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