Megaquest: Crisis Across Infinite Nexii

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

Post by Aeromage »

Lord Gadigan wrote: Team Render passes.


Lord Gadigan wrote: Team Fulsome Industry wins the Trial of the Beyond.

Aikhra Morvauhl enters Higher Reality.

Aikhra Morvauhl has exited the area of the Megaquest. Aikhra Morvauhl is ring-outed.

One of Cordelia's three trap-trials has been sprung. She put them all at the top of the pile, of course, to cripple teams that were likely to be dangerous enough to actually threaten her plans.

The rest of Team Fulsome is back in the Trial Chamber.

The final round of trial picks hits. It's now or never.

Fulsome enters the corridor.

Render, you going in?


Lord Gadigan wrote: Team Veil Render enters the corridor, Anathema at the lead.


Lord Gadigan wrote: Anathema enters an impossibly, infinitely tall building. The council hall at its heart continues upwards and downwards forever, masked council members filling its balconies. In front of Anathema are an owl-masked man and a moon witch.

The owl-masked man is holding a small, white flag in one hand. The moon witch is holding a boiling-red core.

"Care to parley?"


Lord Gadigan wrote: Anathema replies.

"Hah. Shoot, whatcha got?"

The moon witch extends the core toward the undead woman.

"We can't win here. We could with Aikhra, but we no longer can. The question, therefore, was whether to let you in or not. Mister Illumos is not on the best of terms with your patron, the Render. He is also, however, at odds with Kriele in terms of what the best long-term vision for this reality is. That leaves both options open. A deal was made with one Miss Lili VonMion to procure this object to empower the Flameforge and extend the scope of our victory. We are no longer capable of achieving that victory. Your team and its goals, particularly given its inclusion of her ally Darston, is judged more in alignment with Miss VonMion's visions for the future than the goals of the Heaven Architects.

This is the Ashtensyrex. Take it, and our team will bow out back into the shadows."


Lord Gadigan wrote: "Hah. Well, I really wanted to fight Aikhra, so I guess there isn't any personal reason for me not to. Fine, fine, you guys get the pass this time. Ah, by the way, Beak says hi."

Anathema takes the deal.

The moon witch hands over the Ashtensyrex, smiles, and fades away like a fleeting thought. The council hall and its occupants disappear similarly.

Team Veil Render wins!


Lord Gadigan wrote: Darston separates from Anathema and returns to full power. Anathema, Roy, Gonzo Forcystus, and the Enigmatic Python are similarly restored.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: The hour of the final battle is here.

The Heaven Architects are the defenders.
The Veil Render is the challenger.


Lord Gadigan wrote: Team composition:

Guardian:
Geddoe
Celas
Zweirugi
Draconics
Nole
Reyna & Turakiel
The Resistance Santa
Elsie Phaeduras (Boss)

vs.

Challenger:
Anathema
Roy
Darston
Gonzo Forcystus
The Enigmatic Python


Lord Gadigan wrote: Contessa Negalux and William Senior appear, restored, in spectator seats outside the room, watching and with popcorn.


Lord Gadigan wrote: The chamber you have gathered in is vast. The Nexus Core, radiant and blazing, hangs like a star in its center. Beneath the core, Elsie, levitating, meditates. The other guardians stand ready to guard their prize.

Light fades before erupting into an ever-expanding clockwise growth of purple and blue fractals which increase in complexity and speed. At the precise moment the fractals stop, Glenda’s transformation finishes, putting her bust on display for one brief instant: Geddoe has arrived. Ayame and Glenda plant a loving kiss on each of Geddoe’s cheeks. The girls are a testament to his desire for light and darkness to work together for good; an example of his wish for the future: beautiful and accepting of everyone.

Ayame’s soothing, yet blinding radiance mimics her personality of grace and fury as she meaningfully steps out from the gate wearing Geddoes robes and wielding Solem Benedictus. Glenda, an opposite in all but sexiness and might, steps into the fog shadow.

“I will be the guiding light, the beacon above the skies, leading those who need it to that which they seek.”

Geddoe expands his wings and powerfully ascends to the stars, coincidentally allowing the robe of the solar hierophant to raise enough to flash Ayame’s panties, “Let those who would wish to bring ruin and expand suffering face my judgment.”

His preparations complete, Nole readies himself for the coming onslaught.

Nole shines, a being of Radiant Righteousness. His wings spread across the Heavens, unfolding in ever-changing configurations of wishes and scourging holy fire.

He holds within him Hope, the New Light of the Universe. He holds Light, the Old Hope. And at it’s crux, flowing cyclically between them and through him is Good.

The air shimmers around him with the faint song of choirs. He is a Holy One, an arch-angel’s arch-angel, Holiness, Truth, Healing and Freedom made manifest.

Celas stands among the assembled ranks of the Heaven Architects, skull-visage visible under his hood's cowl, leaning his weight against his scythe's handle, his wings extended and shining with Inevitability. The shadows cast stretch towards the Veil Render team strangely, giving an overall impression that the Veil Render team is being held by puppet strings.

Zweirugi had played it uncharacteristically quiet for a long time this adventure, although he had gone along for one of the wildest rides. He kept silent even now, taking a draw on his cigarette.

He quelled his thoughts and paranoiad outbursts to avoid the system's selection algorithms.
He had made himself one of the Numeral Bearers of a Disc.
He was there when Forcystus was stopped at last.
He saw first-hand Vashna's use of the raw and immense power to douse Cordelia's scheme and her own seemingly limitless power.
He was there in his creator's final moments, reforging his last hopes into Draconics and taking his shot at greatness.

Now wasn't the time for grief. Vashna's loss wasn't the end of himself. He was now the creator.
Now wasn't the time for regret. If they had let this team die to Cordelia's machinations earlier, their foe would just be another line-up with some contrived power to balance it.
Now wasn't the time for rage. His temper was at it's peak performance and any more would be un-annealing.

If he had leared anything from Nira, the time for anything was two hours ago. He would make sure Draconics saw this through to the end. That Vashna's work here wasn't for naught. That he got Vashna's final note to Nira to her intact.

Draconics may have Vashna's memories all the same on top of his power, but Zweirugi was not going to consider himself any less. His sense of Self in this incident had grown exponentially. Without a wielder now, his immutable heritage that bound him had now broken the chains of his fate and turned the tables on his namesake. The captive gear was now the living legend.

He may came into world as a being called Sword-Vashna.

He was going to have to remind that world he was Zweirugi, the Sword of Vashna.

An unfamiliar face sat in Vashna's clothes reading his pile of books cast in metal.

It was a lot to take in. Having someone's entire history just existing in your mind.

Draconics might of been molded in Vashna's last best guess at his own image. Sans the forgotten colors leaving him with pale skin, white hair, and red eyes. Ignoring the random patches of scales and mild claws. To give the man credit though, Draconics looked like a humanoid.

He sat out the trials, but he wasn't idle. He read, reimagined, recalled. He thought over all that Vashna had done, and what he was left to do. His connections to the people around him, and the choices he made to get to where he got. The man specifically avoided these quests for a reason, but there was something to settle on this one. Some reason to finish this fight.

It's not about Bill, not about the Giant gods, not about the Enigma men, maybe not even about Nexus. It's about this fight; 'I will show the world what I can accomplish and who I am on the grandest stage!'

He stands, whipping his cloak about as his shield array comes online. Whiskered dragons crawl and sprawl from the host of books surrounding him to join into the orbit of this matrices and diagram.

"Someday, somewhere, someone will best me. But it won't be today, and it won't be you! Fear my name, my predecessor's greatest, eternal and final attack, Draconics!"

Reyna & Turakiel float, shining, merged self visible at the same time that their individual component-selves are. They wield a blade of judgment and holy light.

The Resistance Santa, jolly and deadly, commando rolls onto the field while ho-ho-ho'ing, camo-colored Santa outfit difficult to focus on. He carries a massive sack and an automatic weapon.

Elsie continues her meditation. Wind picks up in the chamber. Nexus's power flows from its discs toward the core.

On the entry-side of the heart-chamber, the challengers arrive.

Darston walks onto the final stage, the indistinct, brilliant image of a man surrounded by seething shadows, boiling light, and hinted-at notions frozen in a fixed state beyond life.

"Fellow champions, congratulations on making it to the end! The Veil Render has promised to protect Nexus should she win, and your patron doesn't seem to fit the antagonist mold either. Give your heart to the battle we now face, gleeful in the notion that no matter which side triumphs we have defeated the many worst outcomes this mess of a quest could have resulted in. May your will temper your blades, for glory ever seeks the worthy!"

The shapeshifter draws an armful of weapons, raises them in salute, and then shoots into the sky above the stage as space quakes around him.

Anathema, dressed in a snazzy suit of black, crimson and what seems to be starlight, a sword of gleaming steel belted on one hip, a sword of bloodred metal on the other, lifts an onyx mask from her face and addresses the Heaven Architects in a clarion voice.

"It didn't have to be this way, you know. We were all set up to ally for the win, and then Vashna betrayed us all. Oh, wait. I guess you Architects were never in on that deal. Too weak, too sanctimonious, they said. Nobody wants your faction to win, not even your own team. You're sitting there on a whole roster of traitors. Nole, the 'holy one' who abandoned you once already to work with the Archtyrants and again to exclude you from the winning alliance; Vashna and his sword, who blew you off once already for the winning side- before he screwed the whole universe over for his own baggage, what a shock from your stalwart ally, the 'Ruin of Nexus'; Celas, where do I even start? Let's just go with his latest crime: Sell out the universe for a handful of trinkets? You call yourselves the champions of Good, but you keep company with THAT?" She spits. "But then, I suppose the loyal upstanding members of your number are no better. Just look to Geddoe: the genocidal tyrant who's already scourged entire worlds. If that's not a future you want to usher in, it's better you step aside and let someone with some sense carry the day. Assuming you don't want lizardface and his Fiend-sword, there, to backstab you all to summon another Endbringer or something. You know, again."

Gonzo Forcystus remains silent, mask smiling, as though he is aware of some joke the others here are not privy to.

The Enigmatic Python is Enigmatic.

Roy saunters in after the others, looking fresh and well-rested. Or as fresh and well-rested as a skinless Warlock dressed in a blood-soaked Miko and surrounded by a pulsating network of his own veins and barbed wire can be. The Torii hands behind him like an ominous red hand, dripping blood that vanishes, rippling into the obviously-solid ground beneath them. He examines a hangnail and fakey-yawns. “Ah jeeze, how predictable. Would you look at that? Team “We’re-So-Holy-Even-Our-Farts-Smell-Like-Incense” is here waiting for us. And why? So you can poke your powdered noses into everyone’s business even more effectively than before? How boring! C’mon! Live a little!”

Nole smiles and waves to Darston.

“Hey, good to see you made it this far! I’m looking forward to a good fight and an amicable aftermath.” he says.

Anathema and Roy get a considerably cooler welcome. “Anathema, I can’t deny the good you’ve done so far. Neutering Forcystus’ threat is arguably more important than either of us winning this. Still, I’m afraid this is the end of the road. Roy, I don’t even know what to say to you. I can already see you scheming to misuse any power you’ve sucked down so far. I can’t let you do that.”

“I’m considerably less happy to see you, however,” he says to Gonzo Forcystus. “A new coat of paint and a new master doesn’t get you off the hook for everything you’ve done. Prepare yourself.”

Elsie's eyes open, clear and empty, showing a horizon of swiftly-moving clouds.

Portal energy draws in. The chamber's great dome opens to a thousand portals at once, each displaying open sky. Wind rushes in. Space folds inwards, then outwards.

The room is gone. The molten Nexus-core floats in the center of The Big Sky. All the winds from the chamber-linked worlds pour through this new expanse into Elsie, whose body turns clear, a silhouette in the endless sky.

Elsie's subtype has changed to Voyager.

Boss Fight: Round 1-

*Gonzo Forcytus (Fiend & Immortal & Holy One & Elder Geist & Abomination & Outsider, Level 80)
*The Enigmatic Python (Reptile & Outsider, Level 80 Unit)
*Anathema (Elder Geist & Nemesauth & Immortal & Outsider, Level 79 BA Member)
*Darston (Immortal & Elder Geist & Outsider & Angel & Vessel, Level 79 BA Member)
*Roy (Chosen, Level 79 BA Member)

vs.

*Elsie Phaeduras (Crisis Final Boss Mode, Form 1: Maiden of All Winds) (Voyager, Level 88 Plot Foe)
*The Resistance Santa (Holy One & Santa, Level 79)
*Celas (Planetary & Undead, Level 79 BA Member)
*Draconics (Dragon & Fiend & Hollow-Soul, Level 79 BA Member)
*Geddoe (Arch-Angel & Holy One, Level 79 BA Member)
*Nole (Holy One, Level 79 BA Member)
*Reyna & Turakiel (Arch-Angel, Level 79 BA Member Unit)
*Zweirugi, Sword of Vashna (Fiend & Sword, Level 79 BA Member)


Lord Gadigan wrote: Elsie feels the winds. She guides their currents and hears their voices.

Else is Supreme Governor of the Cardinal Wind. She sets Vayinhatoo, the Wind of Unbound Aether as the Cardinal Wind, and obtains a Body of Ineffable Transience.

Anathema explodes into motion, faster than the eye can follow, leaping high into the air and vanishing from sight. A brilliant crimson nova flare blots out the myriad sky portals, as Anathema reaches into her link with Darston's well of powers and extrudes the Blood Grail's claws from the Sunhand, now blazing on her arm. She plunges from the sky on the hilt of her World-Nullifier.

The room eclipses as night suddenly englufs it. The Big Sky hangs open and devoid of stars. Darkness covers the battle with impunity.

Rending the facade is a blinding light: Across the horizon of the darkness is a glorious entrance from none other than Zweirugi!

"O' Glory's Riser!"

Zweirugi deploys from the Air atop himself. Nine clones of him flicker outward from his form, each riding itself while wielding itself. Zweirugi has flanked Anathema!

Anathema's aura flickers. It glows blue for a moment. There is no room for such things here, not today when her fighting form is perfect.

Anathema's attack adapts mid-flow to counter this threat.

Her blade and crimson hand meet Zweirugi's many swords, trading parry for parry and blow for blow.

Zweirugi came into this ready to use his initial attack to dampen the opponents' divine power: He has the God-Eater.

Anathema came into this ready to use her initial attack to dampen the opponents' divine power: She has Divinity's Prison.

These two anti-divine forces clash with one another, essences intermingling as their respective wielders battle in the air.

As six Zweirugis fight Anathema midair, four others head for Roy, Darston, Gonzo Forcystus, and The Enigmatic Python.

Roy is hit first, impaled through the chest with apocalyptic, all-seeing glory. Something is amiss. Zweirugi realizes what has occured.

In One Red Instant, Darston joins in. He is the Master Detective. He prepared well for this. The Roy that just got impaled? A ruse. That was a bloodlone set up before the battle.

The actual Roy was riding inside his internal submarine command center the entire time. Roy declares himself Anathema's Crimson Steward. Her powers over blood are upgraded.

Darston, suddenly riding atop the One-Strike Killer, utilizing a sword-riding spell granted to him through the Chroniclers' Record of All Magics, dual-strikes four of the Zweirugis with colossal versions of the sword he is riding and the Sword of Darston.

The false-Zweirugis collapse back into the main sword-swordsman, forming parts of a blazing numeral above his head. As they do so, however, lines of unhealing void appear criss-cross on the bodies of the Zweirugis entangled in the main aerial duel with Anathema, applying Heavy Unhealable Damage.

Anathema reacts. Anathema adapts.

She knows the nature of All Treasures. She is the nemesis who turns her opponents' powers against them. Hers is the blade that will bring the end; not Zweirugi's.

Anathema drains the essence of the God-Eater into Divinity's Prison, empowering it.

Anathema, red-dead-sun-tendril swordfighting seven of the Zweirugis as she goes, forces the direction of battle over toward his allies.

Celas has cracked the Serpent. He is a Deity of Fate, an Expert in its Weaving, An Adept of Knowledge, and is thus nearly unsurpassed in the arts of scrying. Information and data begin unspooling themselves in front of his insightful eyes with every moment, as he seeks to know all their is to know about his enemies.

Anathema, however, is fast. Must faster than Celas. Grabbing him with a red-clawed eclipse-tendril, she forcibly shoves him into her newly re-formed relic, the God-Eating Prison.

The Wind Which Liberates All flows from Elsie's form, blasting Anathema's Prison and blowing through it as though it were not there.

Anathema, however, has The Veils, and they, like she, are tinged a most perfect blue. Celas may have been liberated, but the God-Eating Prison holds his divinity yet.

The Resistance Santa goes Ho-Ho Covert! His santa-camo turns the color of the open sky, and he vanishes from view.

The Enigmatic Python is Enigmatic!

Ho-ho-ho-ho-ho-ho-ho-ho-ho.

THE ENIGMATIC PYTHON IS ENIGMATIC.

HOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHOHO.

THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC. THE ENIGMATIC PYTHON IS ENIGMATIC.

The Resistance Santa drops back into view, being strangled by a massive Enigmatic Anaconda, Santa-muscles bulging as he attempts to pry it from his throat.

His arms and legs are soon likewise bound. Snakes pour from their unseen hiding places in the air, dealing moderate Damage to The Resistance Santa and preventing him from acting this round.

The Wind Which Liberates All continues to flow. The Resistance Santa is carried free from the snakes' clutches and off into the sky, where he deploys into his vehicle. AFter all, he's the Resistance Santa; he Rides In An Excessively Heavily Armed Slay.

Within Darston's interior command center, Roy runs his hands across the Catalogers' Artifact, humming to himself. He's feasted on the Blood, Spirit, and Flesh of it's owner, and it's power *sings* to him. Fast as Knowledge, he flips through, finding very particular spell.

Gonzo Forcystus is inside with him. Pukuku.

Roy gives a wicked smile, Blood-Gate Torii beating like a heart behind him.

"Hey, F-Man. Let's whip up some friends and even the playing field a little bit."

Gonzo Forcystus's mask smiles.

Roy muses.

"Did I say friends? Maybe it'd be more accurate to suggest whipping up some fellow Enemies."

Gonzo Forcystus's mask smiles.

Blood pours from the Torii, quickly spreading into a wide, glass-surfaced ocean. Forms, huge, indistinct, unborn-yet-dead, claw their way up from the Blood Sea.

Using the Torii's ability to recall the echoes of the defeated and recently dead and his own expertise as a Blood Mage and master of (Chosen) Dark Magic, Roy acts in conjunction with the Sublime Liar himself, Gonzo Forcystus, to summon up Blood Echoes of none other than The Enemy and his myriad terrible forces, divorcing them from their Undead nature through the Primacy of Gonzo Forcystus' Lies (in order to prevent any interference from Celas, that sanctimonious waffler).

The blood sea is made the Blood Abyss, resting beneath The Big Sky. Up from it rises The Enemy, taller than the sky itself and made of the blood of those who died in the countless wars seen by the worlds Nexus is linked to.

Elsie was waiting for something of this sort to happen.

Vayinhatoo Carries Away the Unquiet Hosts Beyond.

The ethereal wind blows, becoming a spiralling, tornado-like gale that reaches from infinity above into the blood-red depths below. The tornado becomes a whirlpool, swirling with aether, and the whirlpool's base becomes a gate, one of many Endless Gates to Endless Skies. The Blood Abyss drains away, and The Enemy is returned to the unliving infinities beyond the planes.

Roy takes moderate MP damage, as Winds of Aether Carry Away All Magic; part of his power is gone, out into skies, into voids, into places without names.

Geddoe establishes the Constellation of the Great Healer, and his Python-Cracking Eyes gaze out across the battlefield.

It is then that the full measure of Anathema's attack becomes apparent. With Elsie having focused her power on stopping the (admittedly horridly devastating) impact of Gonzo Forcystus and Roy's combo-spell, she left an opening for Anathema. Specifically, for Anathema's blood clone.

Anathema had a veil-hidden blood clone in reserve above the battle while the sword fight went on below.

It drops from the sky. It impacts midair, interrupting Geddoe's scan and driving the Red Sun Hand's bladed fingers into The Big Sky itself, causing myriad bloody sword-fingers to erupt from the air, scything into each and every one of her foes again and again, each wound draining their blood, their magic, their levels, their lives, their very Gods, as the God-Eating Prison locks away the connections between deities and worshippers and bends them to Anathema's use.

"Blackest Tendrils of the Red Dead Sun!"

Geddoe takes heavy damage as his scan attempt is interrupted, his constellation broken, and his divine powers stolen; but he manages, at the last moment, to channel the power of the Sublime Paladin, his head suddenly bearing the Crown of Life, and, channeling the power of Life itself, resisting the nastiest part of the Elder undead's attack, preventing Level loss. Celas takes heavy damage and has already lost his divine powers and patron connection; Celas loses 4 Levels. Draconics takes moderate damage; Draconics loses 3 Levels. Zweirugi takes moderate damage and loses 3 Levels. Reyna & Turakiel take moderate damage, lose their ability to cast divine magic, and lose 3 Levels. The Resistance Santa takes moderate damage and loses 3 Levels. Nole takes moderate damage and loses 3 Levels. Elsie takes light damage yet remains unfettered. She possessses Reservoirs of Essence Vaster than the Sky. Elsie untakes light damage. Her body is Transient. Wounds do not stay applied to it.

She calls forth the power of her own god as she does so: the resurgent might of Doctor Beak, the Lord of Plagues entering every wound his champion inflicts upon those who are not only her enemies, but his own.

Elsie's eyes close. The Big Sky's eyes open.

Empty Skies Hold Endless Possibilities. Things That Never Happened Cannot Hurt. Even though Darston's progress works on the void wounds to extend themselves forever into the future, progressively adapting to all attempts to remove them, Vayinhatoo, the Wind of Unbound Aether, carries them away like they were never there. Perhaps they never were.

Zweirugi's action fades away into aether. Zweirugi bursts out from Aether, riding himself once again. He is unharmed. The God-Eater holds its power once again.

Zweirugi slashes at Anathema.

Anathema flashes blue. She spins. She counterattacks. Zweirugi takes moderate damage, but he manages, as he zip-dodges back away from the blow's full impact, to strike the essence of disease she unleashed with a counter-counter. The God Eater destroys the Beak-plague. This time.

