are now down, probably due to whatever happened to Mimechiavelli.

Various other faction-heads attempted to take over; none managed to for reasons that are unclear to characters currently in the quest.

Some statistics obtainable to diviners at this point:

Initially:
219 Tracked Characters
25 Teams

Now:
71 Tracked Characters
10 Teams

The largest team has: 22 People (Over 1/4 of the total)


Lord Gadigan wrote: Forward: All Sentient Nexites-

"Hello Nexites! Lili von Mion here, stepping in as Postmaster of Nexus.

Nexus, the place you live and most everywhere around it, is currently engaged in a cosmic conflict which has escalated into a full-on war between the powers of it. As such, I have set up an emergency broadcasting system. In the coming hours, you are likely to experience global floods, catastrophic monster spawns, clashes between cosmically powered entities. If you are experiencing such things and have no means of exit, take me up as a worshipper; I am currently using my position to provide everyone I can with an offer of sanctuary until this conflict resolves or in the case of your untimely death. Asides from seeing what you see and whatever hopes for a peaceful resolution you throw my way I will do all I am able to ensure you will not be placed in any danger or used as a pawn in this by any side, myself included."


Lord Gadigan wrote: Announcements From Nexus: Segment 2

HE IS VASHNA SASEEN, ARCHITECT OF NEXUS. GRANT HIM PRAISE AND GLORIFY HIM ACROSS ALL DISCS.


Lord Gadigan wrote: Announcements From Nexus: Segment 3

CORDELIA REYNES HAS BEEN DEPOSED

VASHNA SASEEN IS NOW MEGAQUEST ADMINISTRATOR

HE IS ARCHITECT, DESTROYER, AND ADMINISTRATOR, ALL GLORIES BE UPON HIM


Lord Gadigan wrote: Announcements From Vashna: Segment 1

Event Denizens! Is this thing on? Okay, listen up! I'm tired of this farce, Cordelia's ploy has been usurped and I'm putting my foot down! She can

keep announcing though, she's proven that she's pretty sharp.

I, [Vashna Sasseen Prime] have finally broken free and await you all in the Flameforge. Count and consider your allies dearly cause you can't fit

everyone into this. You will have a limited time to get there before I seal the entrance from remaining entries! Those tardy can go play in the Ocean

and amongst each other while the big kids play their chess.

I will set my plan into motion if you can't prove to me this world or the next is worth fighting for. MY VENGENCE WILL TRANSCEND ALL REALITY.

P.S. Suck it Valcont, your relative existence almost makes me feel like a Useless Item is valuable to combo.


Lord Gadigan wrote: Announcements From Nexus: Segment 4

VASHNA SASEEN HAS BEEN DEPOSED

WAR EXPEDITIONARY COORDINATOR DRESCHER IS NOW MEGAQUEST ADMINISTRATOR

NEXUS IS TEMPORARILY UNDER HOLY IMPERIAL JURISDICTION WHILE THIS MESS GETS FIXED


Lord Gadigan wrote: Announcements From Drescher: Segment 1

The announcer's screens pop up again.

Sitting at the announcer's table is an older, dignified-looking man with an impressive white moustache in an official military uniform from the Homeworld. He looks tired.

"Vashna Saseen has been removed and replaced as Adminsitrator of this Megaquest.

His efforts to fix this quest are appreciated, as is his previous service as an opponent to the Ascendants, but he crossed over a line in terms of what roles he was allowed. He has been cleared from the game board, though his legacy lives on (as he would have desired).

Vashna's motion to return individuals to their original teams is, with some amendments, preserved.

Valcont made his play at this. His teams are trapped, expended, or depowered. He achieved his goal of eliminating Mimechiavelli, but he has otherwise overstayed his welcome. By the authority vested in me by Lord Gadigan, The Saints, and Their Holy Empire, I formally banish and eject him and all teams he controls, directly or indirectly, from this event.

For the record, that takes Cordelia (depowered though she may be, she was still technically alive), the Society of the Viper (with its three trapped members), and the Speed Masters (still able to be remotely controlled by the weakened Cordelia) out of the event.

The mimes have been removed from Nexus. Leaderless, and with their role as substage bosses gone, they have no place here.

Every member of the Archtyrants is Overcrash-expended or merged with someone. They are no longer in a position where they can reasonably win this. Doctor Catastrophe and Charles Eckermann are, without fault being assigned to them or penalties to treasure being imposed, being removed from this quest.

With those alterations made, eight teams are left.

They are as follows:

Bascaradine Corporation - Consisting of Nirrechau 'Nira' Reccateu, Lady Mindwar, Assistant Director Stephen Nevin, Assistant Director Bill Frostmore, Bluewar Ministry Employee #1- Director Bluewar, Bluewar Ministry Employee #2- The Operatorn, and Mobile Colossus Birabel. Nira is its Battle Arena Member, and its final boss candidate is the Mobile Colossus.

The Daemonic Heirarchy of Fulsome Industry and Enigma Men - Consisting of Aikhra Morvauhl, Iron Director Kestra, Iron Director Bourgewater, Pale Duchess, Vivian Greene, Obernoth, Traathia Loimerran, The Hearty Heart of Valgons-Mar, Gohlblanze the Golden-Faced, Beryl Glose, and 'Iadra Mystlebrenn, Moon Witch' (also known as Mister Owler of the Infinite Council). Morvauhl is its Battle Arena Member and its final boss candidate is Owler.

IZ HUGO BEKKLER! - Consisting of Volatilis, The Shielding Golem, The Roulette Master, Carl, Shannon, Mirian Tallyn, Das Puzzle Deathwhale Thingie, Ekhtero Esh, and William Senior. Volatilis, The Shielding Golem, and The Roulette Master are its Battle Arena Members. With the demise of Bekkler, its final boss candidate is Esh.

Sanctum of the Tide Key - Consisting of Maylene Emdendrous, Sage Xen of the Infinite Pathways, Leomund the Undying, Grandmaster Leele, and Arquel Losh. It has no Battle Arena Member. Its final boss candidate is a merged set of all of its members, led by Losh, embodying the Tide.

The Enemy - Consisting of The Enemy, 'Noktus, Lord of Sleep', 'Talsyrr, Revived Menace', 'General Redscar, Revived Menace', 'Mister P.H. Turkey, Revived Menace', and 'Ouettzer, Revived Menace'. It has no Battle Arena Member. Its final boss candidate is The Enemy.

The Heaven Architects - Consiting of Geddoe, Celas, Zweirugi, Vashna's Successor, Reyna & Turakiel, Elsie Phaeduras, and The Resistance Santa. Its Battle Arena Members are Celas, Geddoe, Zweirugi, Vashna's Successor, and Reyna & Turakiel. Its final boss candidate is Elsie.

The Nihilarchitects - Consisting of Lili Von Mion, Tjormod the Arcande, 1111 / lIlI / Elevens, Zero-Ten, Orz Gaforian, Bengal Deathsign the Doom of Man, Doctor Zero, Count Squeaky, Ghorloth Dragonhammer, i= [], 'Contessa Negalux, the Thoroughly Imaginary', and Iethmo Greeze. Its Battle Arena Members are Lili and Tjormod; by technicality, Elevens and Zero-Ten also count. Its final boss candidate is Doctor Zero.

The Veil Render - Consisting of Anathema, Roy, Darston, The Enigmatic Python, and Gonzo Forcystus. Anathema, Roy, and Darston are its Battle Arena Members, and its final boss candidate is Gonzo Forcystus.

Per Vashna's wishes, all team win-results have been unscrambled. If you win, you get what your team actually set out to do.

No team has abstandard victory conditions at this point. All secondary win conditions or cheat-twists to the playing field are eliminated. Stop screwing with the megaquest rules.

Gonzo Forcystus, that specifically means that you can't manipulate event rules any further. No hijacking Valcont powersets either; the unclaimed ones are off the game board (excluding the one attached to the Trial, which remains in play).

Lili Von Mion, your current distributed status is a mess. I have located your worshippers throughout Nexus, whether living or recently dead, and moved them (and your mobile afterlife) to the backup afterlife you set up in Echo Providence and left in the care of the Nihilarchitects. They are fine, but you can't use them as a nebulous resource while declaring them untouchable during the rest of this.

Zweirugi, no cross-battle jumping. One contestant per fight is the rule, and you've been in too many double-fights.

Lili, the same applies to you with your full-team merge. Put them down.

It also applies to getting Elevens into your battles. I will allow her to burn that extra overcrash, though. That was one of your team's powers and was intended to be allowed into the event.

Similarly, I'll allow Negalux to do her weird flakey thing. That's her entire build.

Burnt-out individuals can remain merged with others. That means Celas and Darston stay in place. Nole, you're clear to be stapled to Zwei, Vashna's successor, or Geddoe should your team decide on that.

Vashna's successor, no bizarre stacking of buffs that aren't supposed to stack massively.

Other rule-circumventions are similarly disabled.

All eight teams are being placed in alternate reality-layers of the outer segment of High Flameforge. Nexus itself is a mess, and it could use a break from the destruction.

Teams are not permitted to interact with one another in the outer segment of High Flameforge.

Teams possess the opportunity to attempt the Trials around the outer segment of High Flameforge. Selection order of what team enters what portal or room will be randomized, with all teams having equal odds and luck-manipulation abilities and the like being barred from affecting this determination, giving all teams an equal shot at first pick of trials (or advancement).

There will be four copies of the battle-chamber of outer High Flameforge. Each may be used once. Once a team defeats another team in Outer High Flameforge, it proceeds to inner High Flameforge.

The team with a surviving Final Boss Candidate that makes it to Inner Flameforge with the lowest number of trials undergone is given the role of Guardian. In the case of ties, the claimant to this role will be determined randomly with luck-manipulation removed from the equation. The Guardian team's job is to take the side of its final boss and fight for victory against the Challenger at the end of the event.

The team with a surviving Battle Arena Member that makes it to Inner Flameforge with the highest number of trials undergone is given the role of Challenger. In the case of ties, the claimant to this role will be determined randomly with luck-manipulation removed from the equation. The Challenger team's job is to take down the Guardian and defeat the final boss at the end of the event.

All Battle Arena Members and Final Boss Candidates, but not other team members, will have their Overcrash burnout status removed upon the start of the final battle.

Battle Arena Members (and their pets, but not other non-battle-arena-member team members) from up to two other teams may join the challenger team should they so desire. If they win while in this assisting role, they will recieve a secondary reward compared to what they would have gotten had their own team won.

If everyone somehow dies to the Trials, backs out, or otherwise becomes ineligible for victory, I'm handing our last administrator his goal and resetting the Universe to a point far in its past. I doubt any team here wants that, so I encourage you all to make measured decisions and avoid getting killed before reaching the event's end.

Those of you who have made it this far into the quest, I commend you. Fight well, and maintain the dignity of your position as members of Lord Gadigan's Battle Arena."


Lord Gadigan wrote: Announcements From Drescher: Segment 2

"Addendum: Vashna's cross-team revival strategy is also being shut down."


Lord Gadigan wrote: Announcements From Drescher: Segment 3

"The randomized selection order is as follows:
1 - Sanctum of the Tide-Key
2 - The Veil Render
3 - The Heaven Architects
4 - Daemonic Heirarchy of Fulsome Industry + Enigma Men
5 - The Nihilarchitects
6 - Bascaradine Corporation
7 - IZ HUGO BEKKLER!
8 - The Enemy"


Lord Gadigan wrote: Announcements From Drescher: Segment 4

"Regarding Einarr, he has been sent to his room at the Nexus in, which now has a new spa. The poor man needs some rest and relaxation after what just happened to him."


Lord Gadigan wrote: Sanctum of the Tide-Key, per its original setup, can't access Trials. All trials remain open.

Team Veil Render, it's your pick.


Lord Gadigan wrote: Flameforge Description:

The first part of High Flameforge consists of an enormous circular chamber, with flame and light radiating from outside it and four passages going deeper into the burning heart of Nexus. Around the chamber are several teleporter platforms with info-plinths next to them.

Going around the room, in clockwise order:

* Step through this gate to face the Trial of the Farthest Horizon. Triumph to become a new form of being, capable of driving the Emissaries of Higher Reality from Lower Reality's confines.

* Step through this gate to face the Trial of the Deep Abyss. Triumph to become the weight which reverses the Tide.

* Step through this gate to face the Trial of the Nemesis Mask. Triumph to obtain a relic which grants powers yet to be obtained by the Adversary.

* Step through this gate to face the Trial of None. Triumph to ease the burdens placed upon you by your station.

* Step through this gate to face the Trial of Relics. Triumph to gain an item of power.

* Step through this gate to face the Trial of Demise. Triumph to reach into the graveyard of nonbeing and return that which has been removed from this reality back into life.

* Step through this gate to face the Trial of Concordence. Triumph to open a path to the announcer's booth (and possibly fight Cordelia?).

* Step through this gate to face the Trial of Powers. Triumph to gain great power.

* Step through this gate to face the Trial of All. Triumph to gain a wealth of abilities.

* Step through this gate to face the Trial of the Holy Path. Triumph to obtain powers akin to those possessed by the Most Glorified Ascendants.

* Step through this gate to face the Trial of the Infinite Ascent. Triumph to obtain a relic which can break the bonds that shackle the limits of your power.

* Step through this gate to face the Trial of the Beyond. Triumph to achieve transcendent power for but and moment and experience the vastness of Higher Reality.

All four passages are presently open.
All Trials are presently open.


Lord Gadigan wrote: Clarification:

Loot and battle styles are still in play.


Lord Gadigan wrote: Clarification:

If a trial is taken by any member of the team, the whole team goes in.

Trial rewards are won by the person who is active battle-style-wise at the end of the trial.


Lord Gadigan wrote: Clarification:

Primary trial wins for gestalted PCs go towards the main PC, not the supplementary ones attached to them.


Lord Gadigan wrote: The Trial of the Nemesis Mask is occupied. If The Veil Render loses, it will become open again for the next round of picks.

We'll be proceeding with other picks tonight instead of starting the trials so that we can move any team that's ready next session.


Lord Gadigan wrote: Heaven Architects, you're up.


Lord Gadigan wrote: Update:

We'll let people pick who goes into Trials at team-front regardless of battle style. There were ways to do that earlier, so it's not like this is a change from Cordelia / MiaHS's quest setup trial wise.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: The Trial of Relics is occupied. If The Heaven Architects lose, it will become open again for the next round of picks.

We'll be proceeding with other picks tonight instead of starting the trials so that we can move any team that's ready next session.


Lord Gadigan wrote: The Daemonic Hierarchy of Fulsome Industry is not engaging in a trial. It has entered one of the four corridors. It did not select the same corridor as the Sanctum of the Tide Key. Two unknown corridors now each contain one team. Two remain wholly empty.


Lord Gadigan wrote: The Nihilarchitects, you're up.


Lord Gadigan wrote: Corridor 2 is closed. The winner of the Tide Key vs. Nihilarchitects fight will move on to the inner segment (and potentially have a shot, depending on who else progresses, at being final boss).


Lord Gadigan wrote: Bascaradine, you're up.


Lord Gadigan wrote: The Trial of Powers is occupied. If Bascaradine Corporation loses, it will become open again for the next round of picks.

We'll be proceeding with other picks tonight instead of starting the trials so that we can move any team that's ready next session.


Lord Gadigan wrote: IZ HUGO BEKKLER!, you're up!


Lord Gadigan wrote: Clarification:

Architect masks are back to being architect masks. Once this quest ends, assuming the winner doesn't do something to change it, The Architect is getting his position back.


Lord Gadigan wrote: The Trial of All is occupied. If IZ HUGO BEKKLER! loses, it will become open again for the next round of picks.

We'll be proceeding with other picks tonight instead of starting the trials so that we can move any team that's ready next session.


Lord Gadigan wrote: The Enemy, never interested in the side-prizes, advances.

It manages to not roll the remaining occupied corridor, so there's now two occupied corridors that are open, one that is closed, and one that has no one in it that's open.

That ends the first pick round. We'll pick up next weekend with Trials and/or Lili's fight.


Lord Gadigan wrote: (6:37:20 PM) Wriggle NIghtsparrow: As a floating question, our new admin shut a lot of hax stuff down
(6:37:33 PM) Wriggle NIghtsparrow: Did he stop the Team Fullsome "all their team in the fight" thing?
(6:38:00 PM) lordgadigan: Yeah


Lord Gadigan wrote: Clarification:

Faction powers are currently still down. Some of them were just lopsided / hack-y, and Forcystus was too ingrained into them for some of them to behave normally, so they're currently not reactivated.


Lord Gadigan wrote: Nira is victorious in the Trial of Powers!

Bascaradine Corporation moves on to the next selection round of this (once everyone else does too), and the Trial of Powers is now closed off.


Lord Gadigan wrote: Geddoe is victorious in the Trial of Relics!

Heaven Architects moves on to the next selection round of this (once everyone else does too), and the Trial of Relics is now closed off.


Lord Gadigan wrote: Clarification:

Groups may wait a round when picking what to do here.

If you wait too long, though, things may end without you.


Lord Gadigan wrote: Anathema is victorious in the Trial of the Nemesis Mask!

Veil Render moves on to the next selection round of this (once everyone else does too), and the Trial of the Nemesis Mask is now closed off.


Lord Gadigan wrote: Volatilis is victorious in the Trial of All!

Hugo Bekkler moves on to the next selection round of this (once everyone else does too), and the Trial of All is now closed off.


Lord Gadigan wrote: Contingencies click and lock into place as Lili approaches her fight, gears grinding against gears. Through the power of Mystery, the Arch-Daemon cum Fiendish Enigma Man floats into place wreathed in power. Who but her could have known her gambit with the afterlife would set her up for the perfect homefield advantage against Tide Key? Who but her could field the requisitie power needed to trump the adversity facing her? Who but her could call to question their unbeatable skillsets, bring a bit of hemlock to slay the god? Lili dusts off her robe, enshrines herself within her citadel-inside-a-citadel, reminds her minions of the plan one last time, and Prepares to Overturn the Tide.

Cloaked in Mystery and without physical form, the daemon enters battle.

The room she enters is vast and circular, a wall behind her as she enters. There is a crack of thunder, sound of onrushing water, and then chorus of song. The world beneath where Lili isn't-entirely is now a great ocean, filled with the power of the Tide, rising each moment as the world expands to accommodate its ever-increasing vastness. The skies open up, in an onrush of dawn, and, gracefully drifting down from above through a vortex of swirling clouds that sing her praises, lit with the radiance of stars, Maylene descends, landing atop the rising water without a ripple. She has on an elegantly ruffled aqua dress, a white hat with a miniature grandfather clock leaning against its center while sitting atop its brim, and gloves made of starlight. Her eyes are solid blue and her skin white marble. On her neck hangs a key of shells and seafoam. In her right hand she holds a needle, and in her left a perfect amethyst sphere.

Her voice, clear and calm, radiates forth, emanating from each mote of existence within the chamber that is not part of Lili's self. "Oh wayward goddess, we could have accomplished so much had you only been willing to embrace the notion that reality could be greater than it already is. Instead you bare your fangs at my glories and wield your arms against the sea itself, vast and unconquerable. Clearly, destiny has brought us together here to face each other in noble combat that you may be elucidated on just how far apart our reservoirs of power are in both depth and breadth."

Maylene is radiant. Maylene is glorious.


Lord Gadigan wrote: Maylene's radiance pours forth. Lili, merged with the Thief of Sunlight, and through this, now the Thief of Sunlight herself, moves to consume this power.

Maylene, anticipating an attempt to subvert her powers, moves to automatically shift her divine domain of Light for the divine domain of Toxin, converting nourishing, glorious sunlight into pernicious, weakening poison.

Channeling is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified. Maylene's domain-shift attempt is, from a place beyond reality, torn apart.

Maylene and her powers are above this. Maylene is The Ineffable. Nothing can touch her or lay its hand upon her mighty works.

Maylene and her effects become invulnerable for four rounds. Her domain shift is restored.

Divine Magic is devoured, shredded, and nullified. Abjuration is devoured, shredded, and nullified. It matters not that Maylene is this power Incarnate. Her power is less than the might of the Tanzwaul, which consumes all magic.

Maylene's invulerable radiance tarnishes. Her shape is overlaid by a grayed-out version of herself. The overlay solidifies, is torn in lines, and crumbles.

Maylene loses her invulnerability effect.

Channeling is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified. Maylene's domain-shift attempt is, from a place beyond reality, torn apart.

Lili latches on. Sunlight begins pouring into her, empowering her.

Maylene, in response to having her effects destroyed, activates automatic divination. Amendarius's Left Eye glows purple and begins to show pictures. The eye cannot see that which consumes it through its sight.

Divination is devoured, shredded, and nullified.

Maylene's automatic defenses shift the eye into its second mode, having anticipated the Eternal Pyre. Knowledge is gathered without direct sight. Maylene is not scanning for it, Amandarius is. The attempt to stop the divination targeted a false version of it, the real version is held in exchange, conveyed to Maylene without being of Maylene, performed by Amandarious without his presence, channeled through the eye with no one to channel it.

Divination is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified. Wizard Magic is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullified.

The eye shudders. It goes gray.

Maylene will not be party to such affronts. Her items are sacrosanct, and none may touch them without her leave. Surely such offense is directed at a lesser being. The eye relights.

A fish is summoned into the sea to become the target of this countermagic.

Summoning is devoured, shredded, and nullified. The fish is devoured before it is ever born. There is no effect redirection.

Divination is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified. Wizard Magic is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullified.

The eye shudders. It goes gray. The eye cracks, as though struck by the tooth of a massive beast. It crumbles.

The eye contained great power. From it comes ruin, a wave of magic set to destroy the reality that dared release it from its might housing.

Divination is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified. Wizard Magic is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullified. There is no blastwave. The Tanzwaul has devoured it.

Maylene's light is being devoured. That is not, however, all she radiates. All life exists for her to command. No mortal can move in sight of her perfection.

Reality goes Gorgon-Colored. From each mote of existence, at Maylene's command, all that interacts with or observes anything is turned to stone for all eternity.

Transmutation is devoured, shredded, and nullified. Reality's normal color returns. Maylene's petrification powers are destroyed. Maylene's Staff of the Gorgon Queen is destroyed.

Maylene's nature as arbiter of all commerce demands retribution for her lost items. Reality affirms her judgement, and passes it upon Lili.

Channeling is devoured, shredded, and nullified. Nothing will be taken from Lili. Maylene's power cannot extend beyond her own self to reach her.

Maylene's power demands satisfaction. If Lili will not obey, the firmament will yield and give her what she is due. Sculpted from the base mana of reality, items are sculpted to replace those Maylene has lost.

Artifice is devoured, shredded, and nullified. Geomancy is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullified. There will be no compensation. Maylene holds only sea salt and dust, both delivered as spit from the Tanzwaul's maul to mock her demands for compensation.

Maylene, as was preordained, shall be granted whatever means are necessary to fight her foes. Her equipment begins to shift, her vast knowledge and resources brining in Ethereal Magic and Hypertech to combat the Tooth.

Channeling is devoured, shredded, and nullified. Artifice is devoured, shredded, and nullified. No. Maylene will be afforded no such luxuries. No such exchange will be permitted.

Automatic enchantments trigger to bolster Maylene's powers. The attempt is resisted.

Enchantment is devoured, shredded, and nullified. Maylene's automatic enchantments are devoured.

The tooth digs in. Maylene's mana pattern contains more for it to feast on.

Divine Magic is devoured, shredded, and nullified. Spatial Magic is devoured, shredded, and nullified. Enchantment is devoured, shredded, and nullified. Abjuration is devoured, shredded, and nullified. Geomancy is devoured, shredded, and nullified. Elemental Magic is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullfied. Maylene's entire complement of pre-battle buffs is consumed.

Maylene's powers are not limited to automatic magic. She carried, spatially distant and unequipped, numerous tools to fight unexpected avenues of attack. Her speed like light, she moves to snatch these items from beyond reality.

Spatial Magic is devoured, shredded, and nullified. Artifice is devoured, shredded, and nullfied. Maylene has what she holds and no more than that. Choices were made, and they have doomed her. The maw will devour all she holds.

Maylene's light is being devoured. Maylene's Gorgon-Colored Existence was already devoured. That is not, however, all she radiates. All life exists for her to command.

Divine Magic is devoured, shredded, and nullified. Enchantment is devoured, shredded, and nullified. Maylene's demands are eaten without being heeded. Lili shall not obey this clearly-lesser goddess.

This will not do. The clouds sing her praise. Light pours forth testimony to her glory. The thunder sounds to give her its worship. Each fleck of creation animates itself to join the chorus of her worship. All the world demands Maylene be heeded and submits to her power. Lili and her errant magic-devouring tooth will be brought to heel.

Divine Magic is devoured, shredded, and nullified. Geomancy is devoured, shredded, and nullified. Bardic Music is devoured, shredded, and nullified. The Tanzwaul gnaws at the foundations of the world and drinks all magic from them. Air is air. Stone is stone. Sea is sea. None holds life. None may sing. Wonder and divine awe are ground to dust by the teeth of the all-consuming beast that will destroy all magic.

Maylene's command is not just through magic. Her words, her countenance, her bearing, all demand she be paid heed. Maylene reshuffles the command attempt to Leadership. Maylene inflicts Dominion on Lili.

Lili bears the Wings of the defiant Peacock-Feathered Angel-Lord of Hell. She will heed no command, be it mortal or divine. Lili is Immune to Dominion and rejects the effect infliction.

Lili finishes devouring Mayelene's light. Maylene has lost a domain and a share of her divine power. Maylene has lost her unmatchable speed.

Maylene's divine might is too great for Lili to handle! Maylene is an Incarnate and Lili is merely an Arch-Daemon!

Divine Magic is devoured, shredded, and nullified. All excess divine magic that would overwhelm Lili is accounted for and devoured by the Tooth's endless hunger.

Maylene's opener hasn't finished. She went into battle against Lili expecting a potent foe and banked on the need to immediately attack before Lili could act properly.

Maylene launches into a blur of attacks, Decisive Victory in her hand, each designed to cut away at Lili's defenses and slay the upstart demigoddess from a different angle.

Combat Arts is devoured, shredded, and nullified. Maylene's manyfold attack collapses into a single instance.

One instance is enough. Maylene cuts through whatever stands in her way and delivers attacks by vector of Triumph itself.

Lili moves with the speed of a goddess and unpredictability of a mad clown. She moves through shadow and walks without feet falling where she goes. Mystery surrounds her location, and space bends as she wills it.

Maylene once moved with the speed of light and surety to strike any target.

This was taken from her. Now Lili holds that speed.

Maylene dances across the worlds with perfect grace. She has charted the currents of existence and knows where each motion takes each potential client or subordinate. All the motions of the worlds and their powers, both seen, and unseen, are known to her.

Spatial Magic is devoured, shredded, and nullified. Artifice is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullfied. Divine Magic is devoured, shredded, and nullified. Divination is devoured, shredded, and nullified. Maylene's shoes are chewed to pieces, no longer granting her dancing grace. Her connections to reality are severed. Her divine sight is blinded. Her divination reveals nothing in the presence of the Tooth.

Maylene will rely on her own grace and perfection, then. She is more than capable enough of striking the clown-girl without magic buoying her efforts.

Lili is surrounded by Pride. None may strike her.

Dear girl, have you met Maylene? She's better than you and knows it. Maylene ignores the Aura of Pride.

Despite Lili's speed and sun-granted grace augmenting her already vast capacity to dodge, Maylene, through perfection of self, closes the gap and swings her needle. The needle connects, slicing through Lili.

Maylene did not strike Lili. Lili disperses. It was a ruse. Mystery has obscured her location, and she is never where Maylene could hit her.

Maylene struck Lili. It matters not that Lili isn't where she is and isn't herself, she was hit. Triumph sees this and carries it to its conclusion.

Maylene did not strike Lili. The conclusion is, as always, shrouded in Mystery. Lili diverts the attack to a fake copy of herself.

Maylene struck Lili. Certain Victory will not be denied its bloodshed. Lili's Mystery is cut by Triumph.

Maylene did not strike Lili. Lili is beyond battle, and what she hit was a clone that can be replaced in an instant.

Maylene struck Lili. The clone is connected to the original through the Monocle, and the original and clone will both be cut.

Maylene did not strike Lili. Subroutine 471 D of Lili's preset contingency magic stipulates that individuals with ongoing history between them cannot be placed into the same battlespace, as all such mechanisms of reality are, by fiat of the magic, eliminated.

Maylene struck Lili. It matters not if they are in the same place. Maylene could cut a tapestry with an image of Lili on it and kill the petulent wretch from across a hundred worlds. Any contingency that seeks to stop this will just be shredded (as Subroutine 471 D immediately is).

Maylene did not strike Lili. What she hit across realities was Flnhorlalfax, the stylishly impressionistic tentacle-monstrosity hiding within one of Lili's world-layers.

Maylene struck Lili. Any attempt to divert the attack to some other target will be rerouted back to its original target, for Triumph strikes only that which it intends to.

Maylene did not strike Lili. Mystery may not have stopped the attack, but it did delay it in confusion a bit, and, in that confusion, the attack attempted to reroute itself, and, as all present now know:

Channeling is devoured, shredded, and nullified. With Triumph caught up in Mystery, the attack was left open, and, in this opening, finally fails to reassert itself, killing the eldritch horror instead of Lili.

Lili's contingent defenses are damaged, but she herself is still fine.

One Maylene was not enough? Then she will exist in each color of the rainbow. The rainbow and its light are devoured, and Maylene no longer holds dominion over them? Then the shade will heed her call! Clones split out from Maylene to enact their own attacks.

Summoning is devoured, shredded, and nullified. Umbramancy is devoured, shredded, and nullfied. The clones, shadows of the goddess and her power, are consumed.

Things have gone predominantly sour for Maylene's initial gambit. That is, however, a possibility that Maylene, reluctant to admit it though she was, prepared for. Maylene prepared a less-standard contingency to undo the first moments of battle should they go poorly. The World Rewinder's Hat begins turning backwards. All effects expended by Maylene and damage done to her and her items will be unwound, whereas all resources expended by Lili will remain consumed and all knowledge of just what went wrong will be left with Maylene. The world will enter an endless loop in which Maylene may act as many times as she needs before Lili can lift a finger against her. If one gambit fails, another will be tried. If that other fails, then yet another will be pulled forth. Maylene has all the time in the world to work her victory. Should she have to win it by one reality-and-unreality-cutting strike per iteration, then that is what she will do.

Chronomancy is devoured, shredded, and nullified. The clock's glass blasts open and its hands rust, both drooping down to the '6' and losing all motion. Reality will not be rewound. The Tanzwaul has already dug its fang in too deep.

That's rathermuch enough from Maylene. Time for Lili to take the initiative.

The world is overlaid. The world is reshaped. It once belonged to Maylene. Her presences was driven out. Now it is part of Lili's multi-shelled dimensional construct, which contains many worlds, all under the daemon-goddess's sway.

Maylene's presence will not permit such a claim to be made. She is foremost and paramount, and no lesser being may hold the world in its hands while her eminance is present.

Divine Magic is devoured, shredded, and nullified. Geomancy is devoured, shredded, and nullified. Maylene's claim is rejected. The tide is swallowed up by the devourer-worm, and the world is now Lili's.

Lili is the Enigma Clown. Her powers are enhanced by the belief that was once placed in her. Even if her initial defenses were damaged, her power is resurgent, and new defenses are crafted.

Maylene's sword is certain, and its wounds are eternal. Lili's defenses still have holes.

Enchantment is devoured, shredded, and nullified. Dark Magic is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified. No matter which of many forms she attempts to place it in, Maylene's curse finds no purchase and is merely eaten away. Lili is as potent as she ever was.

Lili Cracked the Serpent. Her eyes see the goddess and know what Maylene is capable of.

Maylene met Lili before and knows of her relationship with the snake. She prepared specifically for just this attempt.

The Tenfold Hell Iris, engraved prominently on Maylene's soul between the time of Lili's last meeting and now, opens itself and stares wide. It was designed to counter the Python Cracking. It was designed to best defenses that prevent the Python Cracking attempt from having negative effects on its user. It was designed to prevent Mystery from being able to veil or obscure its target. It was designed to snuff and forever-freeze the Eternal Pyre. It was designed to unleash all manner of mystic hell upon one impudent enough to gaze upon the almighty power of Maylene Emdendrous in its raw entirety.

Divine Magic is devoured, shredded, and nullified. Dark Magic is devoured, shredded, and nullified. Divination is devoured, shredded, and nullified. Enchantment is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullified. Wizard Magic is devoured, shredded, and nullified. Gate Magic is devoured, shredded, and nullified. Chronomancy is devoured, shredded, and nullified. Abjuration is devoured, shredded, and nullified. Artifice is devoured, shredded, and nullified. Nothing remains of the Tenfold Hell Iris.

Lili sees Maylene. Lili sees into Maylene. Lili sees through Maylene.

Start of battle effects have ended! Round 1 begins! Declare your actions!


Lord Gadigan wrote: Lili-Within, seperate from and greater than her present-in-battle-self, floats atop a throne within within her citadel and makes a mark on her force-clipboard as the unrestrained power of Apocalypse rages around her, massively empowering her actions.

Maylene notices the change in Lili's power. Her channeling power automatically engages to seize a copy of the potent buff, moving to connect it to Maylene and give her equivalent benefit.

Channeling is devoured, shredded, and nullified. Enchantment is devoured, shredded, and nullified. The Glimmering Apocalypse is Lili's, and Maylene's mystic-conduits that reach out to gain access to it are switfly ripped from her spirit and gobbled down.

Lili-Without, a seething, disembodied, shadow, moves with fiendish speed of thought augumented by the stolen speed of the Divine. With countless quasi-unreal Formless Hands from Nowhere, from the shadows cast by her adversary's stolen light, she grasps Maylene tight, holding her fast against a backdrop of stars gone dark. The Null Hand, the World-Architect's Hand, and the arm dripping with Tsayikk's caustic power all dig into her, burning into her weakened, exposed flesh even as the Promethean Heist continues, pulling out yet more of her strength like conceptual blood from marble. Her powers to respond and resist are nullified, her defences zeroed out. Lili's Force of Ash and Sand slicks over this like dusty oil, removing the text from Maylene's remaining equipment, bag first, eliminating her ability to call in countermeasures. The hands glow, dark and dim, with incredibly ominous power. A clock tower's frantic ticking is heard from far off. Maylene, held by the Right Hand of Inevitability, has been judged, analyzed, tested. Her strength is devoured, shredded, nullified, her assured triumph broken, her once lofty place relegated to a mark, a variable within the Elimination Calculations of something that is for the time being greater than her.

Lili is a Destiny Weaver. Hers is the Null Hand, the World Architect's Hand, the Hand of Such Rust, Rot, Destruction, Terror, Joy, and Wounds, and, most notably, the Right Hand of Inevitability. It is the sort of hand that could slay a deity (assuming her defenses were brought down by a certain deadly Tooth). Maylene is Doomed.

Maylene is not Doomed. Her automatic abjurant wardings protect her from this.

Abjuration is devoured, shredded, and nullified. Maylene is Doomed.

Maylene is not Doomed. Her divine nature will not let lesser beings inflict effects on her.

Divine Magic is devoured, shredded, and nullified. Maylene is Doomed.