Geddoe senses this opportunity. Geddoe seizes this opportunity. A crown of eternal ice appears on his forehead, shining with cold. The shattered stars freeze. They realign, becoming ice-locked in the sky. The Great Healer's essence pours down. Geddoe's connection to Phalerin is, in a miracle, restored. Geddoe takes heavy healing.

Zweirugi's circlet glows. Zweirugi's power surges. His eyes glow bright. He runs two divinations in parallel.

They're covered in Veils. They're ALL covered in Veils. Darston has the Veils. Anathema has the Veils. Gonzo Forcystus has the Veils. Roy is inside Darston. The Enigmatic Python is Enigmatic. Gonzo Forcystus is Enigmatic. Gonzo Forcystus is maddening.

Elsie can sense what is about to happen. After all, The Wind Whispers Secrets in Her Ear. Her Clarion Voice, Words Carried by Uncatchable Wind, travels to Zweirugi's sword's top-ear.

The Big Sky Brings Clarity to Thought and Soul. Zweirugi is centered. His is stable. He smokes infinity every day. He's got this. He resists the Insanity-patterns of Gonzo Forcystus. His eye is the eye of the prophet.

Darston's Veils take moderate integrity loss. Anathema's Veils take moderate integrity loss. Gonzo Forcystus is Enigmatic. The Enigmatic Python is Enigmatic.

(Zweirugi Q: Didn't this thing already get cracked!?

Gonzo A: Darston upgraded it.)

The start of battle has concluded! Round 1 proper begins!


Lord Gadigan wrote: Empowered as a Holy One, riding a speed-boosting slay, and taking full advantage of his santa-based time-manipulation, The Resistance Santa acts first!

"HOHOHO, I'VE GOT A GIFT FOR YOU! CAN YOU GUESS WHAT IT IS?"

Before anyone can response, he whips his sack out and reveals his shining gift to the opposing team.

'DONG!'

Santas are able to empower gifts that they use, whether those 'gifts' are truly given in good cheer or are (in the case of dangerous Santas like this one) rather patently offensive. The gift's power is multiplied.

The gift was not originally from the Santa, however. Geddoe originally held it and gifted it to The Resistance Santa first. While regifting, in some situations, could lower a gift's potency, it is the power of a Santa to act as a gift-distribution vector that enhances a gift rather than deminishing the heartfelt wishes behind it; The ResistancE Santa pulls power from the act of Geddoe gifting him with this rare relic and lays it atop his own, multiplying the gift's power.

It is the nature of a gift from an unexpected gift-giver to hold more potency than an expected one. This is one of the great truths known to the Santas. Darston and Roy expected the bell to be used by Geddoe. Celas expected the bell to be used by Zweirugi. Santa flummoxed them all. The gift, from this unexpected avenue of arrival, has its power multiplied.

The force multipliers stack.

Victory rings out. The Veils cannot stop it. The powers of the Elder Geists cannot stop it. With these empowerments bestowed upon it, it is inevitable, irresistable, and final.

Darston's form collapses in, the veils all shift to look like his base form, then gray-out. His potential is meaningless with victory having already been decided; the fire in his veins has gone cool in the face of certain defeat.

Roy slumps back in his chair. What has he been Chosen for? Not to win this, certainly. Might as well just sit back and let the inevitable happen.

Anathema's body goes limp. She is a force of opposition without enemies to oppose, now hanging in open sky as a nigh-inanimate corpse bereft of motivation.

Celas, in this moment, manages, working in tandem with The Resistance Santa's power, to activate the full might of the Force of Noble Global Resistance. He fights the power! He breaks through! Celas recovers his divine powers from the God-Eating prison.

A snake sheds its secrets and slumps into vision. The Enigmatic Python lost once before in the depths of the Knot. It is only proper that it stays defeated rather than having an effect on this even-greater battle.

Gonzo Forcystus's mask falls off. His robes are empty. He was a lie all along.

==== Phantasmal applause fills the world. Confetti, glittering and incandescent with rainbow light, rains down on a field of white joy. The Heaven Architects have won! ====

==== <Oh, but what's that, you say? "Mister Forcystus, that's quite anticlimatic." "You really should have done better, Mister Forcystus!"> ====

==== A winking Forcystus-mask appears in your vision. Profane choral music begins chanting in the background, rising slowly in volume. ====

==== <My, oh my. How little faith you have. Perhaps you've forgotten something key.> ====

==== The Forcystus mask's mouth is smiling oh so wide. ====

==== <I can act upon the world when I don't exist. That is to say: Of course the physical me is a lie. > ====

==== <And even if it wasn't, I'd still be here, countering your plan. Really, Geddoe, you ought to study your own items better. Or perhaps you should be paying more attention to the information that gets broadcast about your foes.> ====

==== <I'm Level 80. The bell doesn't work on me. Your 'clever plan' was, frankly... rather poorly thought out.> ====

==== <It was fun seeing you waste a five-billion-Gold relic, though! Always enjoyable to see the forces of good squandering their resources.> ====

==== <Good attempt on guarding the core! If I hadn't been distracting you all with my vision-obscuring announcement, well then maybe you would have been able to stop me from inserting the Ashtensyrex.> ====

==== <Which, of course, I have modified.> ====

==== <Mmm, if we're being honest, though, you'd have failed even then...> ====

==== <But hey, lies are fun! Embrace them! Take comfort in thinking you might have had a chance!> ====

Vision returns. The Ashtensyrex pulses at the heart of the core. Forcystus is next to it. Elsie is driving Ganthimok, the Blade of White Wind through his torso.

Forcystus collapses in a shower of blood.

<That's not me either. An attempt was made, but you came up short, I'm afraid.>

<I'm over here. I lied when I said I wasn't (obviously).>

The (empty?) Forcystus robes put their mask back on.

<Now, you lot. Up and at 'em! You may be 'defeated' by nebulous techicality, but the side isn't, and, as I hope your rathermuch-intact bodies can inform you, 'defeated' does not equate to dead, or even weakened. Really, it doesn't do much at all.>

Darston's shimmering other-selves regain color. The veils are back. A nimbus of his power appears around him for a moment, essence glowing blue.

Anathema snaps into action. Her mask's eyes glow with red-black light. A nimbus of her power appears around her for a moment, essence glowing blue.

Roy springs up and hunches forward, heart beating again as blood runs from his body and darkness surrounds him.

The Enigmatic Python is Enigmatic.

<Aren't you glad you didn't kill me when you had the chance? Pukukuku.>

Gonzo Forcystus is now the lynchpin holding his team together. If he gets taken out, things fall apart for the rest of them, with victory for the Heaven Architects triggering regardless of the other Render members' status.

So long as he's here, though, the Victory Bell is going to have no notable effect.

Anathema, empowered by Roy, holds unfathomable power over blood and its properties. Through Red Wisdom, she sees the secrets of her enemies, prying them from their veins.

Anathema soaks in Vampiric Wisdom, churning over knowledge gained about each of the foes whose life she's tasted, scanning them all and assessing their capabilities. Zwei, in particular, was vexingly formidable, and she needs to know what the hell?

Having previously wonded everyone execept Elsie, Anathema scans her opponents, protected from shining backlash by her connection to Roy's darkness.

She sees many notable things:

The Resistance Santa holds a magic eye that can protect him (or, through the power of gifts, his allies) from backlash against scan attempts. His is the numeral XXV, the holy number of Santakind.

Geddoe can freeze the cosmos. He holds dominion over life, over destruction, over space, over time, over fate, and over fortune. His is the numeral XII. Hallelujah.

Draconics still holds the hammer that Vashna once stole. He can work the forge and manipulate its properties. His is the numeral VII.

Reyna and Turakiel were killed once. Santa avenged them. They would be able to act many times within a round if they weren't repeatedly interrupted by Anathema and her allies.

Nole is going to attempt to find a method to stop the Level Drain. How problematic. Yes, he will need to be dealt with first.

She cannot see Elsie. Nothing about her is permanent, and her wounds never even bled. She cannot see Zweirugi. Harm to him was undone once, and though he was harmed again, shadows linger.

Anathema's essence flashes blue. Anathema's mind connects to Darston's. Blood reaches into realities that ceased to be. She dredges up Lost memories, and adds Zweirugi's information to the pile.

Zweirugi has been granted power over great evil by vanquishing that evil. His is the numeral III. With it crowning him, he may become many when engaging in devastation.

Still, with a brush of her thoughts into the link with Darston, she trusts her teammate to deal with him. Via extra-reality mind-link, Anathema beams the newly acquired information to Darston.

In the meantime, something must be done about him. He thinks he gets to heal her wounds? He dares to wield swords, to cure and cause plagues? Unacceptable.

A taunting phrase, not her own, dances across her mind. Possibly from the scan?

Tear the wings off the Holy One.

Behind her Mask, she grins. She's been looking forward to this.

Geddoe is vexed. He was specifically relying on his divination to warn him of attempts to insert the Ashtensyrex into the Forge, but it seems that Forcystus, during his reality-override, managed to block his divinatory senses along with everything else. That's a problem.

He slips into a defensive posture and readies himself to defend against attacks against himself and his allies, channeling primordial ice into himself as he does so.

Darston's eyes shine with Will. He stands beyond time, beyond life, something older and more ancient than an Immortal, more lethal and durable than an Elder Geist. This damnable Wind is something new, but it's getting old awfully quickly. He adapts, flowing into a new swordmaster stance of flowing water that moves with the wind but is only stirred into a frenzy from it. He will not be undone quite so easily, and the Arch-Predator will not be denied his hunt. His shadow strains and snarls, tearing at the graveyard of fiends. Victorious from Daghmal Gozzott he comes, and His Hands Grasp The Lost. He who fell into the shadow of himself returned yet briefly; that is enough of an opening for him to be called back through a different medium. The Lie has been accepted as Truth and thwarted rather than denied. Perhaps Forcy should help with this? Perhaps not. Perhaps he already did. The Veil Render controls the city where lost things accumulate now, as well as Gonzo Forcystus himself; we have an in. The shadow tears at the Veil, cutting a hole in/with the Edge of Nowhere and calling on the re-embodied Fiend to return.

Reaching up from out of the lost spaces, The Enemy's bladed fingers drive themselves into The Big Sky as it drags itself back into battle, towering over the sky once more.

Elsie was waiting for an attempt like this. At her command, Vayinhatoo, the Wind of Unbound Aether, grabs The Enemy and drags him back out of existence, dispersing him into Aether once more.

Having accomplished this, and knowing that Darston's defenses against the wind will upgrade themselves over time, Elsie changes the Cardinal Wind.

Elsie is Supreme Governor of the Cardinal Wind. She sets Gelbenmarnos, the Wind which Whispers Knowledge as the Cardinal Wind, and obtains Eyes Which See Beyond the Farthest Horizon.

<Darston pulls The Enemy, Elsie dispels, switches>

Elsie calls upon the wind to bear All Knowledge from Far-Flung Lands and she now Knows Numinous and Hidden Truths. Revelation Becomes a Gale, and scan attempt upon scan attempt hammers into The Veils, with the circular wind strengthening itself in equal measure to the adaptive defenses of its targets attempting to self-upgrade to resist it.

The Wind of Knowledge Inevitably Reveals All Secrets.

The Veils are torn away by the wind, carried off into The Big Sky. For the smallest fraction of a moment, Darston and Anathema are vulnerable.

Anathema anticipated this. Her mask reshapes itself. Her body reshapes itself. Her veils return.

Darston, also ready for this as the Master Detective, channels her power. His form reshapes itself. His veils return.

Anathema and Darston have reset the integrity damage to their unscannability. Anathema and Darston's power increases sharply as Evolution and Progress, empowered through Nemesauth-reconfiguration, rework them to become perfected instruments, exactingly tailored to eliminate their foes.

Acting at lightspeed, Darston's gaze sweeps the field, his Clocklike Apocalypse-Eyes unleashing a wave of Dread Apocalyptic Power on the opponents as their essence leeches away. Tick tock. Geddoe, through his link to Ayame, is able to act just as fast, and, channeling the power of his crown, freezes darston's vision mid-glare.

Darston responsively cleaves the effect from himself and regains his sight, but the apocalypse gaze was, for this round, stopped.

Forcystus spins his pen and ticks a box on one of the many lists contained on the One Ledger. He then turns his gaze up to Elsie.

"I took the liberty of importing the remains of a particular group into Nexus as a precaution against your presence. Pity that you already dismissed that aetheric wind in response to Darston."

Forcystus's pen flickers and becomes The Infinite Key. Forcystus drives the Infinite Key into the Big Sky, unlocking the boundary between life and death. From out of blackness comes a procession of figures in black-and-purple robes with tall hats, chanting as they walk through darkness and air. The Synod of Sleights Remembered has, at behest of Forcystus, reconvened.

The One Ledger's lies, however, place the Synod's status at a point notably before their previous demise. The Synod stands at the apex of its power, their greatest ritual on the cusp of completion.

Intoning the final words of the ritual, voices guarded against Elsie's Breath-Stealing Winds by Forcystus's spacetime manipulation (augmented by a temporary connection to Darston), the Synod completes its summoning ritual.

The sky parts. Golden light shines down, not from a star, but from a monolithic face of polished gold, towring hundreds of miles in length. The Golden Face of Qaz-Qor has entered the battlefield!

The face's voice booms, and the Big Sky quakes as it speaks.

Glorious Overcrash: My Most Wrathful Gaze wrote:"I AWAKEN, MORTALS,
NOW GENUFLECT IN SUBMISSION,
LEST I SMITE YOU WITH GOLDEN EYES,
WHEN I END THIS TRANSMISSION.
YET THIS WORLD IS UNWORTHY,
OF MY GLORIOUS POWER,
AND ONLY MY FAITHFUL,
WILL SURVIVE RECKONING THIS HOUR.
MY EYES SEE YOUR HEARTS,
AND WITH WHAT FAITH THEY BLAZE,
SO I SHALL ANNIHILATE THE HERETICS WITH,
MY MOST WRATHFUL GAZE."



The Golden Face's eyes glow with dire light.

None of the Heaven Archetect team members worship the Golden Face!

All of the Veil Render team members worship the Golden Face! (Or at least they look like they do thanks to Forcystus lying and manipulating the veils to register them as doing so.)

Eye beams blast from the Golden Face. Elsie, having previously been subject to its wrath, is the first target of the Golden Face. She takes massive Damage, despite her empowered state, thanks to her personal weakness to this particular Golden Face and its Overcrash.

The Golden Face turns its attention to the other members of the team, targeting them en masse.

Glenda was given orders by Geddoe that she should, if directly targeted, activate her Overcrash defensively. The Golden Face just targeted her, and she heeds her orders. She activates her Overcrash as a counter to the Golden Face's.

Glorious Overcrash: Invisible World wrote:"Endless seas of endless mist,
Enshroud this world in your deep embrace.
Pour forth your mystery across earth, sea, and sky,
And shroud my work from mortal eyes,
For I have become death, the unseen hunter,
Hunting monsters as they once hunted mortals,
Within this
Invisible World."



The Fogsea pours into The Big Sky, enshrouding it completely in fog. Geddoe and Glenda can see.

The Golden Face's eye rays blast through the fog, but, with the Frace unable to see its target, they go wide, missing Glenda (and the rest of the team after her).

The world is fog. Only Geddoe and Glenda can see?

Forcystus's masks's eyes light up like red lamps. Geddoe and Glenda see black fog pouring out from his finely-tailored shoes, reaching through the Fogsea and corrupting it in its passage.

You Are Your Own Worst Enemies: Glenda and Geddoe Come Undone wrote:Your scythe is sharp,
And your miracles carry the power of stars,
And yes,
Your spirit does burn bright,
But your choices,
Oh they have paved a most unfortunate path.
I have measured your divine might,
And just as surely I have measured your harem too,
And ultimately, you are inadequate.
I saw you fight Raul,
Understood your powers,
And you dared to think your trick would work twice.
It's all gone sour for you,
Your power spent, your best hand played,
Yet here I stand seeing bright as day,
With proper planning you could have slain me, true,
But I've outmatched you at each turn.
You sought to blind my eyes,
Yet I rewrite the world through Lies,
And turn your magic against your allies,
Poor tactical planning there, I must regretfully say.
Amidst the Fog, the Divinity, the Doom,
I drink it in, surpass it all,
Become the Evil above all others,
And, in my own way,
Within It All, I Remain Pure.
And as for you?
Glenda, Geddoe, like so many others who have tried to oppose me,
You Are Your Own Worst Enemies.



The black fog reaches Glenda, grabbing her, embracing her, pouring itself into her, crooning as it does so. Her eyes begin to glow red as black magic suffuses her soul, empowered as it is by Forcystus's boots.

Geddoe refuses to accept this. Digging deep into his reservoirs of divine power, he activates his Harems domain at maximum power, focusing on maintaining his harem and preventing one of its members falling under Forcystus's sway.

Forcystus allows Geddoe to link to Glenda. He pushes the corruption through her essence into her god-master's. Geddoe, radiant and a Holy One, resists.

That was, however, a feint on Forcystus's part. Forcystus manipulates the essence flow. He diverts it and changes its direction, moving to pour too much of Geddoe into Glenda, blazing through Geddoe's essence reserves by dumping them into Glenda's compromised Overcrash.

Geddoe's mana begins pouring into a blazing, malfunctioning sinkhole of endless power-consumption. Burnout threatens to spread to the Arch-Angelic demigod.

Geddoe was, however, on full-defense. He was ready to thwart attacks on himself and his allies, and he was channeling primordial ice. Activating his crown, Geddoe freezes the essence link, stopping himself from being forced into burnout by Forcystus's essence-link reversal.

Stars shine down from high up above, and astral light clears the stage of black fog.

Geddoe takes hold of Glenda's remaining essence as the Fogsea recedes, pulls her core into himself, and lets the rest burn away as he intertwines her magic with his own spatial power, establishing a link between the dissipating Fogsea overcrash and the Golden Face overcrash.

The Fogsea vanishes, leaving only the Big Sky. As it vanishes, so too does the Golden Face; its ultimate attack stopped mid-beam-storm.

With the Golden Face gone, Nole seizes the initiative.

Nole’s Mind-Implanted Research System begins to cogitate, adding the adaptive power of Progress to his plans, counter plans, and counter-counter plans. His Double-Wings Flash, Melek Taus and Shining Triumph scouring the battlefield in Good-and-Triumph tinged radiance. In a flash, he resumes his previous level, expending the XP necessary to do so. His Relic, Serenity’s Adamant Ideal, reacts to the presence of Evil, of Fiends, and of other Elder Nastiness, growing to white-hot radiance and vastly empowering the Holy One.

He flashes across The Big Sky, both the Frozen-Yet-Unfolding Heaven and a being within it, ready to provide healing to his allies and counter Anathema's assault.

Anathema, however, was ready for Nole. This round, he is her chosen prey.

Behind her Mask, she grins. She's been looking forward to this. She rushes Nole, the clean, sharp edge of the Sword of the Jack of Blades in hand, percing him through with Unmatched Finesse. A Forest of Colorless Thorns fills the arena around them, the Lethal Blades of Null and Void providing shelter against the Cardinal Winds, the Bastion of the Nemesauth against intrusion into this duel.

Nole's thought processes are stopped cold as he is forced to pour his full effort into defending himself from Anathema's swordplay. He *would* have developed a counter-vaccine to the level drain this round if he had been left alone. Anathema, however, didn't give him the chance. Nole takes heavy damage, he is stuck in a duel with Anathema, and an attempt of his to engage some manner of healing-wish is cut apart by Anathema's reality-virus-infused nemesis-swordplay.

As Anathema fights Nole within the prison of thorns, another battle between masters of the blade begins.

Zweirugi staggers from the initial rebuffing. The damage was expected, but not with that much force. The accursed blade cracks his neck and takes pause as his Amulet of the Wholly Balanced Self anchors him, as he opts to Counter as he looks over the field and his eyes flash, scanning the opposition with each and every action he takes.

Darston brings his strength to bear as he falls upon the many forms of Zwei once more, matching and exceeding the Expert Swordsman with his own Grandmaster Swordsman skills. Blow after blow, his attacks are infused not just with simple power (of which his is immense) but with the insidiously level-draining force characteristic to Elder Geists. Virmsyek, The Master's Blade lets Darston draw on new techniques on the fly.

Aether-Ripper, which cuts away at aether-based defenses and lays things bare as they are through the Idea of a Sword.

Second Harvest, a strike with the Grail Bleeder at the wounds he certainly <did> inflict .

Guilty Crown, a blow to whose strength is proportional to the sins of the target with the Sword of the Just.

Glutton's Feast, a Gourmand's blow that saps the strength of the opposition and feeds the All-Eater's 10,000 Ambulatory Devourer-Mouths his opponent's strength.

Heron Parts The Dawn, Of Legend, with the Sword of Darston.

Inverse Proportional: Infinity Bane, an attack with the Wave Blade to punish multi-form, multi-present enemies.

Rhino Mauls Heaven's Gate, a defense bypassing lunge with great strength and the Goliath Blade behind it.

And on. And on.

He fights with Somat, with the Idea of a Sword to strike the notional. He fights with Yirikashimel, The Sword of the Just to punish the Fiend-blade of the Ruin of Nexus. He calls to hand the Sword of Darston, to counter the fires of his opponent.

And on. And on.

Darston isn't all offense, though; he has many hands and many powers. The Shield of Evalach, a relic to fight the Fiend, staves off Zweirugi's powers while multiplying Darston's own. The Timewalker, Tester of Realities quickly adapts to Zwei's style and presses to overwhelm him.

Zweirugi, smoking through infinity stick after infinity stick for power, predicts incoming attacks with divination while channeling the Forge's geomancy and his own Fiendish nature to empower him in this dire combat.

Zweirugi is, despite his defensive fighting and repeated counterattacks, squarely overwhelmed by the superior swordfighter, whose essence glows bright blue as he battles.

Zweirugi takes massive damage, loses four Levels, and is spiralling on the way to being slain when suddenly, Geddoe intervenes.

Raising his staff into the air, calling upon the might of his crown, and forcing his way past Darston's reflective defenses, Geddoe freezes Darston within a massive sun of ice.

Darston, in a blue-sun nova, blasts apart the frozen sun while melting its ice. The moment he was trapped was enough, however, Geddoe has pulled Zweirugi out of the losing duel and across space and sky, saving him from Darston's onsalught (for this round, at least).

Reyna attempts to channel holy power. She pours forth holy light on Zweirugi.

His wounds cannot be healed.

She redirects her efforts, attempting to burn away the vines entrapping Nole; if the Prime Healer is returned to battle, then, perhaps, Zweirugi will be able to be assisted.

The black vines hold. Anathema is Nole's nemesis, and no power shall interrupt their duel.

Reyna reconvokes her power a second time, and, with no better options left that she can hastily call on, has Turakiel turn it into a holy nova of Good.

Good blasts forth. Darston's veils protect him. Roy, inside Darston, is protected. Gonzo Forcystus appears unharmed, and that's all that's needed to make it true. The Enigmatic Python is Enigmatic.

In retaliation, Darston's weapons passively launch eight spears of power in a mixture of elements at Reyna & Turakiel. They parry, but, exhausted from their attempts to force their magic to take effect, take low-but-unhealable Damage.

Draconics twirls the Hammer of the Forge of Aeons. His mind calming as he decides to call in some of the best help he knows, someone that has never let down Vashna and has pulled the insane mage twice from the brink of madness. The hammer floats in front of him as he begins to channel his magics. Genesis Architect for the life, Reality Coding for the action, a Hollow Man and Empty Soul for function without form, Fiendish Pactmaking for the anchor, Wizard magic for the power, a Dragon Lord's gullet for the receptacle (that [Find's Time Tasty!]), and a connection to the individual borne of their past he never knew. Through the links Draconics devours and drinks in the remaining essence of Nira's timeline scattered on the other PCs, using some of the ambient mana from the Flameforge itself and channeling it though the Hammer of the very forge that created himself and Zweirugi, will summon the Shade Of Nira within himself.

Nira, wake up, we have work to do.

You seriously aren't going to start this party without me? Vashna's rasp cuts into Draconics's mind.

What??

I'm still in here, in this mind, you know? Taking liberties with my own divergent reincarnation by installing the directives relative to provide an unsolicited thought pattern to advise you on your compounding excess of memories. Every good mage needs some schizophrenic help.

You manaspawned scum, you just can't give it a rest can you?

I mean, I AM the-

The Sash clears it's telepathic throat, <I'm sorry to compound the issue, but I can hear all of this and we're in a pretty important moment of contention if it wasn't clear.>

I'll shut up, but please, just let me loose. It looks like Drescher wouldn't let me reach the end, but I could at least be here in spirit? Maybe?

Acceptable. I think there's room in the schedule for this.

Draconics's eyes flare as his book begins to rapidly flip pages, laughing heartily he howls, "It's not a matter of betrayal but a matter of nonsense! There is No Love Lost! YOU'RE ALL DEAD!". He holds the tome aloft and slams it with the hammer; the Mad Judge's Gavel has rung! The Epoch Draconis Portal shimmers a foul color as a new grand spell takes over. As Draconics was once Vashna's ultimate attack, Vashna was now there for Draconics's grand plans. The insane Ruin of Nexus cackles from beyond as the image of Vashna emerges from the portal above the Veil Render team with undying glee.

Forcystus turns to the newly-manifested Vashna, mask smiling.

<Breaking the rules and bringing in someone who shouldn't even be here? I most heartily approve. It would have worked well, had I not already inserted the Ashtensyrex and usurped the Forge you used to recraft him.>

Vashna cackles in delight, gonzo-laughter echoing across the Big Sky, eyes white and clearly mad. It is prepared to sling spells, hurl curses, blast magic, and cause wanton and unending destruction, albeit with different targets than initially intended.

Draconics, however, was paranoid. Very paranoid. While constructing the Vashna-based attack, he also created a Nira in reserve. Launching the second against the first before Forcystus gains control of both, the pseudo-Nira, guided by Paranoid Zookeeping, rushes the pseudo-Vashna, freezing them both in an eternal, now-bygone moment, locking them both out of battle.

Roy peers across the battlefield through his handy periscope and makes a mental note. “Oh man, I’ve been waiting for this!”

He slides out a small, palm-sized lacquer box, emblazoned with a depiction of a flaming figure plunging into a cage, linked to a smaller form by a chain.

With a deep breath, Roy slides the box open. The ribbon is pulled, the box opens almost of its own accord as the lid jitters off, and the fates pour out.

Roy, cackling, is filled with the strength of a false god. Crimson power radiates from him, and he finds himself the arbiter of many dark fates.

The (false) Crimson God was once imprisoned. Roy takes hold of this aspect of its fate and focuses it through his Dark Magic.

The box floats open. Reyna and Turakiel are the first grabbed by the Fate-Sealing Hands of Red Darkness that pour from the box. Try though they might to free themselves, holy power blazing as they are yanked through the air, they find themselves unable to escape and are pulled into the box and out of the battle. They have Vanished and are Cursed with some manner of mighty seal.

The hands continue to flow. They reach across the sky. They grab the weakened Zweirugi second. Zweirugi is pulled across the sky, edge and fire unable to break him free from the hands.

Geddoe, for the second time in the round, intervenes to save Zweirugi. Divine power rushes forth in a wave of shimmering stars and ice crystals. Zweirugi is liberated from the hands, which are driven back into the box with holy power.

The box jitters. The box convuleses. Evil power begins wrenching it back open.

The Resistance Santa, a master of gifts, engages his Santa powers. Geddoe gave him a gift earlier. Geddoe therefore deserves one in return. For a brief moment, Geddoe is granted Santa status. This gives Geddoe authority over present-boxes and their proper times of opening. Combining this with his winter-appropriate ice powers, Geddoe decrees that Roy's box of curses be sealed, unable to bring further malady to the battlefield.

The box is thusly frozen shut and rendered inert. Roy fights as his essence begins to freeze, managing to shake off Geddoe's power, preventing himself from freezing and retaining the divine red light that he claimed from the box.

Ayame, meanwhile, has been tasked to hunt a very specific prey. She has mastered blade-arts to slay serpents, and her eyes see with the light of the sun.

Ayame jumps out of reality to track down The Enigmatic Python. Surrounding herself in a shield of defensive sunfire, she leaps beyond reality, hunting her prey with her serpent-slaying blade.

The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.
The battle beyond visible reality is Enigmatic.

Ayame falls back into reality, a tide of pythons in persuit. It hurt her. She hurt it. She has found the Python. She has seen the Python. She has seen the Pythons. Billions of Pythons. They writhe beyond reality. Their mass undulates in parallel to The Big Sky, made innumerable through some profane modification granted to them by Forcystus, who managed to merge them with Anathema and Roy's reality-virus, which the Python had earlier worked alongside and guided in the battle against Forcystus.

The python drove Ayame back, but the source of its new power is now known.

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

Round 1 has ended. Round 2 has begun.

Declare your actions!


Lord Gadigan wrote: Geddoe remains on the defensive. He enters a meditative state while readying the Dreamlighter, pouring part of his and Glenda's combined essence into it, altering its elemental properties to be a mixture of Destruction, Time, Mystic, and Ice, readying his weapon to pierce or freeze the Veils.

His focus is elsewhere, though, on Anathema and Darston. As he meditates, he attempts to predict their next moves.

The veils block him. The veils take light integrity damage, but adapt against his foresight.

Geddoe's mind refocuses from the blurry illusions. His is here for te Heaven Architects, but he is here even moreso for his harem and himself.

He extends a mental invitation to Reyna & Turakiel and Elsie, asking them to join his harem. <It's only fitting to confess feelings as you approach the climax of the final fight!>

Reyna & Turakiel accept. Geddoe is a glorious beacon of heavenly light, and they find themselves drawn to his holy form.

Drawn enough to it, in fact, to be drawn *out* of the box that his cosmic ice encases. They are returned to the battlefield, albeit with damage to their ability to resist curses and negative status effects.

Elsie likewise accepts. It is only for the brief period of time, as she Moves With the Wind and would not let a lasting commitment tie her down, but for the moment, entering this relationship will be of benefit to her.

Geddoe, through their acceptance, establishes a link with the trio and shares his power with them.

Wake up .... there's work to be done .... you aren't using all the tools left to you .... quit holding back ....

Draconics's eyes go wide as he glances at the voice behind him. A manifested tail of gloom rises from his shadow and splits apart at the tip, revealing a maw of spines. Before he can account for what he's seeing, it lurches at his head and clamps on. The mage reels as tail departs the shadow and fades into the back of his head.

Vashna's Prime form, it would seem, had left Vashna (and by extension Draconics) a bit more than was expected as a parting gift. His preparations to create a phantom team had came with a hidden tilt that greatly slanted the odds. It was time to turn the tables.

"From Vashna Prime's chest, a ripple appears as Real-Vashna's hand limply slips out to softly touch the captive"
"Cordelia's Level abruptly drops to 26"
"Vashna claims her title, breaks her from the other mimes"
"She had other titles, but she's pretty much lost 'em"
"Vashna Prime had, in fact, taken off his mask to reveal he was himself all along"

Draconics staggers and regains his composure from the sudden shock. He sneers his fangs, dipping into the well of stolen power. Draconics absorbs the now-untamed power left to him by the Vashna - it is the power of the Unoriginal Gangsters and Cordelia, having been siphoned away from the Hand of Valcont before the connection broke! It's time to turn to the tables back on this masked menace! The Snake Eater once stood and now stands ready to oppose the powers of Valcont, regardless their incarnation, whether it be an Elder Geist or a paperwork-manipulating hell-clown.

Draconics's eyes scan and calculate. His mind alight with purpose, he employs hypercognition in his search. With newfound power he realizes that he had missed yet second key to victory that had been left to him. He knows the absolute perfect being to contend with Forcystus, its current place outside of the combat be damned!

"Where is it? He certainly escaped with the power he was allotted. He wasn't even mentioned in the slightest."

"Where is it?"

<You're looking too hard,> the Sash interjects, <He'll appear when called. Despite the power, some amount of grace must be lost to call it forth, it's a being of chaos through and through.>

Draconics rolls his eyes, placing one hand on his head and another in a fist on his hip in some sort of one-armed, awkward muscleman pose. He leans to one side and shouts as he swings his arm from his face skyward, "DELTA-QUADRA-CADENZA!"

Thunder cracks the sky below as a train is heard, sound borne on a bastard's laugh. A deep-purple locomotive flying on sine-waves barrels towards the fight; idling on top of it in a manner bereft of the bounds of gravity and momentum, sits a ringing phone. The train, despite it's erratic nature, blitzes past the group without effect, but the phone falls off. As the phone falls, Draconics grabs his hammer and quickly smashes it. From the broken receiver there is a blinding glow, as a silver humanoid with metallic pink wings erupts from it. His skin is his armor, his joints are spherical, he's wearing an immaculate suit, and his face is stuck in a permanent-but-lovely wink. It silently bows in an immaculate fashion towards all those assembled before standing upright and cracking its knuckles.

"Get to work D4C! I'll be asking more of you than my predecessor, but I think Roy had mentioned something about getting dirty? It's time for some Filthy Acts at a Reasonable Price ordered and expedited by Vashna Prime!"

The perfectly impossible blend of Law and Chaos in the form of an Angel has joined the fight - D4C has joined the Heaven Architects.

It is Level 99.

Gonzo Forcystus's smiling mask now wears a scowl.

Gonzo Forcystus points up at D4C.

<OBJECTION!>

His mask resumes a more neutral expression, but with obvious contempt below the surface.

<This. This right here is not happening.>

==== The view of battle is replaced with one of Gonzo Forcystus's mask again. The mask's expression has become serene. ====

==== <And I do mean that literally.> ====

Battle is shown again. D4C is not present.

==== The mask is back. It is once again smiling and winking. ====

==== <See? Nothing there.> ====

Battle resumes. Gonzo Forcystus turns his attention to Draconics and the stolen power.

<Now, about that power you're holding...>

Gonzo's reality disruption, was, however, what Elsie was waiting for.

Gonzo Forcystus is - somewhere out there - beyond the battle. He is able to act when not present. His 'self' in battle is a convenient lie. If this battle is to be won, he has to be located and forcibly dragged back down into reality.

He drug Delta-Quadra-Cadenza out of The Big Sky (and reality entirely) in order to prevent it from bringing Vashna's lost power to bear against his allies.

In so doing, he had to operate from his hidden vantage point.

Gelbenmarnos, the Wind which Whispers Knowledge speaks to Elsie. She has sent it forth, and The Wind Carries Truth On Its Unseen Wings. Across the dimensions and un-spaces, she senses him. Thusly informed, she turns her gaze beyond reality, gazing with Eyes Which See Beyond the Farthest Horizon. She sees him.

Elsie is Supreme Governor of the Cardinal Wind. She sets Luviatoruu, the Wind Which Travels Beyond Space as the Cardinal Wind, and can Fly Beyond Reality.

Taking flight with unseen wings. Elsie exits reality. The hunt is on.

Gonzo Forcystus lies to spacetime and calls places that aren't places that are. He is now also beyond reality, facing Elsie.

As she passes through the spaces beyond Breath Enters Unreality. Delta-Quadra-Cadenza can act once more. It intervenes and begins presenting clues to Gonzo Forcystus.

A stream of information in red lettering starts to just pour into the emptiness.

All doors to and from this bubble have been sealed and could not have been penetrated without Gonzo Forcystus's explicit awareness. The Forge contains the Ashtensyrex. Zweirugi is present, but is stuck in reality. The mirror-portals died in the opening act. Real Vashna is in Storage. The stars can't be seen from in here, but Geddoe is using empowered constellations. The Big Sky is rather large. The Enigmatic Python is Enigmatic. The Hammer of Aeons has not been changed. The Tools can manipulate the Forge. The Sash is back with Draconics. Gonzo Forcystus is wearing a mask. The Camel Fire is Camel Fire, and it is connected to attempts to make people Dead. The forge is boiling, but this un-space lacks temperature. There is no humidity here, so books could be stored here. There is no light, but people can still see thanks to Gonzo lying to vision. The passage of time within the un-space has not been altered outside of the speed of what Level 99 entities would experience. The Big Sky is connected to the Forge of Aeons. The Synod is chanting, which amplifies the ominous aesthetic properties of the battle outside. The acoustic properties of Gonzo Forcystus's voice are bizarre, but not as bizarre as his ability to make reality listen to him blatantly telling lies. Delta-Quadra-Cadenza was Phone. The electricity supplied to the phone was magical in nature, but it still ran appropriately. The phone got destroyed by a hammer. The Forge is not registering as it's own entity. Vashna isn't really here. Cordelia is dead. Valcont is Valcont. None of Gonzo Forcystus's buffs have been altered. Gonzo Forcystus has not gained any debuffs. Gonzo Forcystus has not gained any summons. Gonzo Forcystus has not gained any status effects. Gonzo Forcystus has not lost any status effects. Gonzo Forcystus has no new buffs that are debuffs. Gonzo Forcystus has no debuffs that are buffs. Gonzo Forcystus has no other entities that have joined his row. D4C is in front of Elsie. Gonzo Forcystus's mask is an Item. The Mask is a Mask. The Mask is Illusion & Evil element. The Mask is clean. The Mask is still clean. The maker is Gonzo Forcystus, and he made it when he was in The One City. It has no Serial Number, and he remade it in the Veil Render's domain. The Veil Render is not directly in this battle. D4C was briefly removed from this battle. Draconics is back in realspace. Draconics is not water-soluble. There are secret dimensions past this one, but Elsie can see them. There are no secret passageways to those dimensions, but Elsie and Gonzo Forcystus can act across them anyway. Zweirugi is not a twin, but he does have a Numeral. This info stream is being formally presented in court as a series of stated clues. The detective cannot commit a crime. The Enigma Men may be affecting this fight through the Ashtensyrex. Lili is an Enigma Man. Drescher is enforcing team rules and preventing Lili, Vashna, and Owler from suddenly rejoining this fight. This information is similar to the information displayed in the fight between Vashna Prime and Cordelia, but the details are different. Vashna won that fight. Draconics is Vashna's successor.

On and on pours the red evidence.

As this happens, Elsie takes flight once more, seeking Gonzo Forcystus's true form while the false one confronts the reconvoked construct of chaotic order.

Elsie Phaeduras, Gonzo Forcystus, and D4C are outside reality. Back in The Big Sky, other events unfold in their absence.

Darston takes a fraction of a moment to mentally FLEX his new form, multifoliate subsystems cycling through his modified powers. The Reality-Tester, having had time to taste the theme of his opposition's attacks and analyse them in full, has benefited from a full-theme respec to counter his opposition, with his power being multiplied through Progress and his personal element: Evolution. The Archpredator exists now as a shimmering being of notional fire, unquenchable, unending, and undying, the Veils a heat haze around him through which radiant light spills forth in overwhelming intensity. Shadows, cast by ideas and fractions of his being, stand out larger-than-life around him, dancing about The Big Sky.

The greatest of his opponents is the wielder of Wind, so he has become something that feeds off it, growing brighter and stronger with every gust. He fights against a divine foe with the power to freeze the very stars, and so he has become something that cannot be frozen or judged by a force less than his own (which Geddoe does not presently wield). He faces a god of knowledge and death, so he has become a flame that lives on without an ember, too bright for even the eyes of gods to look on without being burned out in his atomic radiance. Even Celas's necromancer powers cannot stop him; where the Shadow of the All-Beast (itself a foe of the Ascendants) is regularly foiled by reanimating magics, Darston has moved beyond the kin of Undead to something greater - he is now an Elder Geist. The nature of flame is to devour; the shapeshifter's pattern has been reconfigured to be able to accept the Santa he faces as fuel. Darston's essence is linked to mighty Selereth Helios herself, regent for the Celestial Lord, and flares with radiance enough to turn away Fiendish evil power. It is, further, the nature of flame to change. As the idea of flame, empowered by Progress and Evolution, the shapeshifter's form flickers from instant to instant, rendering partially-successful scans out-of-date and inaccurate moments after they are made, and, through this, constantly reinforcing the integrity of the Veils. Thanks to his cunning as the Master Detective, his modifications also include special preparations for Elsie's overcrash, though the nature of these modifications remains hidden. This is his peak; Darston stands ready to counter all members of his opposition.

As Darston evolves, Zweirugi mentally consults with Draconics at blitz-speed, taking advantage of their connection to one another to speed the conversation.

<Draconics, you got more of that Litigamancy spell back at base right? Er, well, Vashna did?>

<Uh, yeah? He had a spare. I can bug the uh, The Roulette Master, for more too. Is that really his name?>

<Yeah. I'm going to use this copy then, that cool?>

<Sure? I can't really use it without nearly killing myself. Literally.>

<Oh, one last thing if you're already taking my things. Can you get this hammer to Celas? He mentioned needing it.>

Zweirugi looks to Santa. His Owl-Counselor's Iron Mask-Glasses twinkle. Darston manipulates space to intercept. The handoff, however, was a ruse. The true handoff, though propelled similarly, was Ho-Ho-Covert.

<Santa, for Walrusfest, I think we need to put this clown behind Bars. Oh, and can you smuggle the tool past the observant blockade to Celas?>

The Resistance Santa gives a knowing chuckle and a nod.

Zweirugi's eyes continues to shine as he scans his opponents. The Veils lose integrity, but adapt against his eyes.

Darston's shadow detaches from him, and, flowing from form to form, repeats Darston's attack sequence from the prior round. Zweirugi, having been exposed to the attacks before, holds his own better this round, taking moderate Damage.

Geddoe, sensing the importance of Zweirugi to this round's plan, briefly seals Darston's shadow, allowing Zweirugi a fraction of a moment to attack in.

Zweirugi brings his swords towards his chest as fiery energies begin to surge. The swordsman releases it and performs a spiraling dive at Darston and the Synod (as Anathema is hidden in her field of briars and Gonzo Forcystus has left reality).

This attack is a feint. Its true purpose is to serve as a cover for the detonation of Zweirugi's Interdiction Gigabomb.

The bomb has been, with deftness and extreme covertness, thrown without motion and is blowing up without sensory signal.

If it goes off, it will latch on to both Anathema and Gonzo Forcystus, letting D4C rejoin the battle, letting Elsie reach Gonzo Forcystus's true form and knock *that* into the battle, and forcing Anathema out of her one-on-one duel, all while setting the whole of the Veil Render team up to be in ground-zero of in impending super-attack.

Darston is paranoid. Darston is extremely paranoid. He is also a skilled diviner-detective with the eyes of a Multispace Predator and is himself infused with the essence of illusion. These forces combine and allow him to see what is about to transpire.

As a Paranoid Zookeeper, he signals his towering Sunborn War-Colossus. Time slows.

Grand Overcrash: Seletheric Purification Overcannon: 20,000,000 Miles of Solar Rage wrote:From the burning core of my being,
Born of War I am.
It is my Father,
And I the child who brings with them devastation.
Absolution, Justice, Rage,
and Radiant Purification.
Though the tides of battle may ebb and flow,
I tower above it and see the greater course.
Now the winds stand united towards your defeat.
Now, action is called for.
My Order is clear.
So with a reach like the sun's,
Taste my
Celestial Purification Overcannon: 20,000,000 Miles of Solar Rage



The 20,000,000-mile-long overcannon blast shoots out. The Interdiction Gigabomb, squarely in the blast's center, is hit and destroyed, unable to interdict the Overcrash.

Zweirugi, similarly, is directly in the beam's path and takes massive Damage. Reyna & Turakiel, Celas, and The Resistance Santa, all within the path of the vast attack, each take heavy Damage.

Geddoe, nested behind multiple defenses, is more prepared. He counter-snipes the attack with a blast of frozen dream (which is utterly insufficient to diminish the incoming heat-based Overcrash), and then throws a 30,000,001-mile-wide gulf between himself and the attack.

The attack's nature as an Overcrash forces itself over the boundary, but the specific defense against its defined range, combined with Geddoe linking his essence to Ayame's to channel her sun-immunity, results in his only taking moderate Damage.

Ayame, for her part, is unharmed.

Zweirugi dies. As he does so, his preparations trigger. A delicious, sun-aspected egg (one that Zwei himself cooked up in a cooking contest) lands sunny-side-up on his ashes.

Zweirugi begins to resurrect.

Darston grabs his life force and holds it back, nailing it to the notion of death and casting it back out of the battle.