Lili within, floating within her citadel, opens a sealed sub-dimension. From this comes a tall, slender man in a long, black-leather coat with crimson trim. He has dark hair and wears red-tinted glasses. A scar runs along one side of his place and, from its shape and angle, over one of his obscured eyes. He carries a ludicrous pile of guns and blades on his back and inside his coat, and shadows seem darker in his presence, obscuring the details of his features even as the apocalyptic power raging around him applies hyperlethality to his actions. Lili immediately winds strings about and into him, layering him with Mystery, Dream, and Fate, making him more than he is and supplementing his power with the full force of her own. Through her mastery of contracts and entity manipulation, burning through preplaced contingencies, buffs, augumentations, ritualistic gambits, and Echo Province mana clinging to him for this purpose, Lili temporarially changes him into Grandfather Spider, a greater power more appropriate for the stage at hand and bearing a marionette mask with shrouded power lurking behind it. Time goes into cutscene mode.

Enigmatic Overcrash: Final Execution wrote:One Shot, One Kill.
Final Execution.



Grandfather Spider turns away from Lili (power-amplifying strings from her to him still visible) and walks between planes to a room with a window, pulling out and rapidly assembling a sniper rifle made of inky black metal. He loads a grey bullet with a white tip into his gun, checks a watch, then aims down from above at Maylene and fires his Shaver bullet squarely into her perfectly framed face. Bang.

Time slows. Maylene looks up at the bullet.

An Overcrash is coming at Maylene. Maylene, despite the massive force arrayed against her (and Lili's surprising resistance to everything she has been doing), takes this in stride. Maylene is a Scientist and a Scholar (amongst other things). One cannot, after all, be the greatest merchant of all the worlds if one restricts oneself to merely dealing with trade in magic, and one cannot succeed in fields without having the requisite background knowledge. Her body no longer moves as light, but her mind remains as sharp as ever.

The Overcrash's first strength is that its state is uncertain. It might be coming from Lili. It might be coming from a clone of Lili. It might be coming from a Renowned Killer (who Mystery is attempting to insist is a fake individual named 'Grandmaster Spider'. It might be coming from Oneman. It might be coming from multiple of the above.

Mystery is potent. Triumph is its equal.

Lili can wield Mystery. Maylene can wield Triumph with precision, flourish, and control. She will open the cat-box, pin the incoming Overcrash into a fixed state, and then deal with it as befits its resultant nature.

If the Overcrash is coming from a Renowned Killer, Maylene is Immune to it.

Lili is actually attempting to kill Maylene here.

Therefore, it cannot actually come from the Renowned Killer directly.

If the Overcrash is coming from Oneman, Lili is merged with Oneman. Therefore, it is, in that instance, coming from Lili.

If it is coming from a clone of Oneman, the clone was created using Lili's Monocle (which Maylene knows about due to her previous investigations of Lili). If it's coming from the monocle, it is coming from something that approximates an astral projection of a sleeping Lili. If it is coming from a clone of Lili, the same applies. Either way, the Overcrash is filtering through Lili, and Lili is, ultimately, trying to obscure this with paradoxical frippery and foggy mystery.

Those are tricks you play on reality when reality isn't being tightly watched and isn't strongly regulated. Maylene is paying attention, and she has no intention of letting Lili cheat this. Mystery breaks down under sufficient investigation, and Maylene came prepared to out-logic whatever Lili puts together.

Lili has other options. It could be coming from a Lili that isn't her and isn't a clone. She's part of a Mind-Network. It could be coming from Wet, Ancinet, Fakelili. Maylene can't see Wet, Ancient Fakelili because her divination is shut down by the Tooth.

It is not coming from Wet, Ancinet, Fakelili. Wet, Ancinet, Fakelili cannot Overcrash. This is a known property of the pet. It is, importantly, a property of the pet that is known to Maylene, and, while Maylene does not know that this pet is present in the .

A perky vampire allied with Lili chimes in!

<Yeaaaaaah, but what if one of Lili's allies tweaked things and gave Fakelili an Overcrash? It could happen!>

Maylene did her research. Nobody allied with Lili in the event could do that.

<But, but, buuuuuuuuut what if they changed their skill-set mid-quest and Forcystus and Cordelia were blocking stuff with all that Nexus regulatory stuff, and so you couldn't see what was happening? That could have happened!>

Lili's Overcrash's mystery elements begin to reassert themselves.

<Ooh! Ooh! Orrrrrrr what if the team's faction power spit out one of those useful items it was supposed to spit out, and that item gave her the ability to do that?! Or the ability to ignore burnout period!? That could have happened too!>

Where did this vampire even come from?

Vampire? What vampire? No vampire in this battle. No siree.

The Overcrash, at this point, however, has had enough unknowns re-introduced into its equations to be deflected from hitting the primary Lili with burnout. She's losing Wet, Ancient Fakelili and taking a huge hit to her monocle's ability to clone things (and is pretty much positive she won't be able to fake out any more maneuvers like this), but it (narrowly, due to the added presence of Fickle, which is totally a real element and not an imaginary one) went through without burning her.


That, however, isn't going to stop Maylene from stopping this Overcrash.

Maylene's time-slow is, of course, happening for exactly the same reason Lili's is. She just had her entire start-of-battle setup shut down. Giving Lili time to act is a death sentence; the big guns need to be out from the getgo. She was going to Overcrash this round, even if Lili didn't. Counter-Overcrashing is in play, and Maylene will be using it to take out Lili in one round before she gets the chance to take advantage of her non-burnt-out state to re-Overcrash.

Maylene's hands glow with resurgent divine radiance. She gives a broad smile and engages her (according to Lili's scan heavily-Bascaradine-inspired, though not Bascaradine-bought) sales-overcrash. Time to do an item-swap!

Glorious Overcrash: Deal of a Lifetime wrote:All business is beneath my governance,
And commerce between the worlds is my domain.
Across each one I have found great wonders,
Bargained with the greatest of merchants,
Drawn wisdom from their techniques,
And traded until I have the best,
And so I've come,
From across boundless sea and brightest heaven,
To offer you this,
One-of-a-kind,
Unmatchable,
Mind-blowingly-spectacular,
Deal of a Lifetime.



Lili cared enough about Maylene to specifically plan for fighting and beating her, gathering special equipment and skills to do so.

Maylene appears to have cared about Lili enough to train and get an Overcrash to wreck Lili (and put her in her place).

Lili saw this coming. She scanned Maylene's stats. She knew to prepare. The Iblisian Wings glow with rainbow light. Their owner cannot have decisions made for her by outsiders.

The wings go dark. Maylene's Overcrash gains immunity-piercing via a buff she was carrying from before battle.

The Tooth of the Tanzwaul bites down on the counter-overcrash. Divine Magic is a feast for it.

The Tooth passes right through. The Overcrash has, by said same buff, been altered in nature. Commerce may be an awe-inspiring thing to some, but it is important to remember that the optimal time to make a deal is fleeting. A Grandmaster Merchant would know that.

Lili destroyed all of Maylene's pre-battle buffs, as was established. This 'buff' cannot exist; Lili's power over Mystery could twist circumstance like this, but Maylene's Triumph power is far more direct.

Simple answer: This buff was crafted by (and hidden by) the best. The best, in this instance, emphatically not being Maylene. Lili isn't, after all, just fighting Maylene. She is, in the bigger picture, up against the entire Tide Key Sanctum, and, though Maylene has pride and insisted on being the one to fight Lili, her allies pitched in a bit on battle prep.

One of those allies is Grandmaster Leele. Grandmaster Leele Can Do Anything and Everything.

Leele is a Grandmaster Diviner, Grandmaster Mind Lord, and Grandmaster Seer. She saw this battle coming. She saw the Tooth coming. She stuck a hidden buff on Maylene.

Lili is an Adept Diviner who Cracked the Python.

Leele is a Grandmaster Illusionist and Grandmaster Thief. She hid the buff so well that Lili's Python-Cracking eyes failed to see it.

Be it Illusion Magic, Enchantment, or anything else, the Tooth of the Tanzwaul will render it destroyed and devour its remains.

Leele, as stated, saw the Tooth coming.

She's also a Grandmaster Transmuter, a Grandmaster Channeler...

Irrelevant. Illusion Magic is devoured, shredded, and nullified. Enchantment is devoured, shredded, and nullified. Transmutation is devoured, shredded, and nullified. Channeling is devoured, shredded, and nullified.

... and a Grandmaster Ethereal Mage. Hence, the 'illusion' buff is now entirely Ethereal Magic, which the Tooth of the Tanzwaul can't touch.

So, with Leele's interjection overruling Iblis's, we return to our featured program:

Consider the deal being offered! It's a whopper!

Lili is going to get a set of brand-new, super-shiny Maylene Emdendrous collectable postage stamps! She's the postmistress! Postage stamps! It's exactly what she needs for her new job!

And all she has to give away is her Tooth of the Tanzwaul, her Monocle of the Dreaming King, her Oneman (still merged with the Renowned Killer, of course, who will be performing his Overcrash for Maylene post item-swap-generated team-swap), her Iblisian Wings, all of her money, everything else she has equipped or is carrying, her ability to acquire and equip other items in the future, and her general dignity?

That's one hell of a bargain! Sign Lili up!

A sleepy-looking vampire (wasn't she perky before?) in a brightly-colored ball gown manifests in battle. Ball gown? No, let's go with a black suit. More official. This is an important event? Ehhh, but too stuffy isn't on theme either. Pyjamas? Sure, we'll go with pajamas. Black ones. With, uh, bats on them. But bats are black, so, uh, make them bright blue? Sure, that.

The vampire yawns and, engaging a third time stop, starts rambling. She was, after all, able to pop in mid-Overcrash-off earlier because she, like everyone else acting during this mess, is Overcrashing.

Glorious Overcrash: Yeah, Nah wrote:So, ah, I'm here I guess?
At least I guess I am right now,
Probably not going to be here in a minute,
But while I'm here,
I'm making choices about things,
Like, you know,
Overcrashes.
Decided I wanted one,
So, I've got one, I guess?
Might pick a different one later,
But, like I said, making choices,
About things,
Like that,
Or that other thing,
The one, you know,
That thing you were thinking about doing?
Yeah, Nah.



She waves dismissively at Maylene. Maylene's Overcrash is cancelled. The vampire then floats back out of battle, because really, being in this battle is dangerous and she'd rather not.

With Maylene's Overcrash ended, the bullet continues on its previous course. Grandfather Spider has shot her, right in the head.

The power of the apocalypse pours into the bullet.

The bullet is now fully empowered with the forces of hundreds of apocalpyses, all stacked upon each other and multiplying their power together. It is now Maylene's personal Ragnarok, and it's time for the goddess to die.

Maylene attempts to enact countermeasures.

Maylene could try to teleport. Or she could try to auto-resurrect herself. Or she could throw up an invulnerable barrier. Or she could rely on her nature as an undying power above death.

Gate Magic is devoured, shredded, and nullified. Healer Magic is devoured, shredded, and nullified. Abjuration is devoured, shredded, and nullified. Divine Magic is devoured, shredded, and nullified.

Maylene could try other things. She could, at least, if she weren't in burnout.

The second half of the vampire's Overcrash comes pouring back in. Her Overcrash was cancelled, but ehhhh, let's say the burnout wasn't.

Maylene is in burnout, being targeted by a super-powered opposing Overcrash with no buffs up, her equipment destroyed, some of her powers stolen, and most of the rest entirely shut down.

Just how far apart Lili and Maylene's reservoirs of power are in both depth and breadth has been made abundantly clear.

Maylene takes lethal Damage.

Lili loses her mass-stacked Apocalypse Glimmer.

Maylene dies and loses the battle.

The world swims. The second battle against the Tide Key begins!
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Lili, having gained full control of the stage, splays out the entirety of her afterlife like a performer placing a castle of cards. The mechanics are just a tad bit more open than normal, reality a bit more mutable. Through the Reality Bauble she fixes the battleground to the singular stage of her divinely-administratable afterlife orbited like a sun by a ring of planets. In the center of a vast battlegrounds with city vistas, mountains, tunnels, and jungles sits the Enigma Clown herself, resplendant in fell, fiendish glory and wreathed with persistant fog, with a cloud of divine toys about her. In her left hand, fused with a trifecta of powerful arm-weapons, she holds the Gavel. In her right, the force of the Eternal Pyre mixes with the Force of Ink and Sand. On the side of her painted face like a festival mask sits the Skullmask of the World-Executioner, around her neck the insatiable Tooth of the Tanzwaul, and about her form a blurred set of Glory-Gilded, apocalyptic armor.

She stands before a table set with drinks and candy confections and does not immediately radiate hostility the same way she does power.

Into her domain walks the next representative of the Sanctum, a peaceful drizzle following him as he enters the reshaped battlefield. Serene and luminous, Sage Xen calmly strides forward, feet landing above the reshaped ground. The sage is clad in a simple white robe with a white-peral key hanging from a twine cord around his neck. He is barefoot and unarmed.

Lili's attunement to half-real and conceptual planes reveals more, however.

With each motion he makes, thousands of almost-hims flicker in the periphery, each traversing its own timeline, each minutely different from each of the others, each branching off into its own multitude. Following him are the other-hims that could have been, carrying all manner of arms and wielding innumerable spells and martial styles.

In the physical domain, you face an enlightened sage. Just beyond its veil, you face a nigh-infinite titan of war.

Round 1! Declare your actions!


Wriggle Nightsparrow wrote: Lili holds up a hand.

"I hoped we could talk for a moment before we fight."

The daemon seems ready to spring into action if the sage doesn't seem willing to talk.


Lord Gadigan wrote: Lili speaks to Sage Xen.

He could launch all manner of attacks, but he doesn't. Instead, the sage gives a polite bow.

"But of course."


Wriggle Nightsparrow wrote: "I'm glad."

Lili conjures up a floating armchair and reclines into it.

"I'd like to say for the record that Maylene showed up to mock and threaten me out of nowhere. I'm glad I had the opportunity to kill her first. Contrary to what that overpuffed twat might have said about me, I don't especially dislike you guys. You have an interesting premise and a goal that isn't inherently awful. You must surely realize that your success will snuff out countless possibilities for the future, however, in favor of refining a very small number of them and in the process radically change the cosmic balance. You seem like an individual who fights for more than just personal power. Why do you seek to bring about the Tide?"


Lord Gadigan wrote: The sage crosses his legs and sits in the air, facing Lili.

Xen smiles and shakes his head.

"I thank you for your willingness to learn more of our purpose. It is shameful that Maylene lacked proper control of her tongue and forced conflict between us.

Possibilities are not snuffed out by the Tide. They are merely delayed. The sum potential permutations of existence are ultimately both heightened and increased.

Consider, then, those drowned beneath the Tide. Where are they now?

Their essence suffuses the metaphysical waters that fill creation.

When we have risen above it, their nature suffuses it. Properly tended from above, their essence can then be distilled and seperated from the all-encompassing sea.

Within the oceanic reality, bubbles can be formed, and within these bubbles, each individual life's essence can be cultivated to its full potential.

With the laws of reality altered by the fundamental principle of the Unbroken Tide, that potential is far greater than it would be without the Tide's uplifting presence.

Consider where those who were briefly drowned by the time would have been had the Tide not inudated the land.

They would live out their lives, constrained by the limitations placed upon them by their patterns, their Level, their station, their inflexible role in the cosmic order.

They will then die, having been snuffed out by a force other than the Tide, returned to the Divine Storehouse until they are brought into play in another cycle.

All who would be consumed by the Tide are those who already lack the potential to better themselves and escape the cycle of lower reality.

The Tide eventually grants them the opportunity to escape the cycle.

The cosmic balance will be altered yes, but it will be altered for the better.

Why do I seek to bring about the tide?

I wish to better both myself and those around me. I wish to pass beyond my present mental and spiritual state and have my eyes opened to Higher truths. I seek to ever strive toward perfection and then use my newfound power to reach down and bestow enlightenment and potential to those who were not able to follow the Tide's path on their own.

Arhu arhu Savvekh'Lambh."


Wriggle Nightsparrow wrote: Lili casually reviews what he means by that last statement, with the applicable equivalent of Tongues.

"Forgive me for saying so, but that goal sounds... Highly political. It's all well and good if you get your way and are able to properly administrate things the way you wish, but what if your aims were to be supplanted? Where would creation be then? Can you trust that no one else in your group has the capacity to veer from your vision of how things could be?

Are you familiar with what happened the last time creation followed this path of singularity?"


Lord Gadigan wrote: "Can I trust that no other member of the Sanctum possesses the potential to turn the Tide to different ends?

Certainly not. I know for a fact that many of them seek a different end result.

Each member of the Sanctum seeks a different endpoint for the Unity of creation, but we all see each other's goals as superior to the alternative of letting reality stagnate.

Having only some reach above and transcend reality is, though not ideal, superior to having none do so.

Leele's forge of warriors and Leomund's eternal state are, while imperfect, plans that will permit at least some to escape lower reality's hold before dusk settles upon it.

Eventually, reality will be swept up in an Ascension. We have a narrow window, while the Ascensions that are active remain sealed away, to act on a grand scale without directly intermingling with them.

In this window, there is a chance that will not be offered again for a great many ages.

When the road to a golden end-state can potentially be reached, it is the obligation of all those who seek that state to do their utmost to see if fulfilled.

I am not perfect. There is a chance I will fail.

Nevertheless, I shall persist in doing all that I can to reach the wonder that I know can yet be dredged from the sea.

The first step in this task is to raise the Tide in earnest. Once that is done and reality is irreversably set upon a rising course, differences between the members of the Sanctum can be settled.

As for Shalmarkion's usurpation of the prior Unity? Consider the threat it posed to all realities.

A second Ascension would be needed to combat such a resurgent threat.