A wind blows. The Winds Which Carry Life Cannot Be Fettered. Empowered by Elsie, even in her absence, Zwei's life force blows free of Darston's clutches, and he rises up from the ashes. He feels as though the process harrowed his spirit a fair bit however, and that he is unlikely to be able to escape the Archpredator again.

As he collects himself, Zweirugi is hit from an unexpected angle - The Synod has, while he was occupied with Darston, summoned some manner of faceless maid-abomination and merged it with Darston's now-freed shadow. The shadow-maid, ranting in eldritch tongues about cleaning, rushes Zweirugi and grapples him with its massive arms, dragging him across The Big Sky as it clambors through the air, polishing his features away as it goes, dealing moderate damage and beginning to blank out his powers.

Elsie dismissed The Enemy again last round. Twice it has been called forth to fight for its renewed place in reality and twice it has been rebuffed. Progress Marches Ever Onward, though; its way is more clear now than ever before, clear of that Vexacious Wind.

Darston's shadow, an arm covered in mouths emerging from the maid-abomination, calls to it, repeating its pattern with progressive improvement. A muscled arm re-opens the tear in reality to pull the Fiend through, back into the brawl.

Darston had assumed Elsie had pushed it back rather than removing it entirely. This, however, is not the case. It is Gone With the Wind; there is nothing left out there to pull back.

Darston fights this. Progress improves his efforts, and he dredges up essence despite its nonpresence.

Geddoe, seeing the works of one of his harem's members about to be undone, intervenes on Elsie's behalf, using divine might to seal away the very possibility of The Enemy ever entering this battle in any manner.

Geddoe has already used sealing on Darston and his shadow. Progress and Evolution surge to improve its defenses and prevent Geddoe from stopping it once more. Geddoe, however, channels a very particular power that he possesses to counter this: Darston Resistance.

Geddoe and Darston's powers clash, black shadow hiding boiling atomic sunfire within clashing with radiant celestial light gone icy cold. Geddoe wins out. His power is so singular, so unique, that is forms a specific wedge that Darston cannot, in a general sense, overcome. Geddoe solidifies his power as something that Darston's Progress and Evolution are unable to specifically adapt themselves against.

Thinking Darston sufficiently distracted by his conflict with Geddoe, The Resistance Santa moves to cast the spell giftted to him by Zweirugi. The spell, empowered by its nature as a gift, would be troublesome indeed for the Veil Render team were it to be cast.

Darston, however, is far more aware than The Resistance Santa realizes, and he seizes this moment to strike his ho-ho-foe.

Darston sweeps his shining Apocalyptic gaze over the opposition again, no longer cold, but now boiling, scalding-hot and unable to be frozen. Geddoe's robes deflect it, and his power defends Ayame and Reyna & Turakiel, but Celas takes light damage from it (but does not lose a Level).

The gaze settles on the Resistance Santa, who takes moderate Damage and does suffer Level drain, and, with a roar like a dying star, Darston launches himself forward in a streak of light to catch the Santa by the throat with the Elder-Geist-Power-Infused Sunhand. Searing, boiling heat washes over him as multiple Nova-level blasts go off directly on the Santa's neck, forcing his head away from his body and burning away his Level and essence. The Resistance Santa takes heavy Damage and loses multiple Levels. As this happens, Darston whips the Sword of Darston around in a spellstrike that activates Teagan's devastating stored chain-meteor spell on the unfortunate Santa, raining meteors down upon him in a devastating barrage that deals massive Damage.

(Wait, wasn't that already used in the original fight against Forcystus?)

<Darston holds Hands Which Grasp the Lost, and is working for the Veil Render, who herself possesses dominion over the City at the Root of All Lost Things. That combination can re-grab effects used earlier in the battle. Forcystus froze time and veiled things for our team meeting; he got it back then.>

{What's one little lie after all?}

Reyna intercedes, casting High Salvation to save The Resistance Santa from his impending demise at the hands of the shapeshifting monster.

The spell's result is Enigmatic.

The Resistance Santa was not hit by the spell.

The Enigmatic Python is Enigmatic.

Reyna is pulled out of reality and into a mass of snakes.

Geddoe manipulates space and pulls her back out, saving her from The Enigmatic Python.

Darston roars again, ripping out The Resistance Santa's heart.

As he does so, The Resistance Santa gives one final Gift: Celas is now in possession of the hammer.

Darston lustily devour the Santa-heart, consuming the core powers of the gift-giver.

<Hohohohohohohohohohohoho>

Ah, but what about traps?

<Hohohohohohohohohohohoho>

Might not the Santa be able to mount a Resistance from the inside?

<Hohohohohohohohohohohoho>

Ordinarially yes, but for Darston?

<Hohohohohohohohohohohoho>

No problem! Darston has Partook of the Greatest Feast Imagined Across the Many Worlds.

<Hohohoho...HURK>

<EVERYTHING> is food for him, and eating food cannot harm him no matter how dangerous, vexacious, or nasty it is. A booby-trapped heart is simply more little bursts of flavor! A rebellion just another nuance for the palate to enjoy!

The Resistance Santa is dead. The Resistance Santa is devoured. Darston begins gaining Santa power and (after safely reprocessing it) distributing it to his allies.

Back outside reality, Elsie has breached, and subsequently annihilated, 666 sequential hell-planes, each arrayed after the last by Gonzo Forcystus as ablative defenses against anyone who breached the initial non-reality layer on their way to him. Her flight continues. Realities begin imploding, reordering themselves, and shuffling their connections to throw her off course. The wind that carries her, however, maintains its course and she flies ever onward.

Within the deadly cage of Thorns - its myriad lethal edges both sharp beyond imagining and coated in the deadliest substances, the darkest of magics, and the vilest of plagues, waiting and ready to lash out against anyone foolish enough to try intervening in her duel or escape from it - Anathema's blades clash with Nole's as she begins a relentless assault on her rival swordsman.

Nole radiates Good, radiant light wicking at the edges of Anathema’s essence as The Sin Eater begins to gorge himself upon her iniquity, further empowering his status as Holy One in the process. The God-Scalpel, a tool of Reality Surgery in the Hands of the Prime Healer, (and a Knife, Swordmistress.) flashes from hand to hand as he parries her awful blows and delivers a number of cuts with surgical precision, chipping away at the ever-shifting gradient of strength in her Veils (previously weakened by Winds and scans alike, patched back together or not) with the supported power of Serenity’s Ideal attempting to unravel them entirely.

Anathema, despite taking mid-low integrity damage to her Veils, retains the upper hand, dealing moderate Damage to Nole in return.

True, she's more powerful than him on the surface, she's knocked his very Level down and she can do so again, and she's at the top of her game - having faced down a much greater Swordsman in the form of Guertas - and she remains protected by her Veils... but Nole is still not to be underestimated. This is what made him a worthy enemy, worthy prey. She won't rely on her mastery of the blade to bring him down.

But what, she wonders, while her blades dance and move and countermove flow effortlessly, should she do to tip the odds?

Ah. Of course.

Roy, out within Darston, is channeling his skill at blood to combine with her own. She already has the second half of the equation: their signature combination attack.

She opens her mouth and both their voices speak the incantation in unison:

"Torment and pain,"
"Toxin and plague,"
"flows through your veins"
"and rots you away!"

COMBO MOVE: BAD BLOOD

No mere repeat of their previously-effective assault against Lubel Vyre, this immeasurably-greater reprise reflects the new heights - or, perhaps, depths - of their mastery over their destructive powers. The blights of Doctor Beak. The Level Draining of the Eldest Nemesis. Acid and Agony and Curses and Plagues and Venom and Toxin and Baleful Fate on and on and on. An assault not just upon the body, but also upon the Spirit, as Nole's sins turn upon him and Black Spiritual Marks take hold for his failures, signaling his unworthyness to bear the mantle of Holy One.

She belches forth an unending geyser of hideously tainted blood, directly into Nole's unsuspecting face, in the midst of their duel, a sea's worth of high pressure vile concoction filling the cage and becoming their new battlefield- one through which she moves unimpeded, because she holds domain over it, and it is her. Every open wound, every time her blade makes contact with him, now, will carry this with it.

Nole takes heavy Damage and finds himself below his minimum HP. He is not, however, dead. Serenity's Adamant Ideal, empowered by the sheer weight of awfulness emitted by the vile Anathema-Roy combo-attack, has granted him a secondary HP pool and is floating him narrowly above death (while keeping the worse of the curses, plagues, and other assorted maladies from sticking to him).

Using her sins as a vector of understanding, the Holy One reaches out toward the prison of thorns he finds himself temporarily trapped in. He is an Expert Geomancer, and he exerts his control over this sudden geomantic manifestation, his trusty cadre of One Billion (Good) Carpenters pouring out from him like a crashing wave of seafoam, pruning the thorn-cage from the inside out.

It isn't enough. They have damaged the cage, but now they float dying in the morass. They couldn't free him. They couldn't heal him.

Geddoe, however, can. Time twists as Geddoe applies his holy power against the Elder Geist. Shackles appear from the cosmos above, and stars pour down, breaching the carpenter-weakened cage and moving to bind Anathema.

She fights the star-shackles off with her blade, sword flashing blue as she strikes and parries, but, in the midst of this, Nole's living wings take initiative and blast him out of the thorn-prison, applying the damage it deals not to him, but to their seperate health-pool. Nole is on the verge of death, but he is freed and alive.

Waves of Healing Light flash out from Nole as the Unfolding Sky of Heaven synchronizes with the Constellation of the Great Healer, set earlier by Geddoe. Nole is the Unfolding Heaven. Nole is, as such, the Great Healer. The Healing Light is magnified many times over by the force of the Prime Healer. It would, if it had reached them, cleanse, cure, and ablate the Heaven Architects' wounds and maladies.

It does not, however, reach them. Darston pulls a shroud over the sky and cuts the healing wave from space, preventing it from ever reaching its targets.

Something else, however, is happening directly behind Darston.

Santa surprise! He's back, with a gun to Darston's head and death in his eyes.

Darston's head spins around, death-glare meeting death-glare, as his fist uppercuts the gun-hand, knocking the wave-motion cannon machine gun's fire wide.

"TIME FOR A HO-HO-THROWDOWN!" bellows the Santa as he shifts to close-range attacks.

Santa delivers a bevvy of hyper-lightspeed punches to the necromantic sun-beast, checking if he's naughty or nice with each one, chipping away at the veils until Darston's adaptive defenses render him immune to this particular mode of Santa-scanning.

Darston slashes through the Santa body (which still has a hole in its chest where its missing heart would be), but, by the time he has done so, The Resistance Santa's true action has already completed.

Santas can, after all, be in multiple places at once doing multiple things in parallel.

This particular Santa, entrusted with a mission, wasn't going to let it fail.

A Bar effect hits Gonzo Forcystus's presence, locking him outside of battle.

Time for more clues:

Gonzo Forcystus is a grandmaster of everything lawyer-y.

A simple Bar-spell, despite the Santa-empowerment, stands no chance of binding him.

The Resistance Santa is not a lawyer.

There is, however, an extremely skilled (albeit arbitrary) lawyer currently engaged in direct battle with Gonzo Forcystus.

The Resistance Santa has gifted control of the Bar effect to D4C.

D4C is capable of blocking Gonzo Forcystus.

D4C wears a Suit which Defies the Devil's Paperwork.

Gonzo Forcystus does not wield The Devil's Paperwork.

Gonzo Forcystus wields The One Ledger.

The One Ledger is based on The Devil's Paperwork.

The One Leder is not tied to Valcont.

Gonzo Forcystus is an Elder Geist.

Elder Geists were once Valcont-affiliated.

Valcont is currently using Serpent Blessed.

D4C is still a lawyer.

Gonzo Forcystus's attention is focused more on D4C than it was previously.

This means that Gonzo Forcystus is focusing less on Elsie.

Elsie is breaking through more reality-layers.

Elsie is destroying Gonzo Forcystus's metacosmic red tape.

If Gonzo Forcystus remains barred from the main battle, his connection to his allies will be blocked.

If no non-defeated individual on his side of battle is in battle or able to reach the battle, Gonzo Forcystus will lose the battle.

Zweirugi is about to begin clearing 'defeated' individuals from battle as though they were corpses.

Gonzo Forcystus must remove the Bar to return to battle.

D4C is higher Level than Gonzo Forcystus.

D4C has Grandmastery of Law.

D4C has Grandmastery of Chaos.

Back in battle, the Synod, acting again thanks to its properties as a unit, releases the power of The Resistance Santa's greatest foe against him.

The Resistance Santa's greatest foe turns out to be Darston.

Darston gains another action, and, with a repeated rendition of his sword-attack-rush on Zweirugi from last round (with added ju-jitsu moves for style), kills The Resistance Santa. Again.

Gonzo Forcystus, rapidly reality-auditing, prepares to cancel the Bar.

D4C, in a stalling attempt, takes advantages of Elsie's cross-multiversal gates and the in-quest reach they add to this battle, simultaneously files frivolous pro-se lawsuits against Forcystus on millions of different worlds, each litigimantically compelling response, each detracting from actions that do not respond to it, and each under a different legal system for maximum complexity.

Forcystus, writing with devilish speed and taking advantage veils and lies to convince each lawsuit that he is only focusing on responding to it, mass audits responses to all of D4C's stalling lawsuits.

As he sends them, however, A Great Wind Blows from Beyond and Impossible Omnipresent Wind Walls of Infinite Height manifest and block his letters.

If Forcystus had the powers of the Postmaster of Nexus, he could declare his mail inviolate and get it past Elsie's wind walls.

Hugo Bekkler, however, kept that position as the key piece of Nexus government not under Forcystus's direct-or-indirect control.

Elsie must be stopped to stop D4C to stop Zweirugi's bar-and-force-battle's-early-end plan.

Forcystus becomes Manifold once more. The myriad assembled Forcysti from the worlds that Elsie has bypassed, the worlds she has destroyed, and the worlds she has yet to visit converge and begin firing a barrage of curses, dark magic, and reality audits at her.

Manipulating their dimensional waveform in response, Elsie forcibly reconsolidates the manifold Forcysti into a single Falsecystus, who is stuck (yet again) in the battle with D4C.

The manifold attack, however, was a ruse.

Gonzo Forcystus already had a method to get around the wind walls. The letters were already delivered. The lawsuits were already shut down.

Before battle, while preparing for this fight, Darston, the Master Detective, conferred with Gonzo Forcystus. Having control over the mail system might prove key to winning the final battle. Therefore, Darston, assisted by Gonzo Forcystus's complete knowledge of Nexus law and its loopholes, took advantage of his position as having previously acted as proxy for Lili Von Mion in events to, through the magic of lies and law, become Postmaster Regnant, operating as proxy for Lili in her role as Postmistress while she is dead and unable to act in it.

Having rerouted his responses through Darston's space-bending nowhere-beast-body, Gonzo Forcystus turns his attention to the Bar effect and counter-litigamances it, shutting it down and resuming his connection to his allies.

Elsie, however, takes advantage of these connections, using them to detect additional hidden properties of Gonzo Forcystus's extra-reality dimension-maze and its contingent magical properties, continuing her ascent towards his true form.

Back in reality, the Synod turns its attention to the badly injured Nole and summons a copy of his greatest foe: Forcystus. Gonzo Forcystus readily assents to the lie, and the Forcystus clone rips out his essence in mirror of their earlier battle.

Nole dies. Serenity's Adamant Ideal, resisting the illusory abomination, forces him back to life.

The Synod, anticipating life-tricks from the Great Healer, drives ethereal butterfly-pins into his essence, wedging it between life and unlife in a hollow mockery of both while ritually willing its dissipation.

Meanwhile, in unreality, Gonzo Forcystus and D4C face off.

"Well. Someone here thinks he's Funny. Well then, I'm down to clown."

Gonzo Forcystus, Groucho glasses suddenly present on his mask, focuses his power and activates The Profound Lie in an abstandard manner. Instead of claiming his own Level as greater than it is, he declares D4C's to be lower. Surely, Draconics, being Level 79, would be utterly incapable of calling a Level 99 construct into battle.

D4C's power, stolen through an Elder Geist's lie, plummets. In this moment, Gonzo Forcystus draws a gun, shoots him, eliminates the remainder of his essence, and turns his attention to Elsie, rising through broken realities and external spaces on force of his own ego and malice.

As he does this, Draconics, summoner of the construct which vexed him so, acts again back down in reality. He crosses his arms as his Assault Matrix begins to whirr. The beams within align and his stored and focused spells begin to shoot out one after another after another!

Taking a page out of Vashna's book for hitting obnoxiously hard to hit targets, Draconics's employs the tactic of just hitting as much as he can. Two gigantic Discs borne and wrenched forth from Cource-energy converted into pure Life and War appear and slam together amidst the ongoing destruction from the ongoing spells with uncanny accuracy. As they collide and pass through each other, a Null-mirrored version of the existence of the top-Disc of Nexus forms.

Draconics uncrosses his arms into unfurled, fiendishly draconian claws, "Nexus doesn't need saviors such as you. Heavens behold your demise! DRACONIAN INDIGNATION!"

Reality tears at it collapses in on itself, drawing the discs back in for an encore while all within is assaulted with overflowing Null energies adrift in the War and Life.

The attack then begins to repeat itself again and again as towering copies of Draconics appear around the Big Sky. He has gained the power of Cordelia. He has gained the power of the Unoriginal Gangsters. He stands taller than the world and possesses the Strength, Agility, Constitution, Mind, and Spirit of the Cosmos, reflected across and through Infinity. His attacks repeat again and again.

The Synod attempts to reflect the attack, but finds its powers utterly ineffective against Draconics; its powers are based on spite and the vengeance of bygone foes, whereas he is a newborn existence fighting his first battle on a rather strikingly-grand stage. The Synod is summarily annihilated.

Though the Veils guard Anathema and Darston, Draconics's each attack scans with as much power as it strikes, and the veils take massive integrity Damage. As they do so, echoes of the earlier Camel-Fire-infused attack pour across the battlefield.

Gonzo Forcystus, realizing the attack is an unending sequence, is forced to intervene. He drops back from his ascent, instantly retaking his position firmly in reality, and, with the power of lies, dismisses Draconics's repeating attacks, declares his opponent finite, and destroys Cordelia's stolen power through obtuse application of Litigamancy rituals he prepared to use in his own once-inevitable battle with her.

Elsie takes full advantage of this distraction, ripping through all but one of Gonzo Forcystus's remaining dimensional defenses.

Geddoe throws another constellation into the sky, bolstering his control over the heavens and bringing more of Phalerin's light to the battlefield, placing the Big Sky further into his god's domain.

Ayame, having viewed the python and struck him, but knowing full well that it is not the battle to partake in currently, gathers her power. She aims her sword down low and in a sweeping motion lifts it clockwise to the 12 o'clock position before unleashing a Nova Cutter across the battlefield. Darston remote-parries the strike, but, as fast as he does so, Ayame is there. She is a perfected warrior with a light-cutting, deadly blade, and she has 2 Levels on her opponents. She is a solar samurai and an amazing swordswoman. She knows this and attempts to apply pressue to Darston. Her blade becomes ethereal as all of her attacks and counters are made with the ghost blade. Though she attacks the shapeshifting swordsman with all her might (strengthened as it is by her connection to Geddoe), she is unable to find an opening, and he manages to solidly fend her off without taking any Damage, essence flashing blue as he counters her sword strikes.

Gonzo Forcystus, in a last-ditch attempt to stop Elsie, activates a particularly-potent contingency clause that utterly prevents any individual from breaking through all of his external worlds within one round's time. He then activates a second contingency to re-form and reshape all of his missing wards next round.

Elsie is stalled, and even her dimensional wind cannot breach Gonzo Forcystus's external domain.

Elsie, however, is clever and resourceful.

She is part of a sacred union with Geddoe.

Reyna & Turakiel are also part of a sacred union with Geddoe.

Therefore, Reyna & Turakiel are part of the same sacred union with her.

Reyna has acted.

Turakiel has not.

Elise reaches across Geddoe's soul and connects with Turakiel, briefly (for the winds will permit no such permanent alterations) reworking her identity in the process.

Turakiel's power flows into Elsie.

Elsie & Turakiel, leveraging 'Turakiel', empower Luviatoruu, the Wind Which Travels Beyond Space, having Turakiel break through the final existence wall (and its attached clause).

Elsie, detached again from the angelic being, rises.

Meanwhile, back down in The Big Sky, Roy, still within Darston, acts.

Roy, engorged with Red Divine Power, entire essence beating like the heart of a long-dead god, flips through the Chronicle of All Things, his skinless fingers stinging as the pages slide over them until he reaches the section labeled “Cu”. A moment more and he reaches "Curses".

“Take them all?” Roy chortles, “Why, you’re just too kind. Don’t mind if I do!”

His skin slides up and off of him, shredding and twisting itself around his personal halo-nimbus of jagged, rusty barbed wire into a thousand-strong profane chorus of mouth-things, with lips of blood and tongues of Chosen Darkness.

Roy takes a deep breath, and begins incanting every Curse in in the Chronicle at once, his ranting chorus echoing in terrible, hysterical pandemonium through the Forge and the Big Sky, releasing a crushing torrent of pressurized, Ruining malignancy toward the figure that shut him off from his newest toy: Geddoe, working to cripple, kill, petrify, weigh down, prevent from acting, prevent from healing, weaken, induce pain, induce impotence, destroy fecundity, blind, deafen, harm, disappoint, ravage, savage, scour, seize, erode, and so forth and so on, ad infinitum.

His Curses are Dark Magic. Through the Torii, his Dark Magic is Blood. His Blood is Fire, stolen and claimed from the False God, scouring in it’s strength. His Darkness is Chosen for purposes yet unseen, possessing qualities and power so far beyond it’s mundane cousin as to render normal darkness daylight. These forces empower the Curses further, making their nature all of the above and yet none when inconvenient.

Elsie, having had her plan saved by Geddoe a moment before, returns the favor. She reverses the direction of the harem, and, declaring Geddoe hers, pulls him straight out of reality and into her embrace (and, in the process, clear out of the path of the curse assault).

Celas, though reinforced by the Resistance Santa's Gift, hesitates to act. He may have recovered his lost divinity, but his spirit is shaken.

Instead of leaping into battle, he takes a moment to Meditate, and perhaps utter a prayer.