The notion that a second Ascension would face a corrupted Unity as its final foe is, I find it, vanishingly unlikely.

The Ascensions are the story of all that is, and no chapter has repeated its final climax in such a manner.

Consider the first two Ascensions for a similar mirrored situation.

The Universal Control System KIRGA controlled all things. It was fought against by the holy champions and destroyed. It was corrupt and then was no more.

The Universal Control System VERYS controlled all things. It was removed from the battlefield that it did not become endpoint of the second arc. It was pure and escaped destruction."

===================

Lili's review of the final statement recognizes it as being the prayer-oath of Savvekh'Lambh.

It is a combination of an oath to better oneself in whatever manner one can and a prayer for assitance in this task. It is an admission that there is no reachable final perfect state and a declaration that this does not make the pursuit of such a state meaningless. 'Never stop bettering yourself' mixed with devotion to the Questant.


Wriggle Nightsparrow wrote: "I do not mean to be patronizing when I say I have lived far longer than you and, as a result, have a different take on multiversal balance. I believe you mean what you say, come from a neutral standpoint that would not inherently and unfairly favor one side of the board, and your heart is in the right place. Trust me when I say that there is a balancing factor to creation, though. Time and time and time again, across every cycle. Your goal will not end with a win in this megaquest; you will use it as leverage to cherry hop higher and higher, will face countless obstacles to overcome before you reach what you hope for. At best, what you are attempting leaves everyone you drown as collective chips doubled down in a bet against the nature of existence you will have to face quite a few more times before the end of this. At worst, you are talking about placing Lower Reality all but entirely into a sort of storage on the hope that perhaps some of them will be spared the backlash of an ascension."

Lili's hand glows with Utterdark.

"I lived through the last version of this firsthand. It's all a giddy head rush on the way up, but everything was together. A single point of adversity, a drop of sufficiently potent corruption, poisoned our ocean. Think what would happen were Forcystus to be exposed to your Tide. If another version of Corruption were to take root. If you were forced into contact with the Well, if the celestials were to begin one of their thrice-cursed mindslaving Sermons, or if a portal to Hevectria were to briefly open to swallow up some of your waters. You are giving such forces a vector to effect nearly everything at once.

I hold that you are gambling with supreme forces, here, using the lives of the meek as unwilling currency riding on a goal greater than them. I ask you reconsider and seek another way for fear of the multiversal risk in your approach. At a minimum our two teams clashing are likely to devastate the odds of either of us winning this."


Lord Gadigan wrote: "I have considered the risks to my approach. Have you aptly measured those that lie with yours?

Walk with me through the potential worst-case consequences of the various remaining teams in the event winning:

Consider Bascaradine. They cannot win. We both plainly see this to be the case.

Consider Fulsome Industry. Should you hold any worries of the Tide grinding down individual souls, Fulsome Industry would be far worse. Reality drowns in paperwork and endless toil, where the masses are ground to dust for no purpose save to keep the gears of wasteful industry churning? Eternal tedium eventually flowing into the Fifth Ascension.

Consider the Enigma Men. Their goals being achieved in lieu of Fulsome Industry's would, while wearing a fancier mask, be no better. A shadowy cabal of faceless figures infiltrates existence's foundations and retroactively makes everyone else nothing but a tool for their all-encompassing machinations? Again, reality is subsumed, but enlightenment is not reached; it is all an abyss of lies and paradoxes where lives are unwritten and a shadowy council wholly overtakes reality. If you oppose a corrupted Tide on principle, then this end would likewise be intolerable.

Consider Hugo Bekklin. His team narrowly manages to beat its betters and seizes the forge for him. He returns from death, empowered with control of Nexus, drops his affected funny accent, pulls out the Entomber weapons he confiscated with his mailboxes, and kills everyone? What a wretched end, brought about by pawns manipulated into engineering reality's destruction, only seeing it for what it truly is when it is far too late.

Consider The Enemy. Eternal war against a faceless adversary? Yet another universe of suffering that must be avoided.

Consider The Heaven Architects. You yourself have alluded to what could occur here. A universe in the hands of moralizing celestials and their paladin catspaws? Enlightenment and potential would eventually surrender to dogma. You hold the Cabinet of the Viper. Kriele's forces will not long stand for that when given the opportunity to take it from you and eliminate its threat.

Consider The Veil Render. More to the point, consider Gonzo Heed. What would a newborn illusionist-god given a perch beyond reality do? Pretend to have never been born and leverage his unassailable position until no force can stop him. Gonzo Forcystus's first name rings true, and he is the master who puppets around the voice of the Render unseen.

Consider what happens if the other teams overreach and die to the Trials. Vashna rewinds time, undoes your ascent in power, and returns existence to a state before Selereth was uplifted from Sunthrone such that Amon Horutep once again exists for him to kill? So much would be lost to satisfy a bitter heart that can never find true fulfillment or satisfaction.

Keeping reality stable is, flatly, not an option. The forge is lit. The wheels are in motion. The Crisis demands a resolution, and any resolution to it will be universe-shaking.

Doktor Zero is your champion? What backing of power does he possess? Reality's motion is greased by its narrative, and he holds none. You, yes, would have proven an effective champion, but you, by virtue of your status as an Arena Member, cannot hold the forge's throne as the last opponent.

I concur that our teams clashing devastates the odds of either team winning. I turn your plea around and ask you to reconsider your own position. Leele will kill you if Leomund or I does not. Then Morvauhl, Owler, or Gonzo will most likely kill Leele. Things will not end well.

The Tide Key can yet win this. We are your last, best hope.

Bearing in mind your loyalty to deals you have previously made, I extend an offer. Tide Keys. Not for you, but for the Nihilarchitects. They will not win the event, but they can Rise with us in the aftermath."


Wriggle Nightsparrow wrote: Lili goes quiet for a moment, turning herself inwards as she considers the deal.

"I appreciate the deal, and that you would make it. As someone who strongly values order, that matters to me. The Nihilarchitects do not desire that end, however, and believe I have a solid shot at winning. I think you underestimate me as so many others have. Look at what I did to Maylene. It's not a sure thing, but I <can> beat your team. I wouldn't rule me out as our final boss, either; I have already been Doctor Zero in the past. Who's to say I won't be again? Who's to say I won't renounce my Arena Member status at the last moment, shift over to an Enigma Man or Artificial BA member? If Mr. Owler can fill the role of final boss, so I'm confident I can as well. Mystery is my element; I hold just as much a hand in its creation as Irrian and had alternate identities before that was even a thing. I am the crafter who crafts themselves.

Tide Key stands more to lose here than I do. If I can beat all of you, and I can, no matter how battered I am I will be rejuvenated at the end of this gauntlet wereas you will be... Reduced. I ask again; reconsider your approach. I would be willing to formally join Tide Key and help you bring about your aims in a less all-or-nothing way outside this were you to drop out of this race. Look at what I have already done in pursuit of a cause. Give me a reason and I will swing that force to your aims."

Her eyes burn. A contract appears next to her.

"Think about it."


Lord Gadigan wrote: Alright, he's at least looking the contract over. Can I get an overview of what you're agreeing to, what they're agreeing to, and what loopholes you're leaving in it (if any)?


Wriggle Nightsparrow wrote: General bits on the contract:

- It's legit. Also a binding Daemon contract.

- Lili would agree to formally join the Tide Key organization after the completion of this quest. This is assuming Tide Key exists after the quest, which it should (but might not if everyone aside from the Sage decides to fight against her and forces combat).

- Lili would have a member-based ability to influence how the confluence came about, much like the others. She would likely seek to open up some opt-out option, where individuals seeking to avoid being a part of it would be given some manner of ability to do so (but could be over-ruled there by a majority of the others). She would additionally leverage her resources, connections, and personal power towards completing their goals because they would be her goals as well in much the way the other members have. Diplomacy would likely be the biggest thing she brings to the table, talking to assorted "powers" with the potential to prevent it and convincing them to go along with the Tide.

- Lili would make instituting the Tide a priority goal in much the same way she made accomplishing the Nihilarchitect's aims a priority goal.

- Her stated goal as a potential Tide Key member, I'll note and she notes in here, would be contingency planning. She'd attempt to close up loopholes and vulnerabilities that might subvert it (Hevectria, etc), and maintain some echo of how things were such that the "lessers" swallowed up would exist on as something other than raw power. If the Tide were to partially rise and then fail, her machinations would work to safeguard reality such as it is.

- All of this is regardless of whether she wins or loses. She generally likes the idea of rising existence up/grand-scale worldcrafting (Maylene aside) and would enjoy joining such a goal, aforementioned problems aside.

- Tide Key, in return, would have to cede the fight and be able to exit the Megaquest. She believes would probably require each member of Tide Key signing this and would have to fight those who refused.



General note: Lili lacks a dedicated faction!


Lord Gadigan wrote: Xen contemplates the document, the benefits of having Lili working as part of the Tide Key Sanctum, the risks and potential rewards of going to battle, and, after deep consideration of the alternatives, moves to sign the contract.

He does not succeed.

Leele is a Grandmaster Artificer, Enchanter, Mentalist, Mind Lord, and Enchanter. She is also a Grandmaster Diviner. She, working with Losh and another ally, prepared for the eventuality that Xen would, perhaps inadvertently, sell out to or get duped by Lili and invite Shalmarkion's power back into the Tide Key. She included a fail-safe in his key designed to keep him from doing that.

The key is (ethereally) triggering and brainwashing Xen into an immediate bloodlusted battle-mode that pierces his enlightened mind-defenses.

Please declare your actions for the round.


Lord Gadigan wrote: Sage Xen is consumed by bloodlust, backstabbed by his comrades. Lili's rather good at looking to the future, too; she was ready to spring into action and does so pretty much immediately.

Lili beyond utilizes her unsurpassed speed (blending the nature of Light together with the wings of a Fiend), and attempts to reflexively imposes the Wall of Chocolate between the battle and the conceptual realms of possibility surrounding it.

As she attempts to lock-down the battle to shut-off Leele's machinations, however, Sage Xen's Overcrash begins.

Glorious Overcrash: War Across Infinite Seasons wrote:Eternity flows like a river,
And each choice we make divides its path,
With true reality proceeding onward,
Accompanied by each might-have-been.
In reaching enlightenment,
I have seen beyond reality,
And with mind set to task,
I have charted these rivers,
Not only in how they diverge from reality,
But how they each split themselves,
With every minute decision,
Forming its own uncountable torrent,
Of time and circumstance.
In this hour of need,
I call upon myself,
Not only in this reality,
But in all possible ones,
To bring down infinite conflict,
To make the Golden Pathway clear,
I therefore declare,
War Across Infinite Seasons.



The wall of chocolate is blasted to pieces as unreality comes forcefully flowing in.

Each path that Sage Xen could have taken in his life takes shape, launching its own attacks at Lilis-that-could-have-been.

Sage Xen could have been a swordsman.

Sage Xen could have been an archmage.

Sage Xen could have learned oh so many different monk disciplines.

Each moment that each other-version could have struck, an attack is delivered, arcing out from the unreal back into reality.

Sage Xen could have attacked Lili at the start of the battle instead of speaking with her.

He could have attacked her instead of moving to sign the contract.

He could have done this as himself, as the swordsman, as the archmage.

The possibilities compound. Each combination of unique circumstances resolves into its own attack.

Lili, however, can see the future. She was able to sense the Overcrash coming.

Lili counter-Overcrashes.

Crisis Overcrash: Convergence of Self wrote:Through many trials,
I have honed many arts,
Each potent in of itself,
Yet together they could become,
Greater than they alone are,
And the moment is now right,
To draw upon my full potential.
I therefore gather together,
Strength to lift the mountains,
Constitution to withstand the storm,
Agility to dodge the sunlight,
Mind to calculate all possibilities,
And Spirit to reshape the world.
With all aspects of self,
Merged into one greater whole,
I shine as a nova,
And with all my power,
Now united within me,
I will stand triumphant in this,
Convergence of Self."



Outside of battle, the eyes of a Lili-like construct, similar to the arch-daemon in many ways, but uncanny to look at and obviously-alien to reality, begin pouring smoke.

Its neck then splits open, last vestiges of essence pouring out the wound and eliminating it from the team.

Inside battle, Lili is empowered by her Overcrash, but clearly not in burnout.

Lili, thusly empowered, lights the Pyre even as she goes full Mind-Vampire and becomes partially conceptual in form. She moves notably faster than light as she wreathes the Pyre with Dream and mind, synergizing all the forces at her command in ways commonly impossible and hypercharging their potency.

In the path of the Pyre-blast, other-selves of Xen interpose themselves, one after another launching itself at Lili and being incinerated in the nimbus of her unmatchable power.

They are many, but she, with her powers taken together as a whole, is greater than any of them.

Infinity clashes with Dream as Lili burns her way towards Xen's mental core, reaching for both ethereal mind and physical Tide Key, aiming to scour both of Leele's influence.

Possibilities compound atop each other. Sage Xen begins pulling in ever-more-esoteric versions of himself and coordinating them against Lili's onrush while mentally and spiritually distancing himself further and further from battle.

Lili counted on Sage Xen's efficacy being reduced by the berserker state Leele put him in. His powers rely upon a basis of englightenment and mental calm.

In normal circumstances, Lili would be correct. This defensive hole would allow her to easily outmaneuver the opposing Overcrash and overwhelm the mentally-scattered Xen.

Leele anticipated this potential issue with utilizing Sage Xen's skillset.

Leele is a Grandmaster Diplomat and a Grandmaster Channeler. She knows exactly what is needed to mold emotions and thoughts.

Leele is a Grandmaster Mind Lord, a Grandmaster Dominator, and a Grandmaster Controller. She can establish mental and magical control of nigh-on anyone or anything.

Leele is a Grandmaster Monk and a Grandmaster Mentalist. Her mind is serene, unassailable, and up to whatever task is needed.

Grandmaster Leele Can Do Anything and Everything. Create a totally-hidden, fully-effect-screened effect-implant that hijacks a serenely enlightened soul to direct its most potent powers through the insertion of an entirely artificial proxy-mind that flawlessly replicates esoteric mystic techniques without actually personally counting as present? Easy-peasy!

Sage Xen's Overcrash is not only working as-intended, it is working *better* than it would be if he were using it himself with an unclouded mind.

Leele has made things far harder than they ought to have been.

Fine. Sage Xen is reaching into other realities.

Lili will then do the same.

Lili is the Postmistress of Nexus, and, like Hugo Bekkler, can contact alternative versions of reality.

Joining her appear Nega-selves of Xen. By the thousands, the tens of thousands, the hundreds of thousands, they manifest, arrayed to be thrown against their fellow selves to free their true self from this wretched enchantment.

Unfortunately for Lili, the Nega-selves seem to all be incorporated into Xen's 'take control of all my alternate selves' attack.

Fortunately for Lili, she's a faster-than-light goddess of foresight and contingencies.

Lili shifts the mail into reverse.

Instead of mailing negaselves of Xen into battle, she starts mailing them *out* of battle. In a flurry of envelopes departing reality, sage after sage (starting with the ones Lili summoned and then flowing outward from there) is returned-to-sender and sent out of battle.

The time between moments, between thoughts, continues to stretch. Vast powers continue to collide. Steadily, Lili makes progress. Sage Xen will be reached. Leele's magic will be annihilated.

The second half of Leele's contingency activates. Its trigger: Xen's Overcrash is facing some manner of resistance.

Mystery denies that it is. Fate is woven to block the trigger.

Leele's trigger's sensors are too good to be fooled. Leele is a Grandmaster Illusionist and knows exactly what tricks could be pulled.

Lili is a Goddess. She has fate-looms. She has the potency of her domains. She holds destruction. She holds devastation. She rewrites fact through ink-and-sand. Her power burns away minds and magic. She has control of the afterlife-battlespace and acts as its arbiter. She has the ability to act beyond reality. She can warp reality to her whim and accomplish the impossible. She is unknown, unknowable, and uncontestable.

Leele is better.

The second half of the contingency triggers. Xen's mind, body, and spirit merge together. He will now surely perish, as all aspects of his self are incinerated by his Overcrash, but that merely plays deeper into Leele's plan. No leaving even a fragment for Lili, a known snatacher of souls, to dig her unrealiy-dredging talons into.

Xen's attack draws upon Infinity. Indirectly empowered by Leele and consuming the whole of himself, it matters not how many versions of him Lili destroys. There are always more, and they incorporate a far wider range of could-have-beens. No longer is it each notable Xen from each notable alternate reality attacking from each point of Lili and Xen's meeting.

What if Xen behaved differently during the quest. Inconsequentially differently, that is?

Why that could be another Xen. Inconsequential? Nothing is inconsequential when all possibilities are added upon themselves and focued to a unified purpose.

Guided by Grandmaster Leele's prophetic (yet never present) hand, the attack multiplies and expands.

Sage Xen, immediately at the start of this quest, could have asked Leele to craft him a polearm to fight with. It could be six-feet, three-inches long, with a red handle, a blue starmetal blade, and no design running down the handle. One.

Sage Xen, immediately at the start of this quest, could have asked Leele to craft him a polearm to fight with. It could be six-feet, four-inches long, with a red handle, a blue starmetal blade, and no design running down the handle. Two.

Sage Xen, immediately at the start of this quest, could have asked Leele to craft him a polearm to fight with. It could be six-feet, four-inches long, with a blue handle, a blue starmetal blade, and no design running down the handle. Four.

Sage Xen, immediately at the start of this quest, could have asked Leele to craft him a polearm to fight with. It could be six-feet, four-inches long, with a red handle, a blue starmetal blade, and a single line running down the handle. Eight.

A greatsword to fight with.

A war-staff to fight with.

Ten stars on the handle.

An adamantine blade.

A haft made of cheese.

One second after the quest began.

One minute after the quest began.

With the weapon in hand, he could have taken a step first with his left foot.

With his right foot.

He could have scratched his nose.

The permutations flow from the ether and from other places beyond.

Lili's power is magnified to its fullest extent possible.

Sage Xen's power onslaught is multiplied innumerably to become impossible to overcome. Lili's power will eventually give out, and the attacks, one after another, will eventually pierce through her confluence.

Lili really hates Grandmaster Leele. Lili is convinced that Grandmaster Leele shouldn't be able to interfere this much. It's blatant cheating.

<Sup, I'm back. Thought you might need help. Or that I might want loot from this fight. Well, I would if we were getting loot, at least.>

Good thing Lili has her own meddling ally!

Contessa Negalux is merged with Lili once more.

Mystery is fantastic at dodging could-have-been attacks.

Mystery plus fickle? Even better!

Sure, Negalux is in burnout, but hey, Lili isn't (and, as the Doctor-Catastrophe / Nole / Eckermann merger and the Darston / Anathema partnership showed us, riding along to give a non-burnt-out ally a bonus skillset is an entirely valid tactic).

An alternate-Xen swings a goddess-cutting blade at Lili.

<Ehh. How about Lili doesn't get hit by that attack.>

An alternate-Xen casts a spell designed by Leele to kill Lili.

<Well, that one's not Lili. Mystry blur or something.>

A million attacks. A billion attacks. A decillion attacks. A googolplex attacks. G attacks.

It really doesn't matter how many.

Fickle can apply Lili's full defenses against any one attack. After all, she can just change what they apply to.

Mystery can apply Lili's Fickle defenses to every attack. The self-reselecting schrodinger-full-defense is now omnipresent.

Working together, Lili and Negalux blur-dance their way through uncountable Sages, reaching Xen without harm.

Lili has overlaid her afterlife upon the battlefield. She is its judge, and she forbids Xen from passing.

If Leele were here, Leele would be a Grandmaster Geomancer, a Grandmaster Anarchomancer, and a Grandmaster Lawbringer. She'd pull something and overrule Lili.

Leele isn't here, though.

What Leele is, however, is thorough. He's all burned up already. There's nothing left. All that's dancing in front of you is an illusion sculpted by a very-well-directed self-inflicted soul-immolation. Sage Xen is throughly dead already, and you're just waiting for his attack animation to finish and the round to end.

Lili saw something similar to this coming. Lili double-loops a diverted piece of mail from earlier and, as battle finishes, dumps a Nega-Xen into battle, binding it as one of her summons. She was originally aiming to shift the burn-out to the copy (which proved impossible since the Sage was already gone), but it's a fairly shiny consolation prize.

Negalux is gone from the fight, but Lili thinks she can still hear her. Probably.

<Tag me back in if you're about to use the last Overcrash. I yoinked the Tide Key while you were grabbing him. It's not him, so I grabbed it from the fake him because wibbly-wobbly Paradox-something.>

The second battle against the Tide Key has concluded in a single round, just like the first.

On one hand, Leele frustratingly managed to keep Lili from securing the real Sage Xen's soul or cooperation.

On the other hand, Lili managed to get through that battle entirely unharmed, claimed hold of a nega-copy of Sage Xen (though it is admittdly far less powerful than the real him and stuck as some kind of summon), and got a probably-not-imaginary Tide Key with Leele's power burned off of it. Leele probably couldn't have anticipated *that*.

Round 3 incoming.


Lord Gadigan wrote: The geomantic foundations of Lili's afterlife-bubble-reality quake as her next opponent enters battle. Striding across the land unhampered by its geomancy, two identical metal giants, each a massive golem tens of thousands of miles high, plod forward, each buoyed with enchantments and wardings far beyond the reach of even most archmagi.

Leomund, the master of magic who merged himself with an eternal construct-form, is here. The immovable colossus his risen to battle.

Round 1! Declare your actions!


Lord Gadigan wrote: Lili looks up at the approaching colossi and speaks.

"I like what you did with your body. I tried that once, but got turned into a statue; funny story."

Lili takes in her opposition. Two golems. That's kinda weird. She considers why this could be based on the construction properties of the golem(s) she opposes. Her magic probes. The tooth shreds and devours. Her sight goes deeper. It stops.

She can't see through the magic. That offers its own answer. Leele. Leomund is an archmage, but he wouldn't possess the ability to blind the third eye of a goddess of prophecy to his true nature on his own. This means, inevitably, that Leele has granted power to Leomund, just as she did to Maylene and to Xen. That also explains why there are two of them: Leele had some manner of clone magic. Two colossi, twice the life, twice the power, twice the power to attack Lili. Given her earlier briefing on Leomund's power to, through mixture of Infinity and Eternity, shield himself from his own Overcrash burnout, Lili comes to the conclusion that this means Leomund is going to be able to throw not just one, but two Overcrashes at her each round. Calmly, she concludes that it is within her ability to adjust her defenses accordingly.

She folds the other-Sage-Xen into herself through Oneman, adding his powers to her own. Two selves is an old trick. She has a better one now. Even if her opponents planned for everything she has, the primal daemon has gotten stronger with each fight here. She now has the powers of a Divine and a scattering Infinite possibilities. Lili appears in Form of Moving Light stance. Through Maylene's stolen domain, a version of her replete with all her gear exists in every shade of the rainbow. Maylene was to much a stickler on ceremony. Seven shades? Preposterous. There are Infinite Shades in a rainbow, infinite possibilities limited only by your imagination, and, as Sage Xen can attest, infinite Lilis. To extinguish one, you would have to extinguish all possible versions of her (some of which aren't even here!). A Cerulean Enigma.

Even were that possible, behind light there is darkness. Behind the darkness, Formless In Eternal Void, Beyond The World, lies the holder of Shalmarkion's Utterdark. Lili-Within. An ungodly, unwieldy hydra, for each version snuffed out, another will arise. Light bouncing around a universe of notional mirrors. Her powers are ancient, eternal, the end result of a creative craftsman crafting herself and a clockwork that reached beyond the apocalypse.

She is unbridled radiance, chromatic and mindbreaking.

She is timelessness and agelessness, resisting the turning of the clock.

She is the Invisible Pyre, a presense that destroys power to manipulate space.

She holds the bane of magic, grinding it down to nothing.

She is the Apocalypse bringer: Rust, dust, annihilation.

She consumes light, devours hope, bears the greatest shadow.

She is unlikely champion for the downtrodden of Nexus, who has supped on their dreams.

Defeating an invulnerable double-golem shouldn't prove too hard.

Lili is everything she has ever been, all at once, everywhere. Mr. Owler had a trick like this, but without the variety.

Tapping into Oneman's everlasting records of that which it has previously brought into itself, she gathers the power of her missing allies. She holds the power of Tjormod the Arcane, Elevens, Zero-Ten, Orz Gaforian, Bengal Deathsign the Doom of Man, Doctor Zero, Count Squeaky, Ghorloth Dragonhammer, i = 0, Contessa Negalux, Iethmo Greeze, MAlantres, the Ibilisian Wings, Charles Dacchenburg, Mister Snap, Belbyerto, Lecchynfyrd, the Thief of Sunlight, and countless others.

The stage expands to fit her. One world. Two. Four. Ten. Her entire afterlife. Another! Four! Holding the Voice of the Unseen Goddess, she exists in countless forms across five different battlespaces.

As battle begins, the Tooth of the Tanzwaul, reflected into more of a galaxy-swallowing maw, sucks away at the magical defenses ringing the archmage.

His outer defenses are devoured, shredded, and nullified. Leomund, however, was actively working with Leele when they set up his defenses. An archmage in his own right and aware of the magics she laid upon him, he used his skill as a Channeler and craftsman of magic to transfer her buffs to his own ownership and re-organized them into ablative defensive layers. Beneath each set of invulnerable abjurations is a buffer of impassible ethereality, and beneath each layer of ethereal mist, float more invulnerable abjurant wardings.

The outer buffs are gone, but the first ethereal layer stops the Tanzwaul-vortex plan from fully shredding Leomund's defenses.

After that come the explosions. All of the world-shattering explosive charges Lili rigged to protect the gate to these arenas should she have to attempt a trial herself go off at once, hammering the colossal duo of golems with an opening salvo that blasts through the next layers of ethereal wards the array of teeth can't strip.

The first ethereal layer is blasted to pieces. Other abjurations rise to the fore.

The tooth resumes its work. The next layers are stripped. Another ethereal defense-field is reaches.

After that come the auto-gifting presents. She made six, to defeat that mime, remember? What even happened in that fight? She opened <something>, but it clearly wasn't the presents she now holds. She ran through the possibilities of opening them and her opponent decided to off themselves rather than try to untangle them. Now she's doing the same, only the number of presents has been multiplied to a subjectively infinite amount, their contents scrambled into a wash of different colors. Pink and white, for candy! Red for destruction! Black for damnation! Blue for joy! Purple for Mystery! Green? Why, Green for Acid! Lili brings the gift of cleanliness, of the removal of those vexing wards! No need to worry about becoming a source guardian in the future for him, no sir!

More and more layers are destroyed as maybe-apocalypse is followed up by unspeakable-terrors-from-another-reality's-mail-turned-into-some-awful-weapon which is then followed up by some manner of novel destructive magic, all with the Tanzwaul tooth devouring, shredding, and nullifying powers whenever it can.

Lili's many attacks hit again and again, and, as they wear through Leomund's defenses, he reacts.

Lili expects Overcrashes. Before he can even begin to use them, Lili prepres with self-reshaping, puppet-interdiction, and deathless other-selves that, impossible to truly kill, merely scatter for a time when destroyed. Against the Overcrashes, Lili prepares to scatter and reform, scatter and reform, shaving away his defenses one-by-one as he attacks her. She multiplaces herself across five different battlespaces, holding herself as both Outer-Self and Self-Within, both equall real, both equally multiplied, both infinite and resurgent, all self-upgrading and sculpting new powers for themselves reactively through a mix of Dream, Infinity, and Mystery.

Leomund begins, however, not with an attack, but with an Overcrash that bolsters his defenses and establishes just what Lili is up against.

Glorious Overcrash: I Am Leomund wrote:Standing upon this battlefield,
I announce myself to the world,
Telling it these inviolable truths:
No power may harm me.
No enemy shall break my mystic works.
I am the colossus that stands above the world.
I am the master of the Tide which consumes all others.
I am the weaver of the greatest magics.
I am the seer who shall witness the end.
I am Invicible.
I am Infinite.
I am Eternal.
I Am Leomund.



Leomund becomes the focal basepoint of this battle. It now revolves around him, and he glows with invincible power.

The Tanzwaul's tooth is blunted. Lili, analyzing what has happened, determines that not only has Leomund made himself invincible to harm, he has extended the same protections to his extant buffs and any future spells he casts while shielded by this OVercrash. Looks like this archmage will be a tougher nut to crack than Maylene was.

As Lili's mind runs through the possible ways that she can get around this declaration, the second Leomund body, as anticipated, unleashes its own Overcrash.

Glorious Overcrash: Undeniable Ruination wrote:I command an all-consuming power:
All magics are ended,
All summons unwoven,
All worlds levelled,
All artifacts shattered,
All lives consumed,
All powers broken,
All possibilities dulled,
All fates rewritten,
All tools of my foes made naught,
By this,
Undeniable Ruination.



A wave of dissolution pours from Leomund, rising up with his power, as a tide to wash across the world.

Lili senses what it is about to do. It is about to destroy all of her buffs in their many layers. It is about to remove her clone-self from battle. It is about to disempower her gear and prevent it from activating. It is about to unmerge her from her melded state. It is about to shut down all of her preparations for battle.

This is completely unacceptable. Lili clicks her heels together and clown-somersaults back through a sudden bank of fog, tumbling out of unreality moments later as the Overcrash passes without having existed during the intermediate moments in which it would have overwhelmed her. Her once-per-quest mystery-dodge is expended, but she managed to avoid an otherwise-terrible Overcrash entirely.

Lili has weathered the two Overcrashes well.

Unlike Maylene, whose pride prevented it, or Sage Xen, who wouldn't have gone along with the plan, Leomund was fully willing to openly cooperate with his ally Leele in preparing for battle. His setup is more complete than at first appears.

Through a supremely lucky flash of insight, Lili, at the last moment before they manifest, detects two additional Leomunds. They were hidden, cloaked in etherealizd illusion, transferred in ownership from Leele, their creator, to Leomund, their bearer. The additional Colossi unleash a third and fourth Overcrash to attack Lili.

Glorious Overcrash: Eternal Lightning wrote:This is my principle magic,
Mastered before any other great arts,
Unleashed through infinite power, it echoes across space and time.
Rebounding once, it echoes and brings destruction.
Rebounding twice, it returns with greater power.
Rebounding thrice, it destroys all foes.
Thereby, I call upon the power of the inevitable,
May its echoing power reverberate across all moments,
Leaving all to fall before this, my,
Eternal Lightning.



Vibrant blue and promising to return with ever-greater potency, Leomund unleases Eternal Lightning.

The lightning is potent and, through Leomund's self-held infinities of power, magnified in power beyond the damage it would normally inflict.

Lili's defenses are many and glorious. Interposing the Thronemech in front of her through automatic, contingent puppetry and warding herself with dwarven fortitude, vampiric vitality, and Abstract-levels of health, she survives the attack, other-selves that it attempts to bounce off of scattering and reforming.

Glorious Overcrash: One Thousand Amber Seconds wrote:Channeling my greatest magics,
I bring forth my inner essence as,
I hold within myself,
Fragments of Eternity,
And with them form,
An ocean of unmoving time,
Created of, through, and for myself,
Freezing all existence within amber,
Yet leaving myself unfettered,
For this moment shall be mine alone,
Within these,
One Thousand Amber Seconds.



Beginning within Leomund and radiating outward to cover all battlespaces pours forth an amber light. All things grow still as an aberrant eternity is forced to nest between the moments of time's flow.

Time freezes completely for all other beings, but Leomund, inside his improved Overcrash-powered time-stop, remains fully capable of acting.

With battle transferred into a temporal sub-domain where only he may properly act, Leomund grants himself unbound speed and power, and, in the nested secondary round of battle that he just created, unleashes four more chained Overcrashes upon his foe, hoping to quickly end her while she is unable to properly react.

The first is familiar. With time distorted, he can use it a second time, counting the sub-round as seperate from the round that contains it. This seems a property unique to this one Overcrash, which Leomund has had more time to refine than any other; he should not, by Lili's reckoning, be able to use any of his others twice within the same super-round.

Glorious Overcrash: Eternal Lightning wrote:This is my principle magic,
Mastered before any other great arts,
Unleashed through infinite power, it echoes across space and time.
Rebounding once, it echoes and brings destruction.
Rebounding twice, it returns with greater power.
Rebounding thrice, it destroys all foes.
Thereby, I call upon the power of the inevitable,
May its echoing power reverberate across all moments,
Leaving all to fall before this, my,
Eternal Lightning.



Vibrant blue and promising to return with ever-greater potency, Leomund unleases Eternal Lightning.

Its power merges with that which was already released earlier. The lightning strikes. It then rebounds once and strike again.

Lili takes massive damage twice, losing one of her other-selves but recovering, regenerating through vampiric immortality, scattering and reforming as more bodies than she had before. She bolsters herself with the dreams, prayers, and fears of the citizens of Nexus, drawing upon her Enigma-self to rise up more potent than before, granted powers through possibility, imagination, and rumor.

Lili senses the power inherent to the lightning, however. It is inevitibility, thundering and announcing itself as it prepares to pour forth a future attack that will be impossible to survive. Next round will bring forth a second and third rebounding recasting of it. The round after that will surely end her. Lili's moments are numbered; surviving against Leomund in the long term will be impossible.

Leomund, attacks unabating, unleashes another Overcrash.

Glorious Overcrash: End the Cosmos wrote:Across all space, I exist,
My reach becoming as infinite as my essence,
I hold all worlds within my hands,
And, judging them unworthy,
Destroy them.
All that which is not mine falls to naught,
No more shall stars shine above,
Nor thoughts exist within minds of men,
For all shall be brought into my ordered land as I,
End the Cosmos.



He is omnipresent, Infinite, all-encompassing.

Leomund's hands, larger than the world, surround all dimensions, timelines, dreamspaces, mindspaces, and mysterious bits of 'otherness' that float in the void. Primal, infinite magic pours forth, destroying them all alongside the void that holds them, annihilating their structure and pulling what survives of their contents into the sole surviving world.

Leomund not only destroys all other timelines, he destroys the possiblity of their existence, driving the future forward as a single, unbranching arrow.
Leomund not only shatters all pocket universes and mindspaces, he kills the potential inherent in dreams, anchoring their possilities to the chains of his one surviving world.

The world is Lili's domain. She sculpted her afterlife, anchored it to her divine powers, and installed the Thronemech as its guardian. She and her puppet-pantheon gather their powers to resist Leomund's destruction of her divine realm.

Leomund meets her divine reinforcement of reality head-on and crashes through it. He is the juggernaut that crashes through all obsticles. He is the triumphant and ruinous song that brings down the walls of both Heaven and Hell.

Lili's divine realm, and through it, her status as a goddess and divine domains, are shattered.

Lili, adaptable and able to seperate facets of herself from one another, manages to detach herself from her rapidly-breaking divinity, reweaving its remnants inside herself. If she cannot be a goddess, she will be a Utterdark Fiend. She holds more power within her than falls under her divine umbrella, and, wrapping herself in these ancillary powers, she cushions herself against the strike. While her divine domains as lost, and all of her many selves are forced into one single battle (both Lili-Without and Lili-Within now physically appearing in all their many remaining forms), she manages to keep herself otherwise-unharmed by the Overcrash. In parallel to this, she begins self-repairing. While Leomund temporarily shattered her power, she is a jealous, vengeful goddess, and she will yet see her exalted state returned to her. Drawing upon Doctor Zero's ability to reweave mana patterns, Iethmo Greeze's unreal wells of power, Contessa Negalux's self-rewriting fickle nature, and her own nature as a beast of infinite heads and infinite lives, she starts reweaving and healing her divine-self while defending against Leomund's continuing assault.