'Anathema was right.
We failed.
I joined this team because I believed in your mission- I believed that you could be something to help the universe, where the Crusade was a blight upon it.
Frankly, it's a wonder any of us had the blessing of patron gods left on us for her to use that prison on. I should have struck Vashna dead the moment I saw what he'd done.
None of us stood against him, no one held him to account for the devastation he'd caused, the millions he'd killed. I fought an incarnation of vengeance against his crime, and was too self-absorbed to get the point.
And you, Kriele, Selereth, even Phalerin, you watched this happen and did nothing. You didn't smite him dead for his act in your name, you didn't revoke your followers' standing for failing to bring him to justice. We are all of us part of his crime. Hell, you're giving it your approval even now, saying that achieving victory here is more important than what was done to Disc 1 by empowering those present.

The Crusade would be proud. Some champions of good we turned out to be. Some heroes we all are.

But you know what? I still believe. I believe we can do better. I believe that creating these bastions to shield the innocent is the best resolution to this. I believe we should remember what we've done here, and to let it make us better. So if you are paying attention to this, I could use a hand making it right.'

As to his own deity and plans, well...

Two important things had happened during the fight with the thing Wuzen had become.

Be cunning

First, Celas had Scanned him, gaining all the insight and information that someone with his considerable skills can afford.

Prepare overwhelmingly

Secondly, the destruction and devastation that the Vengeance of Nexus had fed on?

Celas had Harvested it.

Power, power capable of buoying an old man to become something monstrous, nigh-insurmountable that had cleaved its way through the Heaven Architect's heroes unopposed.

Power that, here and now, in the light of the proto-Nexus and its Guardian, could do the same for an Undead.

Accept temporary losses if they guarantee you victory in the long term

Power that he'd refused to call upon even when facing his death against a demonic enemy.

Collect the exceptional; surround yourself with exceptional people

Celas bears a Suit that Defies the Devil's Paperwork.
He has merged with the Force of Noble Global Resistance, a Gift from the Resistance Santa- currently a being of immense power and righteousness.
He looks to his new ally, Draconics- himself reforged from the ruins of Vashna, perhaps a chance at redemption for his predecessor's acts?- and the Hammer he bears, and signaling his need for assistance.
And what, he thinks with a sense of irony, are Undead if not defiance against Death Itself?
Nexus doesn't need Avenging, now.
Nexus needs to defy the Fiend whose corruptive tendrils had spread through its myriad discs. It needs to defy those who would leave it in ruins, instead of rebuilding it to serve as a beacon for the future. It needs to defy the Ashtensyrex and its controller.
He raises one hand, trusting his ally to pass him what he needs to do this; with his other he grips the Scythe with which he gathered that horrible power of ruination and turned it into hope for the future, and Unconquered Life bursts from his Phylactery, like a seed, as his Meditation structures it through Knowledge acquired from his encounter with Wuzen.

Celas doesn't make a grand show of his adherence to Zaga's tenets. He simply lives them, and This Is The Fated Moment.

With the flood of Harvested Power, Celas reforges himself into the Defiance of Nexus.

Power coalsesces. Celas rises up, a titan of will in shape similar to that which Wuzen rose up as.

-But wait, there's more!-

Always have a backup plan

Celas was sitting on a source of vast powers sought after even by the Higher Powers. He'd narrowly avoided being compelled to unleash it during a previous conflict. Being the 'lock' for a being with universe-changing potential, while being unable to benefit from it rankled him... So he'd gone to visit his deity for help in rectifying this situation.

Weave your desires into the fabric of fate as best you can, so as to make them as certain as possible

Celas was unable to access Gonzo Heed's powers without being corrupted by them, this he knew.
But perhaps there was someone who could.

Know your enemies better than they know themselves

Someone, perhaps, who had been a master of Corruption, but stood above it, without being made to serve its ends?
And perhaps this someone was allowed to access a measure of power, in exchange for a price, but never truly given full permission to allow this great and terrible power to run rampant over the Universe. Perhaps this had been done with the full intention of absorbing the filtered powers back from him, in a way that would allow Celas to use the reality-warping powers without being beholden to their master.

Be aware of your surroundings.
Forcystus being in control of Nexus organizations was obvious from the beginning. Celas was never taken in by the ruse, of course- but it was important to pretend he had been, to let the scheme run to its conclusion.

Now that Forcystus has attempted to strike at Celas directly, previously set contingencies begin to turn, clauses put into effect at the base of the World Tree by the ambitious deity, under Zaga's watchful eye, hidden from even Celas's own awareness until now, to avoid the trap being scanned from him, to transfer the powers back to their rightful owner.

==== The mask is back. ====

==== <A good effort, Mister Celas, but one that is ultimately futile. Zaga was not planning my downfall in letting you accept my deal. She, like all forces, was held in check by The Devil's Paperwork (and, by extension, Valcont, and his desires to leave the quest-field clear for Cordelia, his servant). Your attempts at revisionist history have merit, but I am the master of what is truth and what is lies. She would have been able to were she capable of reaching me, yes, but I exist within the domain of The Veil Render. Egro, I exist beyond the reality that The Wheel orders. Ergo I exist beyond Zaga Yazrath, save in my projected state (which, by the rules of this event - which I have memorized extensively - do not permit her specific intervention under the circumstances which have thusfar occurred). Know this: Zaga Yazrath will not (and can not) intervene here.> ====

Gonzo Forcystus focused on one Goddess and, through a mixture of lies and truth, denied her presence here.

Directly, at least.

Celas, however, opened the playing field to multiple goddesses who would otherwise be restricted from acting here.

One of whom was brought into existence early by Zaga's very machinations.

Kriele, from her position in the high heavens, reaches down and grants Elsie command over elemental power.

==== Elsie floats in front of the Gonzo Forcystus mask. ====

For a moment, Elsie is everything sublime. She is Triumph. Anything she sets out to accomplish will be accomplished. She is Infinity. No power can make itself greater than hers. She is Hax. Gonzo Forcystus just isn't meta enough, bullshit enough, or cheaty enough to do anything about what she's about to accomplish.

==== The mask shatters. ====

She touches the untouchable. He is grappled.

She brings mortality to the unkillable. He is made finite.

She makes the unreal real. He is pulled into freefall, ensnared by her winds and headed directly for battle.

Gonzo Forcystus cannot resist her unmatchable powers.

He seethes with bitter hatred as they drop. His power boils with cold, eroding her essence and the power of her winds. Elsie takes heavy damage and has her powers hampered as Gonzo Forcystus's deepest self rebels against her attempts to constrain him.

Elsie and Gonzo Forcystus crash back into battle. All of Gonzo Forcystus's remaining unreality construct are, in their wake, shattered and collapsed. They impact The Big Sky with a massive bang, reality rippling, heaving, and shattering around them before reconstituting itself. Both take heavy damage.

Gonzo Forcystus has been forcibly dragged from atop his tower of nonreality into a state where he is coterminous with his physical form. Though his true self is still with the Veil Render, Gonzo Forcystus, as he exists within this particular event, can no longer act while not present.

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

Round 2 has ended. Round 3 has begun.

Declare your actions!


Lord Gadigan wrote: Borne by the Endless Wind, Elsie acts first. Elsie is Supreme Governor of the Cardinal Wind. She sets Vreskenventrach, the Severing Wind as the Cardinal Wind and Cleaves Possibility from Her Enemies.

Elsie banks future preemptive counters, gathering Winds Which Cut Across Space and Time and imbuing them with the Severing Wind's power, granting her the power to slice her enemies notion-from-notion and form-from-form even after she next shifts the wind again.

Elsie is Supreme Governor of the Cardinal Wind. She sets Gelbenmarnos, the Wind which Whispers Knowledge as the Cardinal Wind, and obtains Eyes Which See Beyond the Farthest Horizon. The Veils will be pierced yet again.

Darston rolls his shoulders, his wind-fed augumented form of anti-Elsie fire seething with power and frustration as time slows with the narrative reveal of his coming actions. Fate hums with curious potency.

"This is getting out of hand. I had hoped to save this card for later, but we need to retake the momentum and Forcystus cannot be relied on to do that alone any more. Rise, now."

He snaps his fingers, Detective's Coat shining. Things go into montage-mode.

First Whisper wrote:*Lili is fighting Leomund, fighting against the powerful penultimate force of Tide Key. She endures eight overcrashes in turn, her own power chipping away. At the end, she must overcrash to bring about her trump card, a bullet forged by Goldenhammer and capable of forcibly expelling the archmage's spiritual form from his potent golem.*



A purple and black voice whispers with unseen, velvety words, a fuzz of static subtly bleeding in around the edges of reality.

"...Ah, but isn't that a tad strange? If Lili had a bullet that could slay Leomund from the start and was faster than him, why didn't she just immediately shoot him with it and be done with things? Lili is a Demigoddess of Foresight, a being who can process a thousand different possible outcomes in a moment with tactical accumen that puts chessmasters to shame. Surely something so critical and simple wouldn't have slipped her mind?"

From the stands, the lid of the coffin Negalux was sleeping in rattles. (Coffin? She was on a couch, wasn't she? But she said she'd get a coffin, right? Eh, whatevs.)

Quiet Now wrote:*Lili, pressed sorely, activates her overcrash against Leomund. Time speeds around her, and the Daemonic weaver spins some curious preparations. She transfers Negalux Oneman, together with a potent, Overcrash Empowered Contingency which she flings along with the pet.*



A dark, black form bubbles up over the sides, dripping down upon the arena amidst the broken shards of the Big Sky in a glitchy, flashing buzz of technicolor rain.

"What if the battle itself was an elaborate sham to cover a deeper game? Lili knew she had no chance against Leele in single combat, not after spending so many of her resources against the rest of Tide Key. Vexed by the losing fight she was stepping into, she did the next best thing to winning herself; from the moment she realized her adversary, acting off enigmatically specific information relayed by Darston before the beginning of the quest, she duplicated Oneman into an old guise of hers and ran a shell copy through combat to expend. The powers of the core Monocle weren't used on her, they were used on...Static"

He's Awake wrote:*The fight against Tide Key flashes back to its start, this time from the perspective of Negalux.*



"Lili held her <Entire Team> inside Oneman initially; this includes Negalux. Oneman can duplicate powers, once exposed to them. Negalux has a very useful trick in that she can possess others, empowering them with her abilities while supping on their own strength at the same time. What a convenient power, faced with a fight like this. How perfect that Lili excels in essence tinkering, and is herself a mind vampire."

Darston's shadow has been a bit over-active of late, hasn't it? "That's because it has been more than just a shadow." I have been something else? "Yes."

"Members of defeated teams cannot regain footing here. Drescher is enforcing team rules and preventing Lili, Vashna, and Owler from suddenly rejoining this fight. That doesn't prevent a transfer of ownership over a pet, though does it? One that could have occurred the moment Negalux stepped into the final room together with Darston or The Shielding Golem. Such a transfer could have already occurred, with its fruits waiting for the most appropriate moment to reveal themselves.

There is a distant tolling of a bell of imaginary iron. A coffin appears above Gonzo Forcystus. The lid of the coffin is blown off and unreality surges forth from within.

HAHAHAHA wrote:*Enigmatic Overcrash: Final Execution. Glorious Overcrash: Yeah, Nah. Maylene falls. Negalux has shifted her looting stance to Loads of Loot, exploiting an available-to-her opening in the rules; she picks up Triumph. OnEMaNN is possessing Maylene. Oneman does not gain loot; it is a pet. IRRELEVENT. OnEDaN picks up the powers of the things it holds, of things it possesses, and it is within Negalux. IIINman incorporates Triumph into its power set. Crisis Overcrash:incorpoates of Self. Sage Xen falls. Negalux incorporates Infinity and retroprojection into its powerset. ONNNNEXXXXX incorporates Infinity and retroprojection into its powerset. Crisis Overcrash: Convergence of Self. Leomund falls. Negalux incorporates Eternity and invulnerability into her powerset. DDDDDDDDD incorporates Eternity into his powerset. Glorious Overcrash: Gonna Win Eventually. Leele falls. Negalux incorporates Hax and omniproficiency into her powerset. DIXX rises.*



Elsie interrupts the time-dilation intro-sequence. Blades of Severence fly. Disparate Forms Shall Never Join Amidst the Gale.

Oneman is a merged being, made of composite powers. They are cut from one another. Oneman belonged to someone not in this battle. His presence here is severed. Disparate component parts, cut apart from each other, unable to finish their solidification into reality, unable to reach Forcystus, unable to exist here, are sliced, diced, and removed from the battle.

Boueyed by the Swiftest Breeze, Elsie continues an action-chain, casting her gaze into the future, anticipating how to best assist her allies while simultaneously attacking the Veils' integrity from innumerable future points.

Her eyes roll backwards. Black gunk begins weeping from them.

The Resistance Santa is dead, her defenses against counter-scans are weakened, and somewhere in the near-future, Gonzo Forcystus is massively more powerful.

Nevertheless, She Rises; Elsie ignores the debuff, wiping it from her eyes and rising up, silhoutted by the Forge, floating in the middle of the Big Sky.

She has seen what is coming. She knows the atrocities that are about to occur. She shouts out a warning to her team. Gonzo Forcystus shakes his head silently. The warning goes unheard, the sound of truth muted and replaced with white noise.

Oneman's component parts were sliced, diced, and removed from the battle.

Or they would have been if they had been there at all.

Darston is the Master Detective. He predicted that Elsie would stop DIXX from manifesting, so plans had to be shifted around a bit. Lili didn't leave DIXX in the Forge-chamber, she left him in the hallway just before it, and he didn't manifest here at all, he manifested before the Veil Render team even arrived at the final battle.

So Forcystus already equipped DIXX before the battle started. The power was always there, hidden with illusion. Forcystus, though, isn't one to let the use of dark and alien powers give anyone a hold over him. Oneman does not register as having ever merged with Forcystus. Therefore, Forcystus hasn't just equipped DIXX. He has devoured him. (Lili, of course, will get her version back intact - just without Forcystus bits - after this whole affair is over.)

DIXX was Mystery, Triumph, Eternity, Hax, and more, all rolled into one. Forcystus ate him, and that means Forcystus is now all that (on top of everything he was before). Forcystus is empowered by Lies, and aren't lies Divine? Or is Incarnate a more proper term? Either way, they certainly are now.

His barrister's outfit is now gone, replaced by a doctor's white attire. Doctor Focystus is in.

Elsie fast-processes possiblities to avert calmity. Doctor Forcystus is an abomination (in both the literal and the metaphorical sense), but his emergence was, in retrospect, inevitable. Instead, Elsie focuses on the other incoming disaster. The one that may yet be averted.

Entomber Weapons are about to be manifested and used.

Could, perhaps, divine intervention save the day and stop what Forcystus's allies are about to do? If so, by what deity's hand?

Kriele? No. She would if she could. Event parameters and associated regulations dictate, however, the maximum level of permissible divine intervention, which works on a sliding scale in relation to the focus that a deity's servants have established themselves as presences in the event and channeled the divine being's power. Kriele just intervened, and she intervented massively at that. Elsie could gather enough divine power to grant Kriele enough of an opening to intervene again similarly, but she couldn't do it in the short timeframe needed. Kriele, therefore, will be unable to save things.

Zaga Yazrath? No. She was certainly called upon. Her power, however, went into the enabling of Kriele's intercession.

Celas? No. His status as an Arena Member allows him to operate outside of the regulations on deities. He is, however, actively working to destabilize Forcystus's Lies. He can't stop this while working to create his elemental masterwork.

Geddoe? No. The Prophet-Wind says he would not succeed if he tried.

Phalerin? Yes. Geddoe has been gathering divine power, manipulating the battlefield, empowering constellations, and otherwise placing The Big Sky squarely within Phalerin's domain. Thanks to Geddoe's presence in the battle, Phalerin can offer salvation.

Wait. The wind grants her visions. Knowledge.

Phalerin? No. Back before this battle started, Darston, Anathema, and Gonzo Forcystus made preperations. Phalerin once struck a covenant with the New Dark Empire to bar his direct intervention against the New Dark Empire's servants within the discs of Nexus without prior provocation (as defined by supplementary treaty-documents) in exchange for their relinquishing their ability to claim the souls of his followers through Daemonic enslavement magic, engraving it in Nexus law as a formal treaty.

The New Dark Empire dissolved when Gillingman dissolved it. This happened in response to Doctor Beak's death at the hands of the Man in the Hazmat Suit. Therefore, Doctor Beak was not present for its dissolution. He was returned from Storage in the state that he held before his demise. Therefore, he comes back in as a member of the 'New Dark Empire' pantheon. Its only member. Anathema is his champion. This makes her, for the moment, the official representative of the sole member of the pantheon, therefore making her the representative of the pantheon. With Forcystus's knowledge of all Nexus legal quirks and recorded treaties, Forcystus's self-appointed position as Official Nexus Registrar of Covenants and Accords, and Forcystus's ability to use Reality Auditing, Litigamancy, and Lies in concert with one another to distort and alter legal agreements and their accompanying magics to his favor, Anathema and Forcystus worked together to (secretly, under auspieces of The Devil's Paperwork / The One Ledger preventing divine sight of their deeds) unilaterally reactivate and manipulate the accord to wholly ban Phalerin from taking action against a long list of potential actions that they might take (even when specifically invoked to do so through Geddoe).

Phalerin could work to break the contract-ban, as it has obviously been manipulated to stretch beyond its original purpose and is being perversely used to allow one side's agents to butcher the other's with impunity, but doing so would expend enough of his event-allowable resources to prevent him from having enough remaining sway within this space to actually stop the slaughter.

The Giant Gods? No. They might have enough power to save one person for a few seconds at most. Not enough. Not nearly enough.

And what of the gods on the other side? Surely some of them might see what is about to transpire as clearly beyond the pale and unacceptable in terms of actions taken by their servants.

The Veil Render? Yes. It discarded the Entomber weapons it got from the Knot. It knew they were too dangerous to keep and destroyed them. It won't let its team use them. They are outside what it considers the acceptable range of strategic tools.

Wait. The wind grants her visions. Knowledge.

The Veil Render? No. Its power is less in play than first appears.

When the Archon System was in sway over Lower Reality, barring access to Higher Reality, Gonzo Forcystus slipped The Veil Render's leash. While he was off it, cloaked in illusion, he secretly wrote reality-auding clauses onto the pages of The One Ledger and hid them from divine sight, such that if The Veil Render regained control, the clauses would later be left to auto-activate and grant him freedom from the Render's clutches.

Anathema, thanks to Doctor Beak, learned that Forcystus was acting as a rogue agent, though, thanks to the blinding text, she was not informed of the hidden contingent clauses Gonzo Forcystus had placed there.

Anathema, however, was wise and prudent. She examined The One Ledger after Gonzo Forcystus again entered The Veil Render's control. She saw the hidden clauses. She moved to redact them.

Darston, the Master Detective, stopped her. He reasoned that the team might have need of Gonzo Forcystus's power in a situation where The Veil Render would not want the team to use it - a situation where The Veil Render, concerned either with its overall image (not wanting to tarnish its recent improvements in reputation by backing a massacre), with its own safety (after all, actively using Entomber weapons associates an individual with Entombers, and being associated with Entombers ever-so-slightly increases the chances that one of similar-Level to oneself spawns nearby if enough ambient mana is present), or with actual compassion (the Render, though inscrutable, might posses it), works against its own team's chances of success.

Instead of redacting the clauses, she altered them. Gonzo Forcystus would not be controlled by The Veil Render during this event. Instead, he would act in the Veil Render's best interest. Even if the Render itself wasn't acting in accordance with such.

The Veil Render is not powering the Veils. The Veil Render is not powering Forcystus. It's all a big stack of lies supported by more lies. It's all Gonzo Forcystus. It's all being powered by The Profound Lie.

Ergo, the Veil Render *cannot* intervene. Its power is not present on this battlefield.

Selereth? She would certainly be appalled by what is about to be done to her ally's champions; she was once the Regent of Heaven, and now its architects are about to be slaughtered. There may be a reckoning coming for Darston's role in this wretched debacle, but if it's coming, it's delayed. Darston's power flows from a different, alien, sun these days. Darston is merged with the Lion of Unbreached Veils. That means that he's connected to the Veil Render's power. With the lie told to preserve Gonzo Forcystus's power, this means that Darston's power is coming from Forcystus. And Forcystus, unlike Selereth, is entirely in favor of the impending massacre.

Zaga Yazrath? No. As already stated.

Doctor Beak? No. Why would he stop it? His continued existence likely hinges on Anathema's team winning this.

Madame Misfortune? No. The old bitch is laughing, revelling in this.

What about a third party? Drescher? No. He could have removed the weapons from play earlier when he was declaring what people could and couldn't keep. They were theoretically in the possession of team Hugo Bekkler at the time. Maybe he didn't think anyone would manage to get to them since Hugo was dead. Maybe he didn't think anyone would be willing to use them. Either way, barring them now would be taking a stance for the Heaven Architects against the Veil Render.

It's up to Elsie. She's the only one who can stop the impending atrocity. She swiftly considers her available options. Desperate times call for desperate measures. It will result in the loss of this form, but prevention of a worst-case scenario easily justifies that loss. Elsie Overcrashes.

Glorious Overcrash: Blow Them Away wrote:Chosen by the Oracle,
I mastered my element,
Across life after life,
The wind suffused me,
And now,
Above the worlds,
Between the worlds,
At the apex of my power,
I gather together,
All winds from all lands,
With this one command:
Blow Them Away.



All the Cardinal Winds unify into one. Elsie points at Darston, aiming to blow him away before everything goes askew.

The Big Sky goes purple-and-black. Gonzo Forcystus flies directly into the path of the wind blast and points at it. As he does so, his image flickers. He points not to it, but to the Forge. He points not to the Forge, but to Elsie. He points not to Elsie, but to the wind.