As she does so, the third Leomund unleashes his sub-round granted second Overcrash.

Glorious Overcrash: Annihilatory Singularity wrote:By the principle of the Tide,
As ignited by my Key,
I bring all matter, power, and spirits together,
Yet this union shall be a conflagration,
A point of unfathomable power,
And infinite destruction,
From which only one being shall emerge,
And I shall be the one to survive this,
Annihilatory Singularity.



The Tide Key glows, reality pouring inwards like funneled water. The single surviving battlespace collapses into a shining point.

Infinity pours itself out onto the singular point, becoming Destruction. All shall be reduced to bare essence, life becoming raw mana to fuel the apotheosis of the singularity's survivor.

All of Lili's pets, all of the subordinate divinities once held within the Thronemech, all of the other many shadow-summons at Lili's command: They are each destroyed, one after another in rapid succession, by Leomund's all-consuming singularity.

The many Lilis, likewise, are pulled into the point, which annihilates one after another as more spring forth from their unified remains according to their prewritten infinity-spanning, self-creating hydra-principle.

Lili's ability to craft other battlespaces from dream was snuffed. She is, however, capable of so much more. Binding Dream with Infinity, she propels herself forward through the notion that there is always a possible future in which she belives she could exist in some fashion.

Leomund, for his part, is also caught within his own attack. He is, however, immutable, unharmable, Invincible, Infinite, and Eternal. No matter how much power he subjects himself to, he will emerge from it unharmed and whole. Fourfold-yet-onefold, he weathers the attack as his whole self, multiplied though it may be.

Time prolongs itself, attempting to force a resolution as the Overcrash demands only one survivor. As Leomund's power fights to resolve the event and grant him his victory, Lili, through self-retcon-granted contingency, manages to invate Leomund's distorted other-time to mandate her own resolution to the attack.

Leomund fights back. Lili responds by reflexively tapping into her merged powers. Count Squeaky can make things fictional. Contessa Negalux can exist while fictional. Merging these powers, for a moment, Lili both isn't real and does exist, and, in this ambiguity, forces the end of the Overcrash.

Two beings have survived the singularity, existing as an unmerged double-point that, through Infinite Paradox, defies space and logic, holding both beings as seperate at the same point without the notion of two seperate spaces existing in the same point being possible.

Leomund attempts to gather power from the reality-point to finish off his foe, but Lili's presence as a secondary entity that does-and-does-not exist where he does-and-does-not, aided by her power-gain-denying mystery-fog, prevents him from doing so.

Leomund, undaunted by Lili's survival and interference at the point where his own magic left its resolution unclear, continues his Overcrash-rush.

Glorious Overcrash: At the End of All Things, I Stand wrote:I am the monolith that stands uneroded,
Titan of the ancient days and lord of the future,
Having mastered magics that exist across all ages.
Certainty is my guidepost,
At which I through the arrow of progress,
Collapsing all moments into an instant,
And stepping across eternity to its last moment,
All opponents are ground to grist,
By time's infinite gyre,
Yet, unassabile, boundless, eternal,
At the End of All Things, I Stand.



The singularity dims, diolates, and flashes, becoming a line, which becomes an arrow, which becomes a withering river of destruction.

Time falls into a magical meatgrinder, becoming wounded and mangled almost beyond recognition.

Stretched thin and bleeding, the last moments of reality expand and merge with the single world created by Leomund's Ending the Cosmos. It is now the end of time as well. Solitary, eternal and unfathomable, Leomund stands at the end of all things (as held within the laws of this battle, his time, and his new world), existing as the one everlasting force that shall survive the closure of this reality to facilitate the ignition of the next.

It is the end. All other things die.

One of the other-Lilis falls to the wave of death, but others, through mystery blurring their identities as having already died without actually dying, survive this part of the attack, merged into one mystically-mangled form.

Time no longer exists. None save Leomund may act.

Lili, operating through the obscuring of her identity, manages, with great effort, to avoid the total action-lockdown the Cosmos-Ended End of All Things would have placed her end. That said, her ability to act multiple times within a round is greatly hampered.

Though her other selves were damaged, she still holds the powers of countless beings within her Oneself, and her powers ever work to grant her power despite Leomund's attempts to deny her such.

Leomund's sub-round ends. The real round ends. The next round starts. Reality, drowned by forever and left in ordered ruin bereft of possiblity save that which exists through Leomund and Lili acting upon it, hangs gray and faint around the two combatants.

================================================================

Lili has a plan. She realizes that, all along, she has carried something that can break through Leomund's invulnerability and kill him in a single hit. No matter what defensive powers he brings to bear against her, they will not be enough.

She has a bullet forged to face a being even greater than Leomund. She has a weapon designed to exorcise the body of The Demon King. Vexed, she realizes she could have already won this fight if she'd used it earlier and shot him as her primary attack last round before he started that horrid Overcrash-chain. No matter. What's done is done, and she can't have regreats here. She will rectify the situationthis round.

Lili, collapsed into a single body, with a look of resignation on her face, bleeding shining ichor but still fast as hell, reaches through her powers as Postmistress of Nexus into the undelivered mail and pulls out a mundane looking gun. She is ready to finish off her foe.

High on the fumes of Raw Ultimate Power, operating as the 'sole surviving being' within the sole permissable reality, and galvanized by his ongoing storm of Eternal Lightning, Leomund, nigh-infinitely-fast, barrels straight into his second round of chained Overcrashes, asserting priority over Lili's attempt to gun him down.

Lili's about to have another eight-Overcrash-chain come directly at her, and she's hurting bad from that first one. At this point, I'm calling a pause to the second round and letting you re-evaluate your actions to determine if you want to counter-Overcrash or attempt anything else, or if you want to attempt to weather this and keep your action of shooting him after the Overcrash-string (assuming you survive).


Lord Gadigan wrote: With every other option cut off and no concievable other way to act, Lili overcrashes. She fades to grey, then to a pitch black sillouette.

Glorious Overcrash: Confluence of Self wrote:Reality is a game of chess.
Though the long aeons pass,
the pieces move much the same way every game.
The major players shift and turn,
but the drama is always the same.
Power.
Ambition.
Betrayal.
Hope.
These are constants,
the Numina,
the rules.
With the right touch they can be tweaked.
Impossiblities drawn as pictures in the sand.
As I have spread my works and influence throughout the cosmos,
so do I bring them all back with this,
my Confluence of Self.



Every point of unstoppable darkness throughout the fight solidifies and rushes back to Lili. Glowing with Utterdark, she sends a letter seeping inky blackness and brimming with potential to Negalux. Negalux, here-but-not-here, is transferred ownership of Oneman. In this, the Contessa obtains an imprinted copy of Lili (and the rest of the team) as a pet, along with an actual clone-projection held in reserve within the mail. Negalux also inherits an ambiguous, overcrash-empowered contingency meant to defeat the strongest of foes, becomes the Postmistress, and inherits the Bottle.

<I was gonna pull something to let you win when you started that Overcrash, but it looks like you've got this covered with the Bullet. Don't worry, I've got Leele dead in my sights or whatever. Seeya on the flip-side.>

Lili, empowered to act before the golem-archmage, dismissively sneers at Leomund.

"You are a pawn in a petty scheme for revenge that never had to happen. Die ingloriously."

Lili pulls a gun from the aether, dashes point blank up against her invulnerable foe, and shoots him with The Bullet.

The Bullet is expended. Leomund's spirit is exorcised from his invulnerable form, falling outwards from Nexus into his exterior phylactery network and being instantly ring-outed as his invulnerable colossus-forms collapse and dissipate as the battle ends.

Another member of the Tide Key has been defeated. Lili is in burnout. The next battle begins.


Lord Gadigan wrote: The next battle starts.

Lili appears to be in burnout.

Lili killed dear Maylene.
Lili killed and copied Sage Xen. Well. She was there when he died, at least.
Lili exorcised and beat the invulnerable, fully-buffed, fully-prepped, fully-informed-of-what-he's-up-against Leomund.
Lili is an omega-grade threat and needs to be dealt with accordingly.

Lili may appear to be in burnout, but that doesn't mean she doesn't have some sly move up her sleeve. There is some trick here, even if it isn't immediately appearing.

Moving faster than time, Leele unleashes her once-per-quest Split Second Silver Bullet technique. It automatically triggers before other start-of-fight stuff, kills its target, makes it dead even if it doesn't kill it, defeats it, and causes it to lose. It blasts through resistances, immunities, reflection, and absorption. It bypasses things that say that resistances, immunities, reflection, and absorption can't be bypassed. It can't be countered, including preemptively, and it prevents both resurrection and the prevention of resurrection prevention. Things can't interrupt, alter, retarget, or delay it unless they're Overcrashes.

It is, in a word, Hax. Like Leele is.

Lili drops immediately. If you want to try to provide some kind of defense, I'll let you, but I'm putting this as the default outcome since you're in burnout and I don't think you can block, avoid, or survive it.


Lord Gadigan wrote: Leele vs. Bengal Deathsign the Doom of Man

Bengal is possessed by an imaginary vampire.

Contessa Negalux tinkers around with her powerset.

Bengal enters an Overcrash state.

Bengal begins moving with perfect coordination and swordfighting with impossible skill.

Leele matches his flawless swordplay, breaks his sword, breaks his armor, and breaks him in a sweeping first-round combo-attack that cuts off all possible chance of Bengal winning.


Lord Gadigan wrote: Orz Gaforian and Ghorloth Dragonhammer go down similarly.

Zero-Ten, Count Squeaky, i=[], and Iethmo Greeze are beaten in altogether weirder, but approximately-equally-fast, manners.

Negalux made appearances in all those battles, possessing people and Overcrashing before having her hosts die.

I'm moving over those fights because we're about to land on one that Leele doesn't flash-solo.

Up next: Doctor Zero vs. Leele.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Doctor Zero, masked and heavily cloaked, lumbers onto the battlefield.

Leele, wearing sleek blue robes, wielding a thin blade, with a long, white ponytail, moves with hax speed.

Things slow down a bit a Negalux manifests in her pajamas, ready to possess another ally and start an Overcrash again.

<It's time I got really serious, I suppose.
Guess that means I should be taking off my clothes?
That's a thing, right?
Take your clothes off, reveal they weighed a bajillion pounds?>

Negalux whips off the pajamas, which cause the battlefield to quake as they land on the featureless ground.

She's now got a tailored suit, tie, and fedora.

<Woo. Fancy duds. Let's do this.>

She flows backwards and merges with Doctor Zero. Drawing on his mana reservoirs, she engages her Overcrash.

Glorious Overcrash: Gonna Win Eventually wrote:When I did that other overcrash,
You know, earlier, the first one,
Said I might pick another one earlier,
And so, yeah, I am.
This is the other one.
Got a lot of cool stuff between then and now.
Loot from fights and things.
Because I've been getting loot.
I mean, 'Gambler', what kind of pick is that?
A terrible one,
So yeah,
Didn't do that.
Picked something else.
I mean, I have this Tide Key.
And I have a Sage Xen.
At least I sorta do.
Proves I can bring stuff between fights.
And Drescher said I could be weird and flakey.
So, yeah, my loot style.
Loads of it.
Lovin' the loot.
So that means I got loot from,
Like, Maylene,
And Xen,
And Leomund too,
Which means I should have,
Triumph,
Infinity,
Eternity,
The works, basically.
And that's not all,
I mean, I've got a couple spare Lilis,
She's a Goddess,
I'm a Contessa,
Both things that are known for not getting beaten,
Ya' know?
And I've got vampire powers too,
Like, uh,
Not existing at points in time when people would beat you.
That's a vampire power, right?
And sucking up people's powers,
Like, say,
Overcrashes,
That they've been doing when I've possessed them.
Extra powersets sucked up with pointy teeth and stuff.
Lots of powers.
Lots of potential.
Lots of postage?
So, uh,
It might take a bunch of tries,
Across a bunch of timelines,
But there's a way to do it here,
And, well, I'm...
Gonna Win Eventually.



Doctor Contessa rises up, empowered by exotic elements of barely-imaginable merged power in a twelvefold-empowered Overcrash (vampiring Overcrash-power out of all of her allies who Overcrashed earlier in the fight, Renowned Killer included). She's got Triumph, Mystery, Infinity, Dream, and Eternity. Infinite Dream creates infinite realities. Fickle Infinite Mystery runs them all in parallel, picking the best from all of them. Infinite Triumphant Mystery guides her towards the ones where she wins, pruning the ones where she doesn't. Fickle Mysterious Eternal Dream makes the victory retroactively real. If any possible reality exists where she, with all of her merge-self's powers can possibly beat Leele, it's going to happen.

Leele considers counter-Overcrashing. She's got Hax. Omnicompetence is her bread and butter. Omnipotence is her goal. Her overcrash would let her copy her opponent's power sets, but better than they are at them.

Funny thing, though.

Doctor Zero's powersets? Negalux's? They're both hiding in funky sub-classes nested inside Elemental Researcher and are, by default, set to Imaginary.

That means the Overcrash wouldn't pick them up.

Sure, she could grab them if she were a Legendary Elemental Researcher, but in order to get Legendary Elemental Researcher (or even just Grandmaster), she'd have to have already used her Overcrash to poach it from the duo. Which would render the point moot.

Looks like Leele's going to be fighting this one the hard way.

Round 1! Let's do this!


Lord Gadigan wrote: A drawn-out battle between the Grandmaster of every class that exists, and the Grandmaster of every class that's Imaginary begins.

Leele wields every weapon, defends with every technique, and combines all manner of spells. The Doctor responds by disabling the foundations upon with which Leele acts. Earth, Air, Fire, Water, Light, Darkness, Magic, Technology, Physical, Psychic, Energy, Ice, Electrical, Acid, Hope, and, for good measure, War, all end up becoming Imaginary. Leele draws upon her additional powers over Space, Time, Fate, Fortune, and Hax. She operates outside of reality as a Hax Emissary, cutting through attacks that don't exist and killing possibilities before Negalux can bring them about.

Negalux responds by drawing upon powers Leele can't access, applying A Time Stickiness to access destroyed items and echoes of previous battles, moving the world from Space into Space Outer Space to shut down Leele's full-battlespace geomantic control, and bucking Leele's Fate-augmented mind-control through her unassailable position as The Father.

It's quite the fight (and I may give a more-complete version of it later since some people did request more-than-medium detail). In the end, though, as advertised, Negalux Wins Eventually.

She's in some kind of awful twelvefold burnout, though, and needs to go lie down. Just has to give something to her last team member first.


Lord Gadigan wrote: Losh finishes off the burnt-out, no-longer-possessed Doctor Zero rather quickly. Unfortunate, but a result of Vanguard style. Not something that could be really helped given what it took to beat Leele.

It's down to Tjormod vs. Losh.

Negalux makes a token appearance to give him a bottle, give him knowledge of Lili's overall plan, and hand him a few tide keys along with her *own* plan.


Lord Gadigan wrote: Tjormod, following instructions, enters his own Overcrash. He pours forth his magic power attacking not Losh, but the Tide Keys. All of them. Negalux stole one earlier, and ehh, she had a whole battle in super-mode to Fickle Eternal Mystery it up into 'she stole all of them'.

The Tide Keys break. Losh loses all sense of identity. Before he completely runs out of power and while Losh is in a mostly-liquid state, Tjormod stuffs him in a bottle and gates the duo into Echo Providence, kicking them both out of the event.

The sole survivor of your team is an imaginary back-in-pajamas vampire with a hellabad headache that even potential Fickle-Eternity can't ward off with no magical capacity to resurrect anyone.

On the downside, you don't qualify for either the final boss position or the challenger position.

On the upside, she survived and kept you all from counting as 'losing' the quest (and therefore losing mass amounts of loot to your Gambler pick).

<I kept us from losing treasure. Woo~.
...
Going to find a coffin to sleep in now. Bleh.>


Lord Gadigan wrote: Announcements From Drescher: Segment 5

"The first round of selections has ended. We have two teams eliminated. We have no one in either position as challenger or end boss. This means that, by technicality, Vashna is still currently winning this. If no one makes it in here in a viable state, he will be taking the event, so be careful. Stand by for an announcement of an additional option, followed by selection order."


Lord Gadigan wrote: Ah, since it was brought up, give yourself an award for each Tide Key person you beat, plus 3 Fame per one you beat, plus 1,800 times the XP of a Level 85.


Lord Gadigan wrote: Announcements From Drescher: Segment 6

"Teams that are currently stuck waiting in hallways are now removed from the hallways to pick things again. This is to lessen the likelihood that three teams get stuck in halls with no way to ever proceed, resulting in a Vashna-win despite multiple teams trying to reach the end. Note that a round in which a team picked a hallway but did not fight does not count as a completed trial.

Teams, in addition to picking a hallway or Trial have an additional option this round: You may leave."


Lord Gadigan wrote: Clarification:

Q: Can part of a team leave?

A: Yes, but loot that originally belonged to other people who stay in that gets ferried out still has a chance to be lost if the people it originally belonged to lose in here.


Lord Gadigan wrote: Announcements From Drescher: Segment 7

"The randomized selection order is as follows:
1 - The Enemy
2 - The Veil Render
3 - The Heaven Architects
4 - Daemonic Hierarchy of Fulsome Industry + Enigma Men
5 - Bascaradine Corporation
6 - IZ HUGO BEKKLER!"


Lord Gadigan wrote: The Enemy is going first and it is choosing to enter one of the doors again.


Lord Gadigan wrote: Veil Render, you're up! Make your selection.