You Are Your Own Worst Enemy: Elsie Phaeduras Comes Undone wrote:Your power is immense,
And you stand as champion of the Heavens themselves,
And yes,
You were Chosen by the Oracle,
But your choices,
Oh they have paved a most unfortunate path.
I have worked beyond your sight,
And hold power beyond even your might,
And you did not even realize it until now,
So though I have been pulled down from above,
This fight has just begun,
And frankly,
It's all gone sour for you,
Your power spent, your best hand played,
Yet here I stand in Infinite Triumph,
With proper planning you could have slain me, true,
But I've outmatched you through Detective's guile.
So you'll huff and puff,
As hard as you can,
But your wind won't blow my house down,
For I rewrite the world through Lies,
And turn your magic against your allies,
Poor tactical planning there, I must regretfully say.
I breathe wind in, I breathe wind out,
I drink it in, surpass it all,
Become the Evil above all others,
And, in my own way,
Within It All, I Remain Pure.
And as for you?
Elsie Phaeduras, like so many others who have tried to oppose me,
You Are Your Own Worst Enemy.



Elsie is linked to the Forge. It blazes, gathering power that will soon be fully hers.

Within it is the Ashtensyrex. Forcystus reworked the Ashtensyrex. Through it, Forcystus reworked Elsie's power.

The Overcrash is a trap. Its aim is crooked. Though sent towards Darston, aimed to blow him out of battle entirely, its target is reconfigured, falling for the Lies inside it.

Elsie fights back. She knew the Ashtensyrex was there. She knew Forcystus could interfere with Overcrashes. She had prepared herself, mentally an spiritually, for this. She was confident that she could overpower Forcystus's influence.

In most situations, she would be correct. Forcystus, however, was channeling pure Triumph when he interfered with the Overcrash, and his mystic workings caught her at an unbalanced angle.

The whole Overcrash, therefore, goes askew.

The winds, in unison, blast Elsie, blowing her upwards, outwards, and entirely clear from the battle.

Up above, a light shines. She has transformed. She is returning.

Gonzo Focystus performs a quiet golf clap. <Oh, good show indeed. Quite the gumption there. A real get-back-up attitude. Healthy would be my professional evaluation. However, I'm afraid I must Object to the early form-change. That part is going to have to wait a moment.>

A red cord, dangling from above The Big Sky appears. He pulls it. Curtains shutter whatever is up there, then vanish.

<You have an opening, my 'good' allies. Use it. Kill them.>

A voice speaks telepathically to the Sword-who-is-a-Swordsman.

<Return. We both know how this has to end. I don't want this any more than you do, since that hammer is pretty nice.>

Zweirugi's eyes flash red. He staggers from the eggcellent recovery and takes a small moment to access the situation. He yells in rage.

"FINE! GODDAMNIT!" The words cut through the air like a knife.

Zweirugi, in a grand display of brute force over actual Swordsmanship, winds up and throws his sword at Darston. The air parts ways and the sky ripples as the shout seems to empower the blade forward towards the shapeshifter. Space seems to bend around it.

The attack never succeeds because there's no longer attack or bladesman there to have thrown the sword. Draconics pulls the Sonic knife that had cut through the airwaves out of his neck as it shifts back to being the large Sword of Vashna. The attack-copy Zweirugi dissipating into a fiery numeric Three.

Draconics gives a wry smile. "In the end, a dragon still will not abandon what was once its horde." Zwei has determined that the best bet to outrun an Archpredator is to simply stop being prey. The sword returns to safety and cuts its losses, ceasing to be a direct presence on the field, now an item instead of a combatant.

Draconics releases his weapons to float in his orrery and crosses his arms. He tilts his head defiantly and smiles in a genuine delight as he howls his incantation!

"Putting the 'Global' in Global Defense! Of the truest calibur!"
<The Great Snake had merely forgotten its orgin.> The sash recounts the great fable.
<Bring the Danger Noodle to bear!> Zweirugi reminds the universe he's still an angry and edgy sword.

The mage does something odd, his torso begins to stretch into nearly comedic proportions as it rockets off over the horizon of the Flameforge. Leaving naught but his legs and stretching noise in his wake.

Through his capacity to claim Lost Things, the shapeshifter's space-bending flame-body projects a backdrop of stars, forming into the sacred numeral of Santas and empowering both Anathema and himself through it. Darston's eyes snap to Anathema. "Look sharp, this is our chance. Let's clear the field. Roy, as we discussed!"

Roy, sitting within Darston's interior, shielded by the Veils, drums his fingers across the minibar in frustration, a series of staccato bone-and-flesh squelches. Then, he brightens, rolls up his sleeves (and his skin, exposing arms of barbed, ruined flesh covered with smirking, whispering Outsider mouths). The Record of All Known Treasures flashes into place before him once more, pages rippling back and forth like dry laughter as he plucks, from their depths, the tools he needs. The tinkling of sleigh bells can be heard as he delivers a gift through Blood and Space, to Anathema. One set of Master Entomber Weapons, flowing into her hands from her Blood, gleaming with ruinous, flashing finality.

Combo Move: Dungeon Mode: Immutable Dueling Grounds!

Tinted Blue and moving with the speed of an Immortal Elder Geist Santa (what a strange combination), Darston's form expands, growing greater, greater, towering above and around the battlefield, creating winding and twisting corridors as his essence links, unlinks, and links again more tenuously with Anathema's before settling into a haze. Upon the broken stage of the Big Sky is placed what was once the Thrice-Radiant Palace of Imperial Law, Darston's massively empowered essence suffusing and fused with it. His subtype is now Large Structure. Given the focus of the Veil Render's team and our fortuitous foresight, it has been reshaped into the Dread Palace of Thorns and entered immutably around a Flag of Conquest at the core of Darston's being, with its new powers and properties layered on a version of the old ones projected from the Record of All Known Places. Its Law cannot be challenged while the flag yet stands, the sanctity of its rules set as near-absolute. It's One versus One, with no interaction between members of either side, and only a victory will open the way to the Flag of Conquest. Individuals in each room may elect to leave the dungeon upon defeating their adversaries or to move from one room to another and join a different fight. Only once all fights are resolved will the way to the flag open. The Infinite Key appears in his hands, and with it he locks the chambers against attempts to exit from within while two sides yet remain. Chambers of jagged thorns form dripping with elder necromantic energy surround each of the contestants in the opposing team in an instant, PC and pet alike. Oh, and one more thing. It appears a persistent Level Drain weather condition is in effect, washing over all who hold not the power of the Veil Render. Home team advantage is a staple of dungeons, after all.

Darston manifests and walks through himself as a shadow. Numinous cosmic beasts gate in from its footsteps, building up power that the Darston-structure absorbs to re-enforce the integrity of his veils.

Within Darston's Palace/Dungeon, reality is split. Geddoe Stands Alone against Anathema, though he is able to pull Ayame and the Demigoddess he had lent to Elsie into battle to assit him, merging their essence with his through his divine power over Harems. Draconics Stands Alone against Anathema, though Zweirugi, somehow, manages to defy Celas's prohibition, force himself to count as an item, and stay in his wielder's hand. Celas Stands Alone against Anathema, but uses Fate to dicate that Nole's corpse and The Forge both manifest within the chamber of the Palace-self that he is trapped in; he has work to do, and he is destined to complete it. Reyna & Turakiel, torn out of Geddoe's harem, are given a date with the Python, and Stand as-Alone-as-a-gestalt-can against a Unit. Elsie, thanks to Doctor Forcystus's big trick, isn't even here.

Anathema is one. She is many. She's everywhere. She brims with an icy fury, the War that Rages within her Heart having consumed and subsumed the Resistance Santa's battle. She's already familiar with multi-presence combat, between her disease-mode and fictional combats, and has won fights on this strength already.

She is the enemy, the nemesis. She's tasted their power and grown and adapted, after that issue with the Bell. She is the embodiment of her enemy's weakness. Each of her facets brings to their battles exactly what their enemy is weakest to.

And worse. The seal has been broken, the stakes have been raised, and killing these holy fools is no longer enough. She won't lose this fight, won't risk Doctor Beak being killed again by the loot system. She's driven. She's focused. She's all-in. She's going to End them. Roy's arsenal is ready and waiting, and the Master Entomber weapons are brought into play, to ensure that when she kills someone, they stay down.

In one chamber, The Enigmatic Python is Enigmatic. The battle there is Enigmatic.

In another chamber, Darston's shadow stands next to The Resistance Santa's remains. He drives an Entomber-Spike through them for good measure. The remnants of the body go to dust. The suit falls limp and empty. The suit fades away, and with it, belief, hope, and resistance against tyranny die in broad strokes. Worlds once saved by The Resistance Santa lose all trace of his lingering magic, the light he placed there vanishing, once-slain tyrants granted leave to rise from their demises to oppress their people once more. Throughout the many chambers of the Dungeon Palace, the magic granted to his allies dies out also. All traces of The Resistance Santa's power and buffs sourced from him are removed from play and cannot be brought back (save those protected by Lies and born from his consumed heart).

Reyna and Turakiel, dead, are dropped into the chamber Enigmatically. The shadow playing clean-up duty with the Santa turns his attention to the newly deposited corpses and hefts his Entomber hammer. First one, then the other.

The first hammer-strike lands. It drives an Entomber Stake through Turakiel. The angel-half of the composite Arena Member loses its golden light and cracks like broken glass, shattering into ever-smaller pieces until it shatters away to nothing.

As this happens, Reyna's flesh peels off, her skeleton gives a plaintive gasp, and her mana pattern breaks.

Turakiel is gone. Reyna is renamed. She is no longer a Unit. She is no longer an Arch-Angel. She is no longer a Deity.

Screaming and flailing, Reyna re-manifests in her Nexus Inn room. The stake manifests itself again inside her. Reyna is flung backwards, sound no longer escaping from her mouth, as all noise in the room dies. She is impaled to her bed, and a wave of blackness and death pours out. Holy treasures, expensive furnishings, and giant piles of junk alike all crumble, rot, and boil away. Her body drops to the floor as the bed collapses to dust beneath her, impaling itself to the ground. Its skin falls off in gray sheets. Her body turns to dust. Her spirit turns to dust. A blast shadow is left eternally emblazoned onto the floor where she once was pinned.

Reyna re-manifests. She is in the Silent Hall. No one can hear her as she endlessly screams. Not even the other Battle Arena Members that Sol Bardol had killed.

Meanwhile, Roy, for himself, searches for (and grabs) a spell! Kriele has played her hand (that cosmic bully), and now it's time for Roy to try and even the playing field a bit. He grabs the Issaros-alike for the Element of Darkness, his Chosen Element. If Harkala has been waiting for a vector to act against her fated rival, Roy intends to give one to her.

In another chamber, Anathema faces Geddoe.

Geddoe sought to empower himself through the Death Choir. He cannot. He is cut off from the rest of the battle and from the energies that could be his.

Anathema attacks Geddoe. Phalerin breaks through the covenant that was rewritten by Anathema and Forcystus, granting Geddoe a vision. Geddoe sees the future. He's going to die, and he won't be able to bring himself back. Unless he Overcrashes.

Sublime Overcrash: Requiem for the Reaper wrote:"I've been around a long time,
And one day Death came knocking,
Wasn't my time, I said,
Still have work to do,
But the reaper shook his head,
Said it didn't matter,
And he was here to take me;
I shook my head back,
And I shot him down,
And his successors when they came,
To finish the job,
So if you think you can best me,
Then you had best be ready to face the:
Requiem for the Reaper."



Geddoe appears behind Anathema. The Dreamlighter is pressed to the back of her head. Reality shines white. Death appears, overlapping Anathema. Geddoe pulls the trigger. The Grim Reaper is vanquished, and the blast of dreams, light, and possibility squarely hits Anathema in a burst of unequalled power.

The Veils (and the Lion's projected self - and ability to even be projected into Nexus) are annihilated. Anathema and Darston are made wholly seperate and can no longer access each other's powersets.

Darston, through progress, and evolution moves to reactivate and empower the veils. Anathema, simultaneously and seperately, attempts to force an adaptive upgrade of the Veils through her nature as the nemesis of heroes.

Geddoe destroyed the Veils with an Ascendant's power. Nothing Darston, Anathema, or even Gonzo Forcystus (with all the powers of Dixx, Triumph, Eternity, Infinity, and Mystery included and piled on top of each other) can do can bring them back during this fight.

Ayame, ever loyal, moves to guard her master from the still-standing undead. As she does so, her eyes explode outwards in a torrent of blood.

From the blood, Roy manifests. With a flick of his wrist he flings the depleted Curse-Box into Divinity's Prison, empowering it with the power of Fate and Curses, uniting two objects together, and directing it toward Geddoe's shiny godhood.

Geddoe, in burnout, cannot resist. His divine power is stripped from his being and sealed in the box.

He then opens himself to the Source of Darkness as he casts his new spell, his Spirit elevated through twin feasts and his freshly-stolen Divinity. The Chosen Darkness called forth is as Deep as the Source, benighting the chamber as it pulses in infinite Source-fed waves, washing over Ayame with the crushing pressure of Abyssal Blackness.

She cannot withstand his direct, heightened power. Ayame perishes (though phoenix-like light glowing from her corpse despite the blackness of the attack that killed her suggests she is about to rise up and begin a counter-assault on Roy).

Anathema reacts. An Entomber-spike is driven through Ayame. Her sun-like armor turns black and crumbles. Her face skeletonizes. Roy senses an opportunity and opens the box just a crack. Geddoe feels love and divine power torn from him as his Harems domain dies, crumbling from his portfolio. As it dies, the Demigoddess he brought, screams, skeletonizes, and is no more. Death begins to spread through Geddoe's mana pattern, using the hole where his Harems domain used to be as its entry-point.

It stops. The Requiem sings within Geddoe's essence. He slew the Reaper when he shot Anathema. As the direct target of Geddoe's Overcrash, Anathema cannot kill Geddoe.

Roy re-seals the box. Geddoe is again without his divine power.

Geddoe can no longer sense Glenda. He can no longer sense Elsie. He is no longer a god. He is in burnout. He is trapped with two horrors. He has never felt more alone.

In another chamber, Anathema faces Draconics.

Draconics had been ready for some form of interruption, and was ready to play the odds. He had, however, counted on having his dragons with him, instead of having them trapped in other wings of the palace-dungeon, getting killed by copies of Darston and Anathema.

Draconics prepares to attack with yet-more dragons, with Infinity, with Annihilation, with accursed Famine, with all manner of potent magic.

Anathema, with Nemesis speed and an adantage granted by the sudden interruption of his circuit of the Forge by Darston's battlespace reconfiguration, beats him to the punch.

Irimaika, The Blade of Perfected Artistry is produced to execute a stunningly brilliant combination of Dragonslaying techniques and spellcaster-foiling strikes, to shatter his concentration and ability to cast, to blind his piercing gaze that fell upon the Veils so heavily.

Anathema shines like a blue star. The first strike hits with all the power that the Entomber weapons can bear.

Draconics, despite all his protections, dies rather promptly. As soon as he does so, Anathema drives an entomber-stake through his chest.

Zweirugi, falling from his grasp, drops to the floor, cuts through the floor, and goes falling elsewhere.

Draconics's mask goes gray, shatters, and reveals a rotting face behind it that melts into sludge. His garmants become brittle, turn to dust, and blow away to nothing. His body beneath them, already Hollow, cracks and falls apart, lighting its own pyre as it collapses away.

As his body falls apart, the stake remains pinned to the core of his essence. Draconics respawns in what was once Vashna's Nexus Inn room, but is now his. The stake manifests physically again and drives him into the wall. Fire bursts through the room, laying waste to it as its contents are turned into ash, dust, and smoke. Draconics's body convulses, skeletonizes, goes still, and crumbles to nothing. The room door then turns gray, falls from its hinges, and blasts outwards in a splintering of decayed wood as his essence is carried off yet again.

Draconics re-manifests. His essence is pulled through a place without sound. A place without light. A place without life. He is in the Silent Hall. The stake is carrying him, forcing him to his final resting place. He is pinned to a coffin by the stake, which he cannot dislodge. The coffin closes.

It's happening again. He cannot escape it. His life, his death, it's all a loop. A loop where he never wins. A loop where he keeps having victory snatched from his grasp by outside forces. A loop where he is betrayer or betrayed. He tried to get out, to start fresh, with a him-that-was-different. It didn't work. Was it that he held too fast to his old self and drew too much on its power? Or was it inevitable?

Bony hands scratch at a coffin lid from inside. The stake in his chest pulses. He becomes inert. He cannot move. He cannot escape. Impaled with the instrument of eternal death, yet held barely-alive through immortality, he is cursed to float in a limbo of suffering, stuck in an unreachable tomb, unable to be revived, alone with his thoughts as the ages pass.

In another chamber, Anathema faces Celas.

Celas, empowered and titanic, springs into action. His friend and ally, made into a mockery of life and death? Not on his watch, not in his domain. Celas wills that it is Not Nole's Time, Denying Death's grasp on him, as he reaches out to beckon the Holy One.

Anathema intervenes.

As the butterfly pins jitter and begin to loosen themselves, the Anathema-clone in the thorn-cage with Nole and Celas leaps to Nole's body, reaches into the space between life and death, rips his wings from his back, and drives an entomber-spike through the center of his chest.

His orihalcum armor tarnishes, fully rusts out, and is stripped to dust in the wind in fractions of a moment. His second pair of wings, ever-resplendent, becomes black and starts crumbling inwards. His skin sinks in, face becoming a skull covered in flaky gray remnants of once-living tissue. Death spreads through him. It suffuses all that he is, all that he carries, and all he ever could become. His possessions crumble. Only one remains.

Serenity's Adamant Ideal flares with power. It rails against the malice of the weapon killing Nole. It offers Nole a path out. Nole takes it.

Serenity dies. On Noix, this may have malign effects, as its presence there is replaced with Death. Evil has, in a sense, finally ended it. Its death was a self-chosen one, however. A heroic sacrifice. It died such that Nole could live. Nole, saved by it, awakens in his room at the Nexus Inn. He's out of the quest, but didn't get Entombed. He's down one full set of gear (including all loot from the quest and one relic of incredible power), but otherwise far better-off than he might have been.

Anathema shifts her focus to Celas. She planned to fight him with the Red Sun Hand. With her and Darston severed, that plan is a wash - the Sunhand is firmly in control of the Archpredator.

Swords and Entomber-stakes it is, then.

Anathema rushes Celas. As her strike is about to hit, the Cobalt Pyramid removes Celas from reality for an instant, elminating the moments where he could possibly be killed. It then does so again. Then again. While the Giant Gods may not be personally connected to Celas, they have seen what happens to the items of those killed with the Entomber weapons. They have no desire to see their sacred relics taken from this world. As the limits of their ability to intervene are reached, Celas blinks back into reality one last time, but without the Cobalt Pyramid.

Anathema continues her attack-barrage.

Suddenly, Zweirugi drops in from above, cutting space and bypassing the thorn-cage around Celas. He arcs through the air and begins flash-parrying strike upon strike from Anathema. As he does so, the Cobalt Pyramid, from outside space and time, transfers a blessing to him. Vashna is dead and gone (may he rest in peace). Draconics is dead and gone (or at least stuck in a coffin and unable to interact with anyone anymore). Zweirugi is the closest thing to a savior that the Giant Gods can find. Therefore, he obtains the last fragments of their power here before the Cobalt Pyramid and Staff of the Giant Prophet fade from the battlefield entirely. The Entomber weapons echo with death and destruction. Zweirugi, however, straddles the line between person and object. He's an item, so the Entomber-implements don't recognize him as an immortal person to kill, but he's a person, so their attempts to break him as one of Celas's 'weapons' strike at the wrong sorts of mana-pattern elements, failing to effect him. Acting within the sweet-spot between the two states, Zweirugi deflects Anathema's entire remaining attack-barage, keeping Celas alive, before depositing himself in one of the death god's off-hands that sprouts from his Juggernaut Frame.

Zweirugi was going to perform a combination maneuver with Draconics. It got stopped hard when Draconics was killed. Celas was going to perform a combination maneuver with Nole. It got stopped hard when Nole was killed. The two of them, however, are now together. They confer through touch-based telepathy, debating back and forth what plan to enact within the shred of an instant they have before they must act.

Zweirugi eyes the Necromancer, not pleased with the changes of plans, "If we don't get any of these plans working our corpses won't be the only things lying in the new world. Truth is a double-edged sword and I'm due for a Temper."

They begin to enact Celas's plan (with modifications made where necessary to account for the lack of Nole's presence).

Celas, given what the poor guy's already been through, has been taking pains to protect and deflect attention away from Giles up until now. That has to change for things to work, here. The beleaguered Mask of the Architect is revealed from where Celas had cloaked him in his shadows.

All the elements for the equation are in place-

The Forge, the Hammer, the Architect.

Fate, because what must occur, will occur, and the truth cannot be denied.
Numerals, to quantify reality and measure its elements with objective precision.
Knowledge, steely absolute exactitude, bypassing all attempts at misdirection or misrepresentation.
Evil, because sometimes the truth is harsh, and you have to make due with whatever you have to work with. Pragmatism.

Celas-and-Zweirugi bring their considerable powers to bear here, at the heart of creation, Hammer ringing down on the forge with clarion blows that ripple across the Big Sky and beyond, using the Tools of the Architect, here at a Forge of Creation to create something… new. They beat plaits of Fate, Numerals,
Knowledge, and Evil together and fold the result, repeating the process in a cyclic dance of creative energies. The component elements begin to blend, Knowledge and Evil bolstered by Fate and Numerals as they bleed together into a new substance, a new element.

It's too pragmatic. Too bitter. It isn't working right. They tried to make due with what was there, and it just isn't enough. The core is impure.

The process is lacking something fundamental.

Nole's wings, sentient and no longer attached to a dead master, muster all of their remaining power as the parts of a Holy One and break free from Anathema's grasp, flying up into the forging process. With Nole gone, they contribue the essence of Good. Truth is realigned. It is no longer always harsh. It will serve as a beacon against the forces that seek to benight the many worlds. It will stand up to the powers of the Enigma Men and Gonzo Heed.

The missing elements are added.
Light, the primordial force of illumination, to shed light on that which is hidden.
Hope, which performs its duties with indomitable spirit and positivity while Light's Source is gone.
Good, the culmination of unselfish benefice and righteousness, a bulwark of integrity and virtue, blameless before all.

From the forge, Truth emerges, casting everything its light touches into hyper-relief.

Truth Dispels Illusion. Truth Resolves Mysteries. Truth Opposes Lies.

Laughter echoes throughout the chamber.

<Pukukukukukukukukukukuku. While I have been enjoying the show immensely, waiting any longer for the reveal would be a bit too impolite. What was it the chatty vampire said? 'Yeah, nah.' That's it. Yeah, nah.>

Gonzo Forcystus steps out of the Forge, its fire glitching away around him in a nimbus of static and illusion.

<The Ashtensyrex was still in there. Your draconian ally was going to take a look at it, but then he died, and the rest of you rushed in headlong to deal our Entomber weapons and went on with your attempt to forge a new element. You really ought to have waited, but who am I to lament a poor tactical decision on your part. You could, had you chosen more wisely, have forged something that could kill me. You didn't, though. I am here. I am in control. I was always in control. I will always remain in control. And this new element, in all its delicious beauty, serves as an example of my control.>

Truth is unmasked. Tyranny sits behind the mask. Gonzo Forcystus asserts control of the new element. Tyranny reigns.

Zweirugi deflects an attempt to assert control of him through his connection to the new element, using his own nature as a Fiend and Numeral Bearer to resist the control of the tyrannical lord-within-illusion.

Zweirugi scans Anathema and Gonzo Forcystus. Gonzo Forcystus remains a mystery, but the scan that hits Anathema, thanks to the Veils dropping, succeeds.

Her essence is currently Blue. She is unable to fumble. Her critical threshold is much broader than usual. She has a bunch of new powers related to Doctor Beak thanks to her role resurrecting him. She can do Level Drain. She can trap people in one-on-one duels. She can switch up her skillset to become specifically-effective against specific opponents. She can do a lot more, but the scan, though it hit, can't feed enough information to Zweirugi before Gonzo Forcystus's general presence nearby garbles the rest of it.

The Ashtensyrex was given to the Veil Render team willingly by the Fulsome Industry team. The Fulsome Industry team was actually under the control of a representative of the Enigma Men. The Ashtensyrex was used to corrupt Truth, an element which, had it been created successfully, could have directly opposed Mystery (and which *would* have been created successfully, were it not for the corruption of the Ashtensyrex by Forcystus). The actions of the Enigma Men indirectly changed events such that a great weapon against the Enigma Men could not be created. How curious. It's almost like they planned that. Perhaps someone should investigate later.

The round ends. The heavens open in a great, shining vortex. A holy chorus, voices astir with righteous divine wrath, booms. Down from the vortex's center descends Elsie's hand, now the massive hand of an angelic titan-being. In its palm's center opens a massive eye, its iris a magic circle. From it sprout wings, and from those wings, other wings, each larger than the last, numbering 7,777,777 in total, all moving in a great wheel-motion around the hand, filling the sky as they do so, eyes and flames adorning them. The palace is blasted open to the sky as the eyes see all things within its darkness (with Darston having lost the Nemesauth power that held it closed and his law overwhelmed by Elsie's Heavenly Mandate).

Boss Fight: Phase 2-

*Doctor Gonzo Forcytus (Fiend & Immortal & Holy One & Elder Geist & Abomination & Outsider & Incarnate, Level 96)
*The Enigmatic Python (Reptile & Outsider, Level 80 Unit)
*Anathema (Elder Geist & Immortal & Outsider, Level 79 BA Member)
*Darston (Immortal & Elder Geist & Outsider & Angel & Vessel, Level 79 BA Member)
*Roy (Chosen, Level 79 BA Member)

vs.

*Elsie Phaeduras (Crisis Final Boss Mode, Form 2: Sublime Hand of Heaven) (Saviour, Level 88 Plot Foe)
*Celas (Planetary & Undead, Level 79 BA Member)
*Geddoe (Arch-Angel & Holy One, Level 79 BA Member)
*Zweirugi, Sword of Vashna (Fiend & Sword, Level 79 BA Member)

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

Round 3 has ended. Round 4 has begun.

As this round begins (and as all rounds in this form will begin), The Infinite Heavenly Gyre spins. Elsie's allies are restored. Zweirugi is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. Celas is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. Geddoe cannot be repaired; he is in burnout.

Declare your actions!


Lord Gadigan wrote: I've gotten input from several people on both sides of the issue, and while it may bother some folks, I think any decision I make here will.

I'm rewinding this a round meta-wise. I took too many liberties with the actions of Darston, a PC, without asking for clarifying confirmation in an effort to get the round processed in a timely manner. I relied on too many assumptions about his overall intent and objectives that turned out to be wrong.

This is now a round in the past. No Entomber Weapons have been brought out. Darston and Anathema are re-linked and the Veils are back up. Draconics is back. Ayame is back and Geddoe has his divine powers again. Gonzo Forcystus is no longer merged with DIXX. Tyranny is no longer an element. The battlefield and people's status are reset.

Reyna & Turakiel are dead from some weird between-round psychic-resonance attack from Gonzo Forcystus that showed them the prior now-imaginary round. They're down, but not entombed. That fixes their should-have-died-earlier situation. I might as well do that since I'm in here retconning a round.

Give me new versions of your actions for the last round or re-confirm that you still want to do what you sent before. It'll take another week or two's work, but this is going to get reprocessed. It's better to go through that than to leave Darston with an out-of-intended-character moment at such a key juncture that affects so many other PCs and his relations to them.


Lord Gadigan wrote: Borne by the Endless Wind, Elsie acts first. Elsie is Supreme Governor of the Cardinal Wind. She sets Vreskenventrach, the Severing Wind as the Cardinal Wind and Cleaves Possibility from Her Enemies.

Elsie banks future preemptive counters, gathering Winds Which Cut Across Space and Time and imbuing them with the Severing Wind's power, granting her the power to slice her enemies notion-from-notion and form-from-form even after she next shifts the wind again.

Elsie is Supreme Governor of the Cardinal Wind. She sets Gelbenmarnos, the Wind which Whispers Knowledge as the Cardinal Wind, and obtains Eyes Which See Beyond the Farthest Horizon. The Veils will be pierced yet again.

Darston rolls his shoulders, his wind-fed augumented form of anti-Elsie fire seething with power and frustration as time slows with the narrative reveal of his coming actions. Fate hums with curious potency.

"This is getting out of hand. I had hoped to save this card for later, but we need to retake the momentum and Forcystus cannot be relied on to do that alone any more. Rise, now."

He snaps his fingers, Detective's Coat shining.

A layer of lies drops down from around Forcystus. His true power had, until this point, been hidden.

If Oneman had been summoned here and now, Elsie would have cut it asunder with her Blades of Severance.

Therefore, thanks to Darston's cleverness as the Master Detective, he was directed to take in a portion of the ambient power left from Oneman's presence on the field. While it would not grant him the full armada of elements and powers possessed by Oneman at the beast's apex, it would be something that could cleverly be inserted into the Fiend and then kept hidden until needed.

A voice speaks telepathically to the Sword-who-is-a-Swordsman.

<Return. We both know how this has to end. I don't want this any more than you do, since that hammer is pretty nice.>

Zweirugi's eyes flash red. He staggers from the eggcellent recovery and takes a small moment to access the situation. He yells in rage.

"FINE! GODDAMNIT!" The words cut through the air like a knife.

Zweirugi, in a grand display of brute force over actual Swordsmanship, winds up and throws his sword at Darston. The air parts ways and the sky ripples as the shout seems to empower the blade forward towards the shapeshifter. Space seems to bend around it.

The attack never succeeds because there's no longer attack or bladesman there to have thrown the sword. Draconics pulls the Sonic knife that had cut through the airwaves out of his neck as it shifts back to being the large Sword of Vashna. The attack-copy Zweirugi dissipating into a fiery numeric Three.

Draconics gives a wry smile. "In the end, a dragon still will not abandon what was once its horde." Zwei has determined that the best bet to outrun an Archpredator is to simply stop being prey. The sword returns to safety and cuts its losses, ceasing to be a direct presence on the field, now an item instead of a combatant.

Draconics releases his weapons to float in his orrery and crosses his arms. He tilts his head defiantly and smiles in a genuine delight as he howls his incantation!

"Putting the 'Global' in Global Defense! Of the truest calibur!"
<The Great Snake had merely forgotten its orgin.> The sash recounts the great fable.
<Bring the Danger Noodle to bear!> Zweirugi reminds the universe he's still an angry and edgy sword.

The mage does something odd, his torso begins to stretch into nearly comedic proportions as it rockets off over the horizon of the Flameforge. Leaving naught but his legs and stretching noise in his wake.

Through his capacity to claim Lost Things, the shapeshifter's space-bending flame-body projects a backdrop of stars, forming into the sacred numeral of Santas and empowering both Anathema and himself through it. Darston's eyes snap to Anathema. "Look sharp, this is our chance. Let's clear the field. Roy, as we discussed!"

Roy, sitting within Darston's interior, shielded by the Veils, drums his fingers across the minibar in frustration, a series of staccato bone-and-flesh squelches. Then, he brightens, rolls up his sleeves (and his skin, exposing arms of barbed, ruined flesh covered with smirking, whispering Outsider mouths). He taps into Forcystus' Profound Lies, and sees the pasts of several members of the Heaven Architects. The Record of All Known Treasures flashes into place before him once more, pages rippling back and forth like dry laughter as he plucks, from their depths, the tool he needs.

A copy of a certain clock, engraved with a certain lunar motif springs into his hands. Is it real? Why, that's entirely the wrong kind of question.

See, earlier, at least three of these stooges were Frozen in Time as a drinkslinger of some renown attempted a truly convoluted stratagem. But...were they ever truly unfrozen? Did their Time *ever* really flow again? Are we so sure that they, in fact, aren't still Time-locked at this very moment? Have *they* been lying to *us*?

Waittaminute! Wait just *one* minute. Was it really only three of them? Who's to say that they all weren't caught in this grayscale freezeframe? After all, the whole team made it to the Flameforge, which means that they must have all squared off against that famous drinkslinger. Those scoundrels! Lying about not being frozen in Time, this whole time!.

Channeling lies with Forcystus and using the Clock of the Moon(?) as a focus to recall the echo of the effect, Roy works to assert this l̶i̶e̶ FACT onto the members of the Heaven Architects, shaking his head in mock-disappointment at their *awful* conduct.

Draconics, however, was prepared. As he flies around the Forge, the masked man thrusts forth a palm and shouts 'HOLD IT RIGHT THERE!'

The time-stop magic's outline freezes in place as it radiates from Roy, white-rimmed with a blue interior.

Draconics shakes his head. "What does she always say again? You would of have to come back two hours earlier if you wanted to defeat me!"

The time magic is inverted and goes crashing back inwards, locking Darston and Roy in place.

Darston roars, flexes, and busts out of the blue-white Hax-lockdown, screens of blue breaking like windows as he smashes through them.

Roy, incensed, refuses to let that be all that he accomplishes here. Taking blood and divine power, he works with Darston to pull the essence of Doctor Catastrophe's Redeath Hammer from the hollows of time. After all Doctor Catastrophe was in this event, this is the climactic battle, the climactic battle of the last one of these events involved the redeath hammer, and Darston, through The Shielding Golem, is familiar with the Cosmos Darkener. It would only stand to reason that the Redeath Hammer could have been here, and, should it have been present earlier in the quest, it could have been lost. If it could have been lost, then Darston's hands could dredge up its essence and bring it into play here. All it takes is a bit of lying to turn this uncertain maybe into a certain yes. With a cackle, Roy produces the Redeath Hammer from the blood and sends it to Anathema.

Darston then initiates his primary action:

Combo Move: Dungeon Mode: Immutable Dueling Grounds!

Tinted Blue and moving with the speed of an Immortal Elder Geist Santa (what a strange combination), Darston's form expands, growing greater, greater, towering above and around the battlefield, creating winding and twisting corridors as his essence links, unlinks, and links again more tenuously with Anathema's before settling into a haze. Upon the broken stage of the Big Sky is placed what was once the Thrice-Radiant Palace of Imperial Law, Darston's massively empowered essence suffusing and fused with it. His subtype is now Large Structure. Given the focus of the Veil Render's team and our fortuitous foresight, it has been reshaped into the Dread Palace of Thorns and entered immutably around a Flag of Conquest at the core of Darston's being, with its new powers and properties layered on a version of the old ones projected from the Record of All Known Places. Its Law cannot be challenged while the flag yet stands, the sanctity of its rules set as near-absolute. It's One versus One, with no interaction between members of either side, and only a victory will open the way to the Flag of Conquest. Individuals in each room may elect to leave the dungeon upon defeating their adversaries or to move from one room to another and join a different fight. Only once all fights are resolved will the way to the flag open. The Infinite Key appears in his hands, and with it he locks the chambers against attempts to exit from within while two sides yet remain. Chambers of jagged thorns form dripping with elder necromantic energy surround each of the contestants in the opposing team in an instant, PC and pet alike. Oh, and one more thing. It appears a persistent Level Drain weather condition is in effect, washing over all who hold not the power of the Veil Render. Home team advantage is a staple of dungeons, after all.

Darston manifests and walks through himself as a shadow. Numinous cosmic beasts gate in from its footsteps, building up power that the Darston-structure absorbs to re-enforce the integrity of his veils.

Within Darston's Palace/Dungeon, reality is split. Geddoe Stands Alone against Anathema, though he is able to pull Ayame and the Demigoddess he had lent to Elsie into battle to assit him, merging their essence with his through his divine power over Harems. Draconics Stands Alone against Anathema, though Zweirugi, somehow, manages to defy Celas's prohibition, force himself to count as an item, and stay in his wielder's hand. In response to this secondary intrusion, Darston manifests himself in the chamber to aid Anathema against the Draconics-Zweirugi duo. Celas Stands Alone against Anathema, but uses Fate to dicate that Nole's corpse and The Forge both manifest within the chamber of the Palace-self that he is trapped in; he has work to do, and he is destined to complete it. Elsie, however, isn't having any part of this.

No Cage May Hold the Endless Wind. Walls are blasted open as multiple versions of Elsie appear in each sub-battle. The Big Sky is her stage, and her advantage trumps that of the palace.

Gonzo Forcystus, in response, becomes Manifold. Space twists with lies, with each room named a plane, and each Elsie in each room facing a Gonzo Forcystus.

Blades fly from Elsie's wind. Forcysti are cut away one after another, their connections to each other diced and annihilated. Within moments, Forcystus is one again.

Gonzo Forcystus's remaining form grabs Elsie's face with suddenly-skeletal hands, glowing with blue fire.

"I must note that you are not permitted to decline. Python, would you be so kind as to assist me?"

Serpentine coils pour from beside reality. What occurs is Enigmatic. Gonzo Forcystus and Elsie are both missing.

Blades of Severence cut from nowhere. Unreality is Cleaved Away and Perceptions are Cut Asunder. Gonzo Forcystus pulled Elsie backstage to keep her from disrupting the palace-trick, but it seems she has pulled her own trick and severed his ability to percieve reality's frontside while he battles her on the reverse.

Anathema is one. She is many. She's everywhere. She brims with an icy fury, the War that Rages within her Heart having consumed and subsumed the Resistance Santa's battle. She's already familiar with multi-presence combat, between her disease-mode and fictional combats, and has won fights on this strength already.

She is the enemy, the nemesis. She's tasted their power and grown and adapted, after that issue with the Bell. She is the embodiment of her enemy's weakness. Each of her facets brings to their battles exactly what their enemy is weakest to.

Meanwhile, Roy, for himself, searches for (and grabs) a spell! Kriele has played her hand (that cosmic bully), and now it's time for Roy to try and even the playing field a bit. He grabs the Issaros-alike for the Element of Darkness, his Chosen Element. If Harkala has been waiting for a vector to act against her fated rival, Roy intends to give one to her.

Laughter is heard in one of the many chambers. The upper half of Draconics's body rockets through the chamber where he faces Darston from the opposite side of the room! It flies past the obvious, Darston-shaped target, though and Draconics grabs his own leg! And off he goes again, his booming voice, accompanied by Zweirugi's dopplers in the sky as the scaled ring spins and multiplies through the sky. A mess of mythic dragons encasing the battle with impending speed.

"WiLd AnD pUrE aNd FoReVeR fReE!"

The Black Sash of Legend channels its innate self as it processes all lingering traces of Infinity on Draconics via Cordelia and Elsie via Kriele and slams it into the Spell. It's truth of Grand Spell alights. It had been prepped prior to the thread to prepare for infinity.
Zweirugi applies his newfound use of the Numeral into the attack. While Vashna is not Draconics, he is still both of them, and he is his own hand that smites with him. He presses his Fiendish swarm control of himself into the attack and prepares to foot the bill.
Elsie's winds carry this attack. Borne on the winds of hope that this fight will end in their victory, and to protect their comrades they fought their way here with.
Draconics revels in this, this was the spell work he was built for, literally. The mage weaving in each part to create the tapestry of a masterpiece. The newfound dragon proud to make manifest one of his greatest figurative ancestors to his subtype's heritage.
The Banner of The Three of Swords Corporation shines bright! The connection to the corporation is bears and Infinity Designers Studio kicks in, the levels drained will not be stopped, the Progressing spirit of the Corporation proving itself!

The mage drops out of the infinite mass of looping dragons and holds up his hand, soaked in an icky blackness. The fumes rising from it showing a darker purpose.

"Oh Darston, I think I have a new high octane friend for you to play with! We present you with The Infinite Coils of Jörmungandr!"

Draconics snaps his fingers, and a horde of World-Snakes pours forth.

Darston dismissively glares at it, unimpressed, and vaporizes the infinite-snake-mass. The power of the Nemesauth accepts no intervention from outside forces, including massive masses of massive snakes.

Then, to add insult to injury, Darston carefully plucks the Grain of Famine Draconics placed in the attack as a secret trap from the dust and eats it. Given his status as the All-Eater, he remains utterly unharmed, and, in lieu of the effect Draconics had desired, manages to pick up famine-related powers from the meal.

The draconian mage curses under his breath as his ire seethes. He does some disappointed mental math on his hands before resigning himself to the incoming attack.

Darston launches into a hard offensive that couples spell-slaying, HP-and-MP-cleaving strikes with dynamic Grandmaster-synergized techniques to keep the Sword and its wielder off-balance. He blocks with his shield as he cuts with his Master's Blade.

Anathema joins Darston in his attack-barrage. Irimaika, The Blade of Perfected Artistry is produced to execute a stunningly brilliant combination of Dragonslaying techniques and spellcaster-foiling strikes, to shatter his concentration and ability to cast, to blind his piercing gaze that fell upon the Veils so heavily. And now that he's seperated from Zwei and the God-Eater's protection, it's time to show him that Beak is Back in Town. The Divine Plague is unleashed upon him with each strike of the Perfected Blade.

Together, despite Zweirugi's stellar defensive maneuvers, the two Nemseauthi connect with attack upon attack, HP-and-MP-double-damaging strikes turning Draconics's Hollow Soul defenses into a liability and, despite his untarnished HP, managing (narrowly) to kill him.

The Symbol of Ancient Divinities glows with life. Anathema aims and rapid-fires the Redeath Hammer at his corpse. Darston shadow-conjures a copy of it and joins the full-auto blast. Together, they re-kill Draconics.

The Black Sash glows with dark power. Draconics is revivied. Zweirugi mass-parries the second double-barrage of Redeath Hammer fire, and Draconics leap-flies back out of melee.

He casts his attention elsewhere, seeking vision of The Forge. It is blocked from his sight by the palace.

He will wait, then. Darston and Anathema have been fended off for now, and he only has to survive until the right moment.

In another chamber, Anathema faces Geddoe.

Geddoe sought to empower himself through the Death Choir. He cannot. He is cut off from the rest of the battle and from the energies that could be his.

Anathema attacks Geddoe. She has focused herself - readied herself for his power. Measures must be taken, potentially even more than she's already adapted to. So he commands Space and Time and Life? She has no fear of Spatial. She wields her own power over it, and with the powers of the Infinite Key he cannot place himself beyond her grasp with that alone. She has no fear of Time- she bears her own Personal Timestream, granted by the Render, and is beyond his reach. She's an Elder Geist- his specialization against Undead holds no threat to her- indeed, seems trivial and feeble now. What threat can Life pose to one such as her? It's nothing more than food for her.

But up until now, she's underestimated and ignored him. He was unworthy, when he was a mere arch-angel. She hadn't respected him enough as an adversary, hadn't acknowledged him as a threat.

Now she does.

Now she brings one of her most potent weapons to bear. The power with which she'd countered Forcystus's contingencies against Darston. The power that the Enigmatic Python had co-opted and Forcystus had used to turn it into an abomination. The Living Plague - Her finest creation thusfar, brewed from apocalypses and fiends and her own essence. A Plague that was so potent it could erode reality itself, dissolve worlds - and that while Doctor Beak was dead and unable to back it. Now, with the Lord of Plague's blessing upon his champion? Now it will be something truly remarkable.

She attacks with Irikani, Blade of Moonlight, as she strikes at the priest with plague.

Geddoe, attempting to evade Anathema, defends. He cannot reach the Forge to complete his plan, so he will focus on evading the murderous Elder Geist. World-sized patches of space freeze around her, only to melt and burn as reality within them sickens such that the frozen stars fall sick with fever. His regalia displaces him across space, but each time it does so, Anathema is on him in an instant, attacking again.

Geddoe is being overwhelmed, taking damage upon Damage as the plague worsens its hold on him.

Ayame, ever loyal, moves to guard her master from the still-standing undead. As she does so, her eyes explode outwards in a torrent of blood.

From the blood, Roy manifests. With a flick of his wrist he flings the depleted Curse-Box into Divinity's Prison, empowering it with the power of Fate and Curses, uniting two objects together, and directing it toward Geddoe's shiny godhood.

Geddoe, having sought Roy as a target, acts as the box is thrown at him.

He channels the blessing of the Celestial lord and expends a colossal amount of his mana to fire the Dreamlighter, loaded with a Sublime Exorcist-Purifier's Archdevil-Expelling Bullet, bolstered by his crown and aimed with the prophet's staff at Roy. More accurately: at where Roy is, where he has been, where he is going to be, and where his vast line of abilities, buffs, and allies tell him Roy could have been. The massive energy release hits a frozen star as it is pulled from the chamber's ceiling and disperses like light through a prism, gaining even more power as it passes through the celestial body. Geddoe pulls from the domains of Divine Power, Stars, and Judgement to strike true against such a vexsome foe. Backed by the raw authority of his divine power domain and coupled with his control over space he purposefully redirects the beams from every angle until there isn't any location pierced. Ulashtu Zahannhossah crackles as it circles ever faster around him ensuring that every non-ally in the fight is hit with portions of the beam. As each division of the glacial blast travels they are filled with energu from the prophets staff and each and every one of them scans the area with the Serpent Cracker ability. Geddoe warps space as he attacks, creating hand-sized portals directly converging all portions of the beam to where Roy is located to bear the full Judgement against the warlock, condemning him for his dark arts and many sins.