Lord Gadigan wrote: Trials:

* Step through this gate to face the Trial of the Farthest Horizon. Triumph to become a new form of being, capable of driving the Emissaries of Higher Reality from Lower Reality's confines.

* Step through this gate to face the Trial of the Deep Abyss. Triumph to become the weight which reverses the Tide.

* The Trial of the Nemesis Mask has been removed from play.

* Step through this gate to face the Trial of None. Triumph to ease the burdens placed upon you by your station.

* The Trial of Relics has been removed from play.

* Step through this gate to face the Trial of Demise. Triumph to reach into the graveyard of nonbeing and return that which has been removed from this reality back into life.

* Step through this gate to face the Trial of Concordence. Triumph to open a path to the announcer's booth (and possibly fight Cordelia?).

* The Trial of Powers has been removed from play.

* The Trial of All has been removed from play.

* Step through this gate to face the Trial of the Holy Path. Triumph to obtain powers akin to those possessed by the Most Glorified Ascendants.

* Step through this gate to face the Trial of the Infinite Ascent. Triumph to obtain a relic which can break the bonds that shackle the limits of your power.

* Step through this gate to face the Trial of the Beyond. Triumph to achieve transcendent power for but and moment and experience the vastness of Higher Reality.


Lord Gadigan wrote: The Trial of Demise is occupied. If team Veil Render loses, it'll open again for next pick-round.

Team Heaven Architects, you're up!


Lord Gadigan wrote: Clarification: Some trials allow multiple people to fight (or otherwise compete) if team members are eliminated in the trial. Other trials are instant-loss when a single member goes down. It varies by trial, with more being the latter type.


Lord Gadigan wrote: The Trial of The Holy Path is occupied. If team Heaven Architects loses, it'll open again for next pick-round.

Team Fulsome Industry, you're up!


Lord Gadigan wrote: The Trial of The Infinite Ascent is occupied. If team Fulsome Industry loses, it'll open again for next pick-round.

Team Bascaradine Corporation, you're up!


Lord Gadigan wrote: The following individuals have withdrawn from the event:
Lady Mindwar
Assistant Director Stephen Nevin
Assistant Director Bill Frostmore
Bluewar Ministry Employee #1- Director Bluewar
Bluewar Ministry Employee #2- The Operator
Mobile Colossus Birabel.

Bascaradine Corporation passes its turn.


Lord Gadigan wrote: Team Iz Hugo Bekkler, you're up!


Lord Gadigan wrote: The Trial of The Farthest Horizon is occupied. If team Bekkler loses, it'll open again for next pick-round.

Now we're on to running the trials.


Lord Gadigan wrote: Geddoe is victorious in the Trial of the Holy Path!

Heaven Architects moves on to the next selection round of this (once everyone else does too), and the Trial of the Holy Path is now closed off.
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: The Shielding Golem is victorious in the Trial of the Farthest Horizon!

IZ HUGO BEKKLER! moves on to the next selection round of this (once everyone else does too), and the Trial of the Farthest Horizon is now closed off.


Lord Gadigan wrote: Aikhra Morvauhl is victorious in the Trial of The Infinite Ascent!

Fulsome Industry moves on to the next selection round of this (once everyone else does too), and the Trial of The Infinite Ascent is now closed off.


Lord Gadigan wrote: Anathema is victorious in the Trial of Demise!

Doctor Beak lives!

The Veil Render moves on to the next selection round of this, and the Trial of Demise is now closed off.


Lord Gadigan wrote: Announcements From Drescher: Segment 8

"Teams are all back in Flameforge. Selection order is again being randomized."


Lord Gadigan wrote: Announcements From Drescher: Segment 9

"The randomized selection order is as follows:
1 - Bascaradine Corporation
2 - The Enemy
3 - The Heaven Architects
4 - The Veil Render
5 - Daemonic Hierarchy of Fulsome Industry + Enigma Men
6 - IZ HUGO BEKKLER!
"


Lord Gadigan wrote: Nira, you're up!


Lord Gadigan wrote: Trials:

* The Trial of the Farthest Horizon has been removed from play.

* Step through this gate to face the Trial of the Deep Abyss. Triumph to become the weight which reverses the Tide.

* The Trial of the Nemesis Mask has been removed from play.

* Step through this gate to face the Trial of None. Triumph to ease the burdens placed upon you by your station.

* The Trial of Relics has been removed from play.

* The Trial of Demise has been removed from play.

* Step through this gate to face the Trial of Concordence. Triumph to open a path to the announcer's booth (and possibly fight Cordelia?).

* The Trial of Powers has been removed from play.

* The Trial of All has been removed from play.

* The Trial of the Holy Path has been removed from play.

* The Trial of the Infinite Ascent has been removed from play.

* Step through this gate to face the Trial of the Beyond. Triumph to achieve transcendent power for but and moment and experience the vastness of Higher Reality.


Lord Gadigan wrote: Nira enters one of the corridors. One of three corridors is occupied.

The Enemy is up!


Lord Gadigan wrote: The Enemy enters one of the corridors. Two of three corridors are occupied.

Heaven Architects are up!


Lord Gadigan wrote: The Heaven Architects enter one of the corridors. The middle corridor is closed. They're going to be fighting Nira!

Veil Render is up!


Lord Gadigan wrote: The Trial of Concordance is occupied. If team Veil Render loses, it'll open again for next pick-round.

Team Fulsome Industry, you're up!


Lord Gadigan wrote: The Trial of None is occupied. If team Fulsome Industry loses, it'll open again for next pick-round.

Team Hugo Bekkler, you're up!


Lord Gadigan wrote: Processing the easy-to-process thing while folks are occupied. Team Fulsome wins the Trial of None. It's closed off and they get to pick something else next round.


Lord Gadigan wrote: We're going to be delaying Bekkler's pick since we're having trouble getting in contact with that team for consensus right now. Nira vs. Heaven Architects is launching!


Lord Gadigan wrote: Geddoe strides down the corridor, a reflection of the Divine Wanderer he worships, choosing not to fly, but to proudly display his new Regalia. The radiance of his own divinity casts a pair of peculiar figures behind him. One, a winged form shaded with inevitability, the other wrapped in sets of wings and shining with Triumph and Righteousness. He has his guard up, ready for surprises, but expects to formally introduce himself to his opponent. While they’ve worked together many times in the Arena, he realizes with a wry smile that they have never actually spoken to one another.

What Geddoe faces when he emerges in the massive white combat chamber isn't a normal scene, however.

Nira, perfect and elegant, stands behind a massive bar counter in her bartender uniform. Above it hangs a flashing neon sign reading 'Special Event Round: Bascaradine Drinking Challenge!'.

Geddoe introduces himself.

"I am Geddoe, Astrologer-Priest of Phalerin, Archangel of Judgement, and Sublime Gunner."

Nira politely bows in return, smiling while clearning a glass.

"Greetings Geddoe, it's nice to see other members have made it this far. Is Vashna's Successor with you yet? What of Zwei? Hopefully your team would enjoy watching the spectacle unfold?"

An announcer voice then booms from invisible loudspeakers around the chamber.

"Welcome, one and all to the prime-time spectacular: Nirrechau Reccateu's Drinking Challenge! Presented By The Bascaradine Corporation!"

The sound of a massive audience cheering plays.

"That's right! This battle isn't just any battle! It's a drinking battle! If the contestant can down one hundred alcoholic concoctions in a tour-de-force of booze (with special ingredients and recipes sourced by the Bascaradine Corporation and available at select Bascaradine locations), then the Heaven Architects win and proceed to the final event! If they lose, though, it's a win for the home team and Nira moves on alone!"

Millions of ingredients, mixing supplies, and glasses deploy themselves from the massive automated bar.

The audience oohs and aahs.

"So sit on down and get ready to GET! YOUR! DRINK! ON!"

A single barstool rises from the floor, clicking into place front-and-center, facing Nira.

The audience is hyped! Some of them are cheering on Nira! Some are cheering on Geddoe!

Sitting down for the drinking challenge, Geddoe?
You head through the City of Night riding inside an invisible clown.

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Top
Re: Megaquest: Crisis Across Infinite Nexii

[quote="Lord Gadigan » Sun Nov 05, 2017 1:49 am
Geddoe quickly scans the drinks to ascertain any particular pit traps or nefarious measures used on the beverages.

The beverages vary massively. They're a whole range of stuff. It looks like there's plenty of deadly drinks like that Goddess Guillotine up there, but there's nothing Berlarry'd up about stuff. They're all real drink consumables that could be used in a legit drink gauntlet challenge. Some of the drinks look rough, though if the challenge is scaling like the Nexus bar one, he should be able to defend against a few good high-end drinks.

Geddoe grins and poses a question.

"...And what happens should I chose not to sit?"


Lord Gadigan wrote: The audience starts chanting "DRINK! DRINK! DRINK!"

"Come on Geddoe! You can win! We're rooting for you!"


Lord Gadigan wrote: Geddoe, working in concert with Celas, scans the situation, attempting to determine if he's being forced to complete the challenge or if defeating Nira directly will allow his team to advance.

The challenge is non-mandatory. If you take a combat action without sitting down for it, combat happens normally. Bascaradine was able to send in this battle system, but Drescher's overall format remains supreme here, and they can't replace it without mutual consent from the other team.

So you can win without doing the drink thing.

That having been said, Geddoe detects that Nira has a prepped Overcrash online. There's some kind of weird secondary plan going on where Nira's Overcrash is designed to take her out of battle while parasiting her essence onto your soul-amalgamation, using Negalux's presence on the far side of this, combined with the battle ending as soon as she takes herself out (making you unable to disbuff her essence's presence) to somehow smuggle herself through without winning in straight combat. It's weird, and you're not entirely seeing how it works from the scan. Maybe there's something funky going on with event mechanics that Bascaradine dug up, but there's a bizarre back-up plan to be aware of if you don't sit down.


Lord Gadigan wrote: Geddoe has judged the trial before him and is unimpressed. "I rebuke your charade."

Geddoe is about to signal to Ayame and Giles.

Geddoe has immense spiritual power and Nole's holy wings granting him the speed of a particularly swift Holy One.

Giles is an Immortal to whom space is no obsticle.

Ayame moves at the speed of light.

Nira, however, has control of Time itself and is an Immortal sitting on several speed-boosts herself. Her Overcrash sequence begins to launch. Ayame is in many ways swifter, but Nira's Overcrash incorporates a special component that causes time to hang still for the solar samurai swordswoman.

Geddoe, thanks to his divinations, knew that Nira would Overcrash. Barring particularly unusual situations, the only thing that can interrupt an Overcrash is another Overcrash.

Geddoe's angle is to have Giles Overcrash and make his team invincible in response to Nira's Overcrash.

Nira's solution is to Overcrash FASTER.

She changes her stance, her eye shifting from the deep Blue to a sharp Red. Her speed is perfect. Her resolve unwavering. Her timing impeccable. She draws out a silver hammer, twirls it, and transmutes it into a sterling saxaphone.

"I can't afford to lose this! My World: Luna Dial!"

A whirring at her hip tears the applause silent as the world grey-scales and stops.

The Clock of the Moon activates, utilizing a power that can only be used once every four years, a power that cannot be combatted by the efforts of the Battle Arena members she faces. In its full self, the Architect could contest it, but by nature of the clock's power, it triggers before Giles can enter his composite state.

Nira is now operating seperate from time, and, dumping the whole of her Time powers into the effort (including another bonus action) her Overcrash gains priority over the opposing Overcrash activation (and Ayame, who got shut out the moment Overcrashes started hitting the table).

In her solitary world she begins to play.

Glorious Overcrash: Those Deadly, Deadly Blues wrote:Hey there now,
Death's comin' for you,
No chance to survive,
Your headstone's carved,
Time to join up in singin' the blues.
The Meister's on sax,
And now you're gonna lose,
Cause there's no comin' back from,
Those Deadly, Deadly Blues.



Lethal blues music emanates from the sax, with Nira changing the original tune for a less-blues-y one of her own:
https://www.youtube.com/watch?v=WraWs2qMgdY

Music, blue and black, pours forth from the silver sax, leaving its audience weeping, then insensate, then dead.

The death magic runs into an obsticle: Nira is a Killer No More.

Screw that! She's the new Death Meister! This attack is so deadly it re-kills the dead! She can kill whoever she pleases.

Geddoe had backup plans waiting in case Giles wasn't able to protect him from the Overcrash. The Cobalt Pyramid begins to shine, ready to untether Geddoe from reality, removing him from the point of the Overcrash's impact.

The Clock of the Moon supercedes the Cobalt Pyramid. Nira is control of what happens when in this battle. This is Her World. The Cobalt Pyramid is activating later.

Forces move to interfere with the battle, using the Cobalt Pyramid as a focus. Drescher blocks them. The Giant Gods cannot secure Vashna's victory by disabling all opposing teams.

Geddoe, Ayame, and Giles are hit by those deadly, deadly blues. The blues, amplified by the amount of sheer power Nira has put into the attack, force their way through the Wandering Priest's Knotproof Cloak and around Celas's lich-immortality. Geddoe-Celas-Nole, for a moment, begins to die. His will is strong, and he holds command over the souls of the holy. Geddoe stalls his death and begins self-reviving; beside him, Ayame and Giles to the ground, weeping blue liquor, faces frozen in rictus.

As she plays, Nira's timeline comes untethered.

With No Future left, Nira's body liquifies, it ferments, it transmutes itself into a drink.

The music ebbs and flows, the blues seeping into the reality itself as crashing waves. Nira's Final Drink itself the waves and crashing into the priest.

Geddoe's divine power works to revive the merged trio, filling them with holy vitality and reknitting their life. The blues-wave crashes into it and its power sinks in.

The vestiges of Nira's essence, operating with Expert control, weave themselves across time, entangling themselves with the spiritual matter and future potential of the self-resurrecting archangel.

It aggressively loops itself around Geddoe's future, around Celas's future, around Nole's future, tying them all into a great knot. They are bound together, destined to experience the future as one, for there is no seperation between their future timelines.

Nira senses a chance to knock both teams out at this point. She opts not to take it.

Geddoe stabilizes. He moves to shunt the effect to Celas. The world stays gray. He can't act.

Battle ends.

==========================================================================================================

Geddoe, Celas, Nole, Draconics, Zweirugi, Reyna & Turakiel, Elsie, The Resistance Santa, Ayame, Glenda, and Giles all appear in perfect condition in the heart of High Flameforge.

The Heaven Architects find themselves in a distorted, bulb-shaped room wide enough to contain a world and its moon in orbit. The ground is patterned brass, as are the walls of the chamber. Both flicker every few moments with vistas of a cosmos, novas of light, waves of atomic power. At the center of the massive chamber boils a molten sphere of magma, fire, light, and Universal power. Images of Nexii yet unborn dance amid its flames. At its core floats an empty space, the shape of the Ashtensyrex. On a plush couch over to the room's side, a vampire in pajamas with an ice-pack over her face is asleep.

Nira, however, is not present. Her gambit was a clever one, but, while she was able to successfully splice her timeline into Geddoe's and carry herself out of battle, she was not able to successfully fuse her timeline into the 'open' spot left by the unable-to-participate Nihilarchitects. Team Bascaradine Corporation has been defeated, and Nira is out of the event.

Announcements From Drescher: Segment 10

Congratulations to team Heaven Architects! You have reached the heart of Flameforge with both your Final Boss Candidate and your Battle Arena Members. As the only team to have reached the end, you hold the roles both of Final Boss and of Challenger.

Should no other team reach the innermost portion of Flameforge, your victory will go uncontested.

A special second congratulations goes out to Draconics and Zweirugi. While Geddoe led the battle against Nira that got your team to the end, you were placed on a special roster of individuals who would recieve an additional prize upon victory in the case that you were responsible for stopping Vashna's victory. As your team is the one that has formally stopped Vashna's reality-reset, you will obtain extra rewards should the Heaven Architects triumph in full.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Team Bekkler's pick is finally in. They picked a route inwards and ended up in a fight against The Enemy!


Lord Gadigan wrote: Team Veil Render wins the Trial of Concordance. It's closed off and they get to pick something else next round.

====================

Announcements From Drescher: Segment 11

"Congratulations to Anathema (and in a sense Darston) for winning the Trial of Concordance and defeating four challengers within it.

As part of her reward, Anathema has chosen to undo the victory of one of her competitors. Specifically, the most recent Trial won by Team Hugo Bekkler is unwritten. The Archon System is no longer in play, Higher Reality is once again 'open' (at least to those with the ability to access it), and Team Bekkler's Trial victory count is reduced by 1. In accordance with this, The Shielding Golem, Gonzo Heed, and Irrian Illumos have been depowered and are no longer Archons."


Lord Gadigan wrote: Team Bekkler begins battle with The Enemy.

The first few fights are going summary-mode per general direction given regarding this type of fight in this.

The Shielding Golem enters battle, gets immediately controlled by Ouettzer through his darkness-element gear, attempts through various fate-related, buff-related, and other means to break it and loses after an obnoxious 36-round fiasco in which he manages to consistently tank himself and Ouettzer while using the House and Tree of Esh as a resurrection loop before finally going down and staying down.

Volatilis is up next. It tries various methods to break the Ouettzer control, but can't. Urhol manages to maintain freedom, pilots the Grid for a few rounds fighting defensively while trying to save its master, and eventually manages to trigger an Overcrash in which Volatilis drives an ice cream truck that smashes its way out of Nexus and ring-outs the island.

Carl is up next. He loses terribly and pretty immediately to Ouettzer control.

Esh is up next. He has a hard fight against Ouettzer and manages to narrowly win after they both Overcrash.

Esh cycles out due to random selection and Roulette Master is up next against General Redscar.


Lord Gadigan wrote: https://www.youtube.com/watch?v=KYbIg50hg_8

The ground rumbles as the Roulette Master enters! The lights dim as a single spotlight shines on him. With a flourish he twirls away his scythe and brings out a microphone.

"Ahem. Ladies and gentlemen! Please look forward to your PRIME TIME PROGRAMMING!"

*flick*
*flick*
*flick**flick*
*flick**flick**flick**flick**flick**flick**flick**flick**flick**flick**flick**flick**flick**flick**flick**flick*

A gigantic card flips up into the air, landing on it's side, joined by another, then another, then a massive swarm! They assemble a mighty house of cards that obscure the prime. There is a breeze of leeches as the colossal house collapses, revealing The Roulette Master: Prime Host!

He is now a towering colossus made of swirling cards linked together by chaotic magic. He controls the suits of Suits, Scythes, Worlds, and Fangs, with their corresponding arcana-trumps and royalty. Within him writhe multicolor leeches. His fingertips flow out and down into leech-tendrils, he holds a massive pumpkin-topped microphone in his right hand, and his main pumpkin head's eyes each have a massive leech with an eyeball in the center of its mouth extending from them.

He's the host with the most! The most flair! The most panache! The most arcanist magic! The most leeches!

He bring up his mic and points across, raising an eyebrow. "AAAAAAND in this corner, the most dangerous and menacing, General Redscar! Stay tuned folks, it could turn out that this is a foe too hot to handle!"

His opponent is a general from the Alien Wars, the most notorious enemy of the Holy Empire and its fleets during the era in which the Holy Empire set out to conquer the stars. He wears his lavish military robes, with their gold trim matching his deep-red fur well. His four horns each bear a burning ioun-world, his left hand is a cyborg claw, his right holds a staff of jagged, branching, coral-like wood that constantly burns, and a scar runs down the right side of his face where an three right eyes are missing, having once been cleaved from his face by Sylvia's avatar.

Roulette Master charges his power! Cards flutter, and the weather changes to Hoyle, raining cards down at the General, whose force of essence burns them away.

Redscar takes the initiative and attacks, raising the Worldpyre Staff and unleashing a torrent of Absolute Fire.

The Roulette Master flexes his arms full of leeches in a muscular pose as he eyes the General, eyebrows wiggling with provocation. He wells up power within himself as his eyes go crazy and stare off in awkward angles preparing vectors to intercept.

The Prime Host's Right Eye devours the concepts ignition and heat from the battlefield. General Redscar stands defiant, powers through this, expending extra mana to force the concepts into his attack from within himself instead of relying on reality around him. He takes moderate damage to his MP, but can continue to use this method without suffering notable further MP losses.

The Prime Host's Left Eye sucks in as the flame blast pours forth. It takes massive damage to its Max HP, unable to convert the Reddest Flame, which burns away worlds and once destroyed the starfleets of the Holy Empire, safely. It stores in Devastation and Absolute Fire.

Ghuldaathi Legions pour onto the battlefield with Redscar-developed Colossus-Killer Man-Portable Hypercannons and Defiant Blazing God Power Armor, setting up firing formations to act in response to any action from the Prime Host.

Round 2! Declare your actions.


Lord Gadigan wrote: Having charged his attack, the Roulette Master winks with a smile! His form explodes and crashes outwards! The general may have prepared for the Prime Host to attack, but his forces present seem to have not expected the deck-swarm itself to make the move!

A booming voice is heard, "Back in the day, we played 52 card pick-up when things had gotten out of hand. However I've got a lot of cards this time, and I'm a few cards short of a full house besides!"

The explosion sends card leeches pouring over the masses, sucking life and existence out of every knook and cranny. The smaller leeches are empowered with Absolute Fire to rain down onto the assembled forces!

The soldiers counter-fire for low damage at the swarm, but then the leeches impact. Redscar aura-blocks those heading at him personally and attempts to rally his forces and utilize his general abilities to prevent his allies from being damaged by the results of his power, but the Worldleech mind managed to process the power enough to use it as its own. The swarm takes out the army!

As the primal tide seeps out, the deck is empty and must be re-stacked. The charged Roulette Master pulls his swarm-self back in, the tides of leeches destroying their way back to the host! Redscar himself is met with a specific deal on the way back though, the Left Eye-leech is marked with the Queen of Fangs hurtling at him!

"Worst luck! It would seem you were dealt a HEARTLESS hand!" The ominous voice decrees. "Anyone left with the Queen of Fangs is to receive 13 points, and these aren't the ones you want to be left with!"

The Left Eye heads directly for Redscar's heart. He extends his cyborg arm, flash-invents a force-field generator to block the leech, projects the forcefield, deflects the leech, and spins toward the Roulette Master, spinning his staff and mass-converting the essence of his leeches into Absolute Fire.

The Roulette Master's Right Eye gathers the blood absorbed by the swarm and creates a new suit of cards from the blood, generating a defensive wall of Ghuldraathi cards. Thanks to Redscar protecting these very soldiers from his powers earlier in the same round, the card wall executes a perfect block, countering Redscar's normally-uncounterable power with itself.

Redscar is taken aback by that one, but still hasn't been hurt much at all.

Round 3! Declare your actions.


Lord Gadigan wrote: The Roulette Master rolls his shoulders looking down at the General. He holds his mic up.

"The last round certainly turned out well for our hero! And as we know, after the River is the Turn! Let's see what cards our players have been dealt!"

The Roulette Master holds up his hand as cards flip up and he eyes over them. The Chaotic Aura permeates the air! Three large cards appear in the center and begin to reveal themselves!

A Jack of Scythes!
A Two of Suits!
An Ace of Scythes!

A Fourth Card shines into existence and reveals itself. A Queen of Scythes!
A Fifth Card looms into view! The dreaded Turn!

The Roulette Master smiles and flicks his cards before staring at the man. "Bring it on, but remember! If you come at the King of Cards-"

The sky darkens as the Roulette Master's eyes shine and he poses dramatically, "YOU BEST NOT MISS!"

Redscar sees the Rouletter Master prepping a super-attack of some manner, likely Instant Death relying on a scythe-flush. He has, however, showed his hand with the cards, and Redscar won't let him execute his scheme uninterrupted. The cards are blasted with Absolute Fire!

Chaos magic collides with the incoming blaze. Chaos burns away. Four cards, including the looming one, are annihilated. The Roulette Master's deck takes damage to its integrity and card-based actions may fail.

The Queen of Scythes is burning. Her face's flesh melts off in the image, revealing a second face underneath. It is Madame Misfortune!

Worst Luck! Redscar is Cursed!

His fur goes gray and frazzled, his regal robes fray, his medals rust and drop to the ground, and his scar begins to seep ichor and glow gold.

Round 4! Declare your actions and if you're going to counter-Overcrash (since Redscar is about to pull his).


Lord Gadigan wrote: Redscar is Cursed. Things turned massively against him. It's time to make his exit while he can still make it well and at least take one opponent down in the name of The Enemy.

He raises the still-burning staff, the one part of his attire unaffected by the horrid curse, aloft, and begins to speak.

Glorious Overcrash: Worlds Will Burn wrote:Many worlds have already fallen,
In this war that tears the cosmos asunder,
Legions fall before me,
And fleets turn to ash,
Yet you still refuse to accept my rightful victory!
Mine is the flame which boils the stars,
Mine are the armies that hold the far planets within their grasp,
Mine is the magic that
Mine are the devices which control laws physical and metaphysical,
And their power has been shown in grand display,
Across this war's bloody days,
Yet since you still defy me,
I declare one more that,
Worlds Will Burn!



The chamber ignites with an inferno the likes of which has not been seen since the end of the Alien Wars.

Redscar destroys all local geomancy and starts applying constant, massive, unhealable Max HP Damage.

Roulette Master immediately counter-Overcrashes.

"This is it folks, he's going all out! Here comes the big finale!"

The Roulette Master raises his open hand, his cards shuffling intently as he dramatically slow rolls himself not drawing more cards, but BEING more cards!

"The man now a few cards short of a full deck against the Cursed and forlorn General of fire! Watch closely!"

The Roulette Master Overcrashes, drawing on the power of the audience, the power of his remaining cards, the power of the fallen armies, and the power of his Primal portents! The Arch-Prime instigates his dastardly Overcrash!

Supreme Overcrash: Dead Man's Hand wrote:"Yes, folks, it's time!
The deck has been stacked,
The cards have been dealt,
The finale is here,
As I reveal the draw:
First - The Ace of Graves,
Second - The Eight of Reapers,
Third - The Ace of Endbringers,
Fourth - The Eight of Endings,
And Finally - The Queen of Blood,
That makes a,
Dead Man's Hand!"



The Roulette Master flips down his cards onto the battlefield. His leech-hands go solid black, skulls emerge from the leech mouths, all life is sucked in.

Everything goes black, Redscar's absolute fire burning at the edges of perception.

The Roulette Master reaches through the blackness and pulls reality inside-out, dumping its contents to the battlefield and dusting his suit off.

Redscar drops, turning to gray dust and blowing away in a phantom wind as the fire suddenly ceases.

Roulette Master wins! His max HP is hurting, though, and he's in Burnout.

He gets Redscar's staff! It may get stats if it makes it out of here!

He also gets 2 Fame and some Alienist, Blazing Sultan, Commander, Technomancer, and Elementalist bonus weeks.

On to the next battle!


Lord Gadigan wrote: Shannon is up next vs Mister P.H. Turkey.

She manages to act once, disperse his massive-damage-each-round super-attack setup with drink rain, and then gets killed with a clay switchblade to the neck.


Lord Gadigan wrote: Next up is P.H. Turkey vs. Esh (who couldn't be selection blocked since the luck-squad is dead or in burnout and affecting the event directly is quite hard at this point).

Esh is in Burnout, and P.H. Turkey manages to go swarm-mode with clay self-copies, overwhelming him and bludgeoning him to death with an orihalcum bulldozer while gobbling maniacally.


Lord Gadigan wrote: William Senior is up next against Turkey!

He takes advantage of his Enlightenment-granted expanded-skillset to shut off Turkey's auto-self-resurrection through a few rounds of carefully-applied war magic to dry his clay, cancel his bulldozer-presence-granted invulnerability, and disable his nanites, tanking massive attacks from swarm-turkeys and their illicit weaponry all the while.

He then brings down the hammer, which, upon impacting the ground, has a gun pop out the top of the head, blasting forth a battleboat-grade omega-ray, annihilating Turkey.


Lord Gadigan wrote: Next up is Talsyrr vs. Das Puzzle Deathwhale Thingie.

The first few rounds are a decent back-and-forth as the lizardman narrowly dodges the full brunt of apocalyptic attacks, trying various wand combinations and fast-cast spells, throwing one magic type after another against the Armageddon-heralding abstract cetacean.

Talsyrr, vexatiously, eventually manages to stun-lock the Deathwhale Thingie with constant action-cancelling preemptive counters from a group of wands that proc its weaknesses.

In interminable number of rounds later, the abstract crashes to the ground to the tune of a sad, echoing whale-song and clattering puzzle pieces.


Lord Gadigan wrote: Next up is Mirian Tallyn vs. Talsyrr.

Mirian Tallyn fares better than the whale, being able to match Talsyrr's speed and fight him with her postal-dragoon style, dodging counters by mailing herself mid-attack. The two clash back and forth around the battlefield, leaping and striking each other again and again. Eventually, she manages to impale Talsyrr and mail him straight to hell. Vanished/Instant Death kill-combo!


Lord Gadigan wrote: Next is Mirian vs. Noktus, Lord of Sleep.

Noktus is, for purposes of this battle, deprived of his primary ace-trick: He normally creates monocle-clones of himself over and over again to remotely fight opponents with no risk to himself. In this battle, he's physically there in his glass coffin from the get-go. Mirrian unstoppable-postcarrier-leaps through dreamspace interdictions, gets to the coffin, and kills the Outsider's main body while evading the clone.


Lord Gadigan wrote: It's Roulette Master vs. The Enemy!

He's here at last, looming over the battlefield, taller than a disc is wide, complete with gas mask, kaiser crown, and knife-hands. Drescher shut down his cross-battlespace fog-of-war combat, but he's now present in person.

Declare your actions for Round 1, as well as what form you're in!


Lord Gadigan wrote: The Roulette Master walks into the chamber, whistling a sorrowful tune. He stops across from his foe, The Enemy.

"So, it's come to this. Show me if you even have the claim to your namesake! I'll show you mine!"

Burnt out in all but spirit and guile, the Plant-man rolls his shoulders and holds his arms out wide. His hands appear empty and his suit still crisp.

https://www.youtube.com/watch?v=dZEnQogAd8U

"By Lady Luck and Madame Misfortune, I'll show you true luck!"

The RM is still almost entirely uninjured, and is going for the karmic strike. He prays. He prepares and takes a stance.

The Enemy sweeps a knife-hand across the battlefield. Debris of war appears as the strike leaves a foggy, ruined battlefield mixing technology of all eras in its wake.

The Roulette Master counters!

"You may be a literal Fiend, but I've got the Devil's luck, as they say."

The Roulette Master reveals his hand of Arcanist cards from his Deck-based Arcanist style. In it is Final Decision. Grip cocked, he fires a single bullet at The Enemy.

Fog of war closes in to obscure the bullet's path, world twisting around in.

The knife hand impacts. A foggy gray world-edge appears. The Roulette Master takes heavy damage and is dragged across the ground, impaled, toward the edge.

Luck holds out. The bullet bounces, ricochets, and spins across the twisting battlefield.

It hits The Enemy square on, dealing massive damage.

In this moment, the Roulette Master forces luck and the Monkey Door together with his Gate Roulette, and, instead of vanishing off the world's edge, pops, staggering and with a chest wound, out the top of a discarded tank.

Round 2! Declare you action!


Lord Gadigan wrote: The Roulette Master falls to his knees and looks up to the bleak sky.

"Is this it? The best luck I can muster and I'm still rendered heartless?" His eyes re-cut themselves shut in an expression that's just hard to read overall. His roulette ball spins a lazy circle.

The Enemy breathes forth black smoke from its gas mask. The Roulette Master's buffs weather the effect thanks to the Goat Head gambit that was put into place at the quest's start being off in an unreachable location and too strong for the non-action breath to break.

The Enemy raises a hand to squash the Roulette Master.

The ball drops into the Double-zero slot.

The Golem never fired his bullet. The Island never fired it's bullet. The Roulette Master's luck in conjunction with the Golem's own luck and the Island's contingency protocols actually set things in motion thus that the Roulette Master had ALL their bullets. They never had the bullets to begin with! His teammates' decisions were still helping him from the beyond, and he wouldn't want let them down!

The Roulette Master spins the gun as he rises up, "Double or Nothing! Any good player knows, when someone calls you're bet, you gotta be Holding Aces!" He uses Tri-shot with the Two super-bullets and one dud with the intent of some Ricochet Roulette with The Enemy!

The Enemy can't geist-in copies of Ouettzer, Redscar, Turkey, and Talsyrr to deal with the problem like it otherwise would thanks to Drescher's battle setup.

Two bullets hit The Enemy. The first blows the incoming arm off.

The second hit the chest after ricochets. Roulette Master's last bits of luck expend themselves. It's a critical.

The Enemy explodes with a burst of atomic fury. Rouletter Master takes massive damage.

The battlefield is calm.

From the opposite side of the battlefield, The Enemy rises again. It looks more dangerous! Time for a second world war!

Missiles and bombs start raining down everywhere. Roulette Master takes moderate damage.

Round 3! Declare your actions!


Lord Gadigan wrote: Bombs drop. The Rouletter Master is hurting. He narrowly stays up.

Bekkler's time buffs are up. He acts first.

The Roulette Master smiles.

He was out of tricks. Actually out of tricks. He had only his last game to play left, but ever since he popped out of that murderous tale in the Silent Library, it was his namesake. He musters his resolve and will perform the final rites.

His eye pops out and begins to spin, joined by a second ball thanks to Bekkler's magics. He inhales deeply as the air amongst the missiles goes muted.

"LADIES AND GENTLEMEN, IT'S TIME FOR THE BIG SPIN!" His spirit alight, the world behind him glows as the giant wheel appears in the air behind him, his energies manifesting as the Perfected Roulette Master.

https://www.youtube.com/watch?v=AZ8T1ZWUGaI

"WITNESS ME CITIZENS OF NEXUS! FATAL ROULETTE IV: DOUBLE UP!"

It's an Armageddon Striking Summon Vanish!

The battlefield is blasted with an orbital aether cannon! Everyone takes massive damage.

Roulette Master dies. The Enemy is hurt, though!


Lord Gadigan wrote: Next up: Mirian Tallyn vs. The Enemy!

She fights it for a couple rounds until it starts overwhelming her with its Fiendish power.

She Overcrashes! It's a Special Delivery!

It counter-Overcrashes! War Is Hell!

Mirian goes down.

The Enemy is in burnout.


Lord Gadigan wrote: Last up: William Senior vs. The Enemy!

It's in burnout. It seems shorter. He approaches. It fights back. He is invincible. He reaches it. He stands taller than it. He double-taps his gun hammer. Two shots to the head.

The Enemy goes down.

William Senior makes it to the finale!

William Senior is not an Arena Member of the Final Boss Candidate. He also can't resurrect anyone.

He sits on a couch that appears next to Negalux's,

Team Hugo Bekkler, through the Shielding Golem's prep mixed with the Roulette Master's luck and William Senior's power, has made it to the final chamber, but without qualifying members for the final battle.

The Heaven Architects remain unopposed.

Two teams remain in the trial chamber. The three corridors leading inwards merge into one. The Trial of Beyond and Trial of the Deep Abyss are open.

Determining trial selection order.


Lord Gadigan wrote: 1. Fulsome
2. Render

Fulsome takes Beyond.

Render, you want Deep Abyss or to pass a round?
Locked