Roy takes massive Damage, but, thanks to his divine power boost and previously-high health, survives the attack.

He focuses on the midair box and yanks. Geddoe's power pours from him into the box, which then seals itself.

Geddoe's powers are scrambled. He cannot launch his defensive Overcrash on top of the attack he just used on Roy.

Anathema then finishes her attack chain, killing the depowered Geddoe.

Geddoe begins to rise once more, but Anathema, using the Redeath Hammer, guns him down once more.

Roy, in a final act, smites Ayame, slaying her with dark power.

In another chamber, Anathema faces Celas.

Celas, empowered and titanic, springs into action. His friend and ally, made into a mockery of life and death? Not on his watch, not in his domain. Celas wills that it is Not Nole's Time, Denying Death's grasp on him, as he reaches out to beckon the Holy One.

Anathema intervenes.

As the butterfly pins jitter and begin to loosen themselves, the Anathema-clone in the thorn-cage with Nole and Celas leaps to Nole's body, reaches into the space between life and death, and rips his wings from his back.

The stolen wings, alive and sentient, reach their power out to Serenity, and it answer them. They reach out to Nexus, and it answers them.

Nole loses Serenity's Adamant Ideal temporarily. Celas loses titan-power temporarily.

The wings forcibly implant themselves into the Veils surrounding Anathema and flare a nova of pure Good, warded by Serenity and given the rage of Nexus as a reservoir of mana. Anathema fights it, cutting through the light. As she does so, however, her opponents seize their chance.

Nole hangs between life-and-unlife on butterfly pins, his essence flickering back into solidity as he restablishes himself following the Synod’s summary dismissal. He embraces Celas’ call, acting on plans they'd made during their previous merger with Geddoe; flowing over familiar channels into the Psychopomp, surrounding and suffusing him as they prepare to begin. All of Nole’s nebulous Geomancies, ostensibly set up to empower their owners, reveal their secondary purpose: complex layered reservoirs of magical energy flowing back into their creator, and by extention, Celas.

Nole’s Wish Magic, fortified and enhanced by their actions in (specifically) foiling Forcystus earlier, and echoing with their earlier triumph against him, rush down from the Empowered Stars in the Unfolded Heaven, surrounding the two-that-are-one in a swimming haze of unbridled Creative Potential.

"Honestly, I'm kind of relieved that didn't work. Sure, his power is undeniably potent, but there's entirely too much of that going on already. I'd rather be an Exemplar of Enlightenment than a Lord of Lies." Celas remarks.

“I couldn’t agree more,” Nole replies.

Celas, given what the poor guy's already been through, has been taking pains to protect and deflect attention away from Giles up until now. That has to change for things to work, here. The beleaguered Mask of the Architect is revealed from where Celas had cloaked him in his shadows.

All the elements for the equation are in place-

The Forge, the Hammer, the Architect.

Light, the primordial force of illumination, to shed light on that which is hidden.
Hope, which performs its duties with indomitable spirit and positivity while Light's Source is gone.
Knowledge, steely absolute exactitude, bypassing all attempts at misdirection or misrepresentation.
Good, the culmination of unselfish benefice and righteousness, a bulwark of integrity and virtue, blameless before all.

Celas-and-Nole bring their considerable powers to bear here, at the heart of creation, Hammer ringing down on the forge with clarion blows that ripple across the Big Sky and beyond, using the Tools of the Architect, here at a Forge of Creation to create something… new. They beat plaits of Light, Hope, Knowledge, and Good together and fold the result, repeating the process in a cyclic dance of creative energies. The component elements begin to blend, Knowledge and Good bolstered by Light and Hope as they bleed together into a new substance, a new element.

Anathema hacks her way out of the light, killing the wings. Before she can reach Nole, however, geomancy bombards her.

Darston channels power. The Flag his palace bears will not accept intrusions from exterior geomancy. Nole's geomantic interdiction, instead of stopping Anathema, blasts and weakens the palace as Bubble & Gear Cosmoses, continents of Celestial and Concordant Cities, blazing-hot Sunforges, hampering jungles of snapping, hungry Void Cages, sludgy, slowing Abysses of Time, branching Silent Hallways that dead-end into White Voids, and palace-copying Mirror-Realms all dive-bomb into it one after another. Darston's frame, however, holds.

Fate attempts to intervene. Anathema cuts through it.

Giles, seeing the great work of his master about to be undone, teleports in front of Anathema and grabs her. She impales him with her immortal-killing blades, but his thusfar-undamaged body holds long enough for the ritual to continue.

Before it can complete, however, there is another interruption.

In a spray of gore, accompanied by an indefinite-yet-vast quantity of dismembered snakes, Elsie flies back into reality, letting her final prepared blades of Severence fly at the Ashtensyrex. Forcystus's power will be cut from the Forge before this whole process goes awry.

Skeletal hands rip through reality beside her, and Gonzo Forcystus flies from the unreality-bleeding hole.

He extends a bony hand and clutches it tight.

"Oh no, that most certainly will not occur. A new element is about to be born, and it would be undue for you to interrupt the new era it will usher in."

Elsie's blades freeze.

The Ashtensyrex beats red at the heart of the forge. It begins to twist Good into Evil. Truth will not be born. Tyranny congeals.

Elsie, determined to fix this mess, pulls her future time into the present. Winds From the Future Carry New Possiblities.

Desperate times call for desperate measures. It will result in the loss of this form, but prevention of a worst-case scenario easily justifies that loss. Elsie Overcrashes.

Glorious Overcrash: Blow Them Away wrote:Chosen by the Oracle,
I mastered my element,
Across life after life,
The wind suffused me,
And now,
Above the worlds,
Between the worlds,
At the apex of my power,
I gather together,
All winds from all lands,
With this one command:
Blow Them Away."



All the Cardinal Winds unify into one. Elsie points at Gonzo Forcystus, aiming to blow him away before everything goes askew.

Darston, reactively, drops his palace. He has no intent of being blown away by an attack that hits the palace.

The Big Sky goes purple-and-black. Gonzo Forcystus levitates, remaining straight in the path of the wind blast, and points at it. As he does so, his image flickers. He points not to it, but to the Forge. He points not to the Forge, but to Elsie. He points not to Elsie, but to the wind.

You Are Your Own Worst Enemy: Elsie Phaeduras Comes Undone wrote:
Your power is immense,
And you stand as champion of the Heavens themselves,
And yes,
You were Chosen by the Oracle,
But your choices,
Oh they have paved a most unfortunate path.
I have worked beyond your sight,
And hold power beyond even your might,
And you did not even realize it until now,
So though I have been pulled down from above,
This fight has just begun,
And frankly,
It's all gone sour for you,
Your power spent, your best hand played,
Yet here I stand in Infinite Triumph,
With proper planning you could have slain me, true,
But I've outmatched you through Detective's guile.
So you'll huff and puff,
As hard as you can,
But your wind won't blow my house down,
For I rewrite the world through Lies,
And turn your magic against your allies,
Poor tactical planning there, I must regretfully say.
I breathe wind in, I breathe wind out,
I drink it in, surpass it all,
Become the Evil above all others,
And, in my own way,
Within It All, I Remain Pure.
And as for you?
Elsie Phaeduras, like so many others who have tried to oppose me,
You Are Your Own Worst Enemy.



Elsie is linked to the Forge. It blazes, gathering power that will soon be fully hers.

Within it is the Ashtensyrex. Forcystus reworked the Ashtensyrex. Through it, Forcystus reworked Elsie's power.

The Overcrash is a trap. Its aim is crooked. Though sent towards Darston, aimed to blow him out of battle entirely, its target is reconfigured, falling for the Lies inside it.

Elsie fights back. She knew the Ashtensyrex was there. She knew Forcystus could interfere with Overcrashes. She had prepared herself, mentally an spiritually, for this. She was confident that she could overpower Forcystus's influence.

She was correct. Gonzo Forcystus's power was vast, but, by a sliver, it just wasn't enough.

The winds, in unison, blast Gonzo Forcystus and his power, knocking him downwards, outwards, and entirely clear from the battle.

Elsie fades into empty air.

Up above, a light shines. She has transformed. She is returning. Soon.

Gonzo Forcystus was necessary for his team to remain in battle. Gonzo Forcystus is Vanished.

Anathema and Darston are Defeated.

Reality glitches and blurs.

Gonzo Forcystus forcibly applies his once-per-battle time reset, setting himself in battle by skewing the result to only target him.

Battle rewinds. Gonzo Forcystus is back.

He dusts off his barrister's suit and scoffs.

Darston and Anathema are un-defeated.

"While that was certainly close, it will take far more than just that to..."

"SHUT UP!"

Draconics, having already suspected the Ashtensyrex, was ready.

The Blade of Severence hang frozen.

Gonzo Forcystus stands exhausted.

Therefore, the most opportune time to dislodge his power was now, when he could least resist it.

With the interjection from a Draconics, two words of power slam into the highly-unstable-from-just-expending-his-counter-Overcrash-power-and-time-reset-together Forcystus.

Forcystus freezes for a moment, reeling from the magic that just hit him.

The suspended Blades of Severence break free from his power.

Gonzo Forcystus's modifications are severed from The Ashtensyrex at the heart of The Forge.

Celas and Nole complete their ritual task.

From the forge, Truth emerges, casting everything its light touches into hyper-relief. Kriele, as patron of the Heaven Architects and Lady of Nonbase Elements, gains access to Truth.

Truth Dispels Illusion. Truth Resolves Mysteries. Truth Opposes Lies.

Celas/Nole raise the Scythe of Ending, Mortiis Finallis, with one hand, and the Shining Promise of Heaven's Word in the other, slashing the weapon of Final Inevitability across the forge to sunder the destinies of this future of Lies and clear the way for a new beginning, one writ and proclaimed in Truth by Heaven’s Word, by the Heaven Architects. In a brilliant flare of revelation, Celas/Nole and Giles, Mask of the Architect, fuse the nascent element into Nexus Core, suffusing the Big Sky/Forge Chamber/Entire Battle/Possible Future Nexus with a fundamental force against Illusion, Mystery, and Lies.

Truth flows into the Nexus core, and by extension, into the arsenals of each of the members of the Heaven Architects.

Truth has been created! Kriele accepts Truth into her panopoly. Gonzo Forcystus's power plummets.

Gonzo Forcystus loses the subtypes Immortal, Holy One, Elder Geist, Abomination, and Outsider.

The One Ledger clarifies itself as not being The Devil's Paperwork. The One Ledger loses power and scope of effect.

Mystery, as an element, is weakened.

The Enigma Men, as a group, are weakened.

The Veils collapse upon contact with the light of Truth radiating from the Forge.

The Redeath Hammers fade into lies.

Darston forcibly activates the Nemesauth powers as they are being stripped from him, re-configuring himself with the far limits of his power over Progress and Evolution.

The Veils re-assert themselves around Darston and Anathema. It seems unlikely they'll be able to reactivate them again if they go down another time.

The ability of the Render team to manifest items and entities through lies is vastly diminished.

The brilliant light glints off of Draconics's masked face and monocular eye-wear. A smile of giddy intrigue playing across his face as he watches. Despite the layers of arcane secrets, feints, and misdirections his mind was alloyed with, this was a welcome sight. His innate nature meant he had only Nothing to hide. It was time to show the remaining Truths he had been withholding despite Never Knowing Why.

The round ends. The heavens open in a great, shining vortex. A holy chorus, voices astir with righteous divine wrath, booms. Down from the vortex's center descends Elsie's hand, now the massive hand of an angelic titan-being. In its palm's center opens a massive eye, its iris a magic circle. From it sprout wings, and from those wings, other wings, each larger than the last, numbering 7,777,777 in total, all moving in a great wheel-motion around the hand, filling the sky as they do so, eyes and flames adorning them.

Boss Fight: Phase 2-

*Gonzo Forcytus (Fiend, Level 80)
*Anathema (Elder Geist & Immortal & Outsider, Level 79 BA Member)
*Darston (Immortal & Elder Geist & Outsider & Angel & Vessel, Level 79 BA Member)
*Roy (Chosen, Level 79 BA Member)

vs.

*Elsie Phaeduras (Crisis Final Boss Mode, Form 2: Sublime Hand of Heaven) (Saviour, Level 88 Plot Foe)
*Celas (Planetary & Undead, Level 79 BA Member)
*Draconics (Dragon & Fiend & Hollow-Soul, Level 79 BA Member)
*Geddoe (Arch-Angel & Holy One, Level 79 BA Member)
*Nole (Holy One, Level 79 BA Member)
*Zweirugi, Sword of Vashna (Fiend & Sword, Level 79 BA Member)

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

Round 3 has ended. Round 4 has begun.

As this round begins (and as all rounds in this form will begin), The Infinite Heavenly Gyre spins. Elsie's allies are restored. Zweirugi is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. Celas is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. He re-obtains his titan-power. Giles is revived and returned. Geddoe is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. The box containing his divinity is blasted open, and he re-obtains it. Ayame is restored to life. Nole is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. Nole's lost wings and lost Serenity are returned. Draconics is restored to max HP, max MP, and cured of all negative status effects, debuffs, and conditions. The Sash is and Holy Symbol of Ancient Divinities are re-empowered.

Declare your actions!


Lord Gadigan wrote: Draconics flips open his book and with a mage hand starts paging through telekinetically, gaze blank. He comes to a page and looks Geddoe. The team had told of their intentions over the verbal channels and Draconics wanted to assist this round, but his aptitude locked him to focusing his efforts on Geddoe. He began coalescing his magic as he reflected. From what he read of the memories, Vashna's main go-to for big flashy spells was more often than not, carp of all things. Draconics was so young yet seemingly so far past that already....

The Sword of Vashna was dormant in Draconics's hand, but leaning over Draconics's shoulder the swordsman himself leers as he takes a moment to enjoy his Cigarette. He gazes at the impending spell as his Circlet glows. The swordsman may not be the best caster, he was no slouch. The Expert Diviner runs the numbers and trajectories of the astral bodies and what the stars are predicting. He finds a spot in the circuits Draconics is compiling and dumps them in with wrathful enjoyment. He mentally notes that he may possibly be on the path to become the most rage-based Diviner to date, not that it was a high bar..

Draconics finishes his work and sets the last line of code in the Assault Vector Matrix Command to [Send]. The Orrery loses the matrix support as the power is shot into Geddoe as he completes the cast. Draconics' Mask is faintly seen over Geddoe's face as the matrices take up supporting the attack as they overclock themselves. The meteor seems to become significantly more Focused in scope and power. The mage slams his book shut and looks to the Flameforge for his next trick.

His masterwork completed, Celas has foreseen that Draconics has greater need for the Hammer for a plan, and so he gates it back to him through Shadow Magic before focusing his attention on his foes.

He draws from his own arsenal his Juggernaut Force, the Unstoppable, Defense-crushing weapon shining like a beacon to light up the Big Sky as he soars through it like a rocket, contrails of ghostly light left in his wake.

His foes are crafty, but in this new future he's written their lies can no longer shield them; his oracular gaze will find them.

Geddoe prepares himself, drawing a link to Draconics and preparing to pass Judgment on his foes.

Nole’s mind has been whirring since this battle started, connecting bits of logic, making connections, planning, projecting, even while he’s been fending off Anathema and working with Celas to create Truth. And it’s time for these musings to bear fruit.

Hidden, restored by Elsie, and oh-ho-ho so Ho-Ho-Covert, The Resistance Santa, revived by Elsie but flying under the radar in a triple-cloaked sleigh, prepares to launch a retailiatory ambush.

Above, in the heavens above The Big Sky, Elsie watches, prepared to grant succor to her allies should her foes strike them.

All of them are ready. All of them are about to take action. All of them have their own plans.

Before they can execute them, the world changes.

As the fight changes around, Darston eyes Elise's new form.

"Healer, hmm? Okay, then..."

Darston's autonomous shadow launches itself off to interfere with and attack Draconics, miming nearly the same actions as last round with minor progress-based advancements.

Draconics defends with magic while keeping his eye on the Forge.

Darston's blurred and flickering form spreads his hands and thrums with energy. Blades whir within him, spilling brilliantly blinding blood everywhere around him in a grand summoning circle. He hefts a Meta-Uplink Sphere from behind his Veils, placing it within the core of his being. A twin to it appears within Anathema, furthering their twofold link and establishing them as the Undying, Immortal Pillars Upon Which Existence Stands. Twin Immortals, Twin Elder Geists, both with the possibility for weakness or failure expunged from their being. Have ever before two so resilient Pillars been made?

But no, he can go further with this. When you commit to something, you may as well jump way over-the-top into awesome while you're at it. The Nemesis Mask phases over onto his face, twisting and crawling over his entire form as it exerts its dread power. He is about to initiate a Meta-Uplink which will tie his fate in this conflict directly to his ability to sustain the link with the entity he is about to start. Surely then, that is his challenge. His Nemesis. His fires slow and ground out, freezing into diagrams of warding and eternal vigil about him as he expands, expands, expands to tower over the battlefield, greater than the World Wyrm itself. He becomes an undead colossus, an angellic sphere of the dead frozen in the eternal stillness of death, composed of the Elder Undead which once walked the earth in aeons distant even to his ancient standards (are those... Demilich Loli? My god!). Darston becomes the Bestowal Sphere of Ageless Conjunction Unending, a dread star long frozen and yet still promising great magic for all who properly tap into it, a being of great magic, unfathomable fortitude, and almost entirely defensive in nature.

His essence has reconfigured itself to twin perfectly to that of... Well, that's coming.

A summoned shade of his reconfigured power flares within Anathema along with her mask as it reappears on her face, granting her (through progress) many of the same benefits on a less consumes-the-whole fashion and making her a superb Pillar in her own right (though less mono-focused on that and defense).

The Infinite Key thrums, and the Grimoire of the Principles Beyond Existance (itself now titanic) flicks from page to page before Darston's titanic face. Through their Adept Gatekeeper Knowledge, using those three items and the reconfiguration as a buff, Darston and Anathema establish a Blue Meta-Uplink.

Unyielding.

Unquestioned.

Absolute.

Omnipresent.

With those rock solid foundations established, in is called AKDOS.

Conjuration is radically amped up. An assortment of other types of magic are similarly amplified. Eidolons are likewise empowered.

Eidolons have been given a notable boost. The Lion of Unbreached Veils is, thanks to the efforts of Darston, an Eidolon bound into the Key. The Unbreached Veils are radically amped (it just keeps happening!).

The stats of non-summoned individuals plummet. (Isn't Forcystus a projection here? Does that make him a summon? Truth may have something to say about that later, but for now, he avoids the debuff.)

Darston and Anathema are Gatekeepers, the staff-holders between spaces who dictate which entities may enter from the beyond. Augumented by the overwhelming power of AKDOS, they establish their primacy over which summons are permitted into this battle.

Their plan in motion, Darston has named Anathema one of the Pillars of AKDOS's new Law of the World. Adaptable, resilient, predatory. She's adapted to what the Architects could bring to bear, and in conjunction with Darston grants that resilience to the Meta-Link.

It will stand.

Darston begins to Overcrash.

With a glance at Anathema, Darston swings into his second action for the round. Conjunction is prime, now and in this place. His great form sheens over with a mirror finish, extruding his inner world onto the stage at large. Chrome. Crimson. Searing heat and bubbling progress.

Form after form.

Face after face.

Mirrors.

Many, many mirrors.

The Miniature Sun Connected to Selereth Helios reflects his own power in its multifoliate ways; one of those is the way of the mirror.

An accessible mirror world is just what happens to be required to activate a certain singularly overwhelming overcrash. Lucky that Darston carries one around with him, isn't it? Almost like he planned that power out. Nice that he has, and has mastered, the Infinite Key as well which prevents others from barring his access to other realms. The shapeshifter shows a lupine smile, eyes gleaming.

Zweirugi seizes the moment to interrupt him.

The swordsman cocks his head with a murderous smile. His free hand crushing his cigarette and tossing it aside, it igniting to ash as it does. He shifts his stance revealing that while he wasn't a Master Swordsman just yet, he had one focus to fall back on, Wolf Style.

Crisis Overcrash: Million-Sword Rain: Wolf Style Variant wrote:Let's finish this
Oh brilliant blade of coldest steel
Rend the infinite darkness
And crush my enemies to nothing
Savage Wolf Fury!



One Zweirugi wasn't enough, the Numeral alight.
Tens of Zweirugi wasn't enough, he lost in sword flight.
Hundreds of Zweirugi isn't enough, there's a shortage of might.
Thousands of Zweirugi isn't enough, he isn't yet at his height.
Millions of Zweirugi? Now that's more right.

The Big Sky is eclipsed by the moon as a howl sears the airwaves. The wolf pack was assembled. A seemingly endless amount of Zweirugis each begin their assault one by one, hundreds by hundreds, each strike a bright glint in the darkness as the Fiendish Sword of Vashna leaves a mark.

Darston and Anathema were both prepared for interruption attempts.

Darston's mirror-beast eyes activate, attempting to replicate and nullify the interruption-attempt. Darston's selves are many and powerful, existing across the mirrors, but they cannot draw in and produce enough power to nullify Zweirugi's numerous Overcrash-selves while Darston still works to activate his own Overcrash.

Darston prepares to bud off Elder Geists should the swords hit him.

Gonzo Forcystus is interdiction-grabbed by one of Darston's spatial arms and pulled into Darston's submarine-body.

Meanwhile, on the outside, Anathema activates her Juggernaut Frame, flooding it with necromantic energy. The Zweirugis pour forth, but are only able to target Anathema and Roy.

One of Roy's buffs is consumed and for a moment he is Untraceable, Undefinable, Enigmatic. The Python's last vestiges of essence are cannibalized, but Roy becomes briefly untargetable.

Zweirugis bombard Anathema, using ancient divination magic to empower their strikes and wear away at the Veils in a ceaseless flood, augmented by Celas's power over Numerals.

The Veils are wearing away.

The Juggernaut Frame is crumbling.

The swords are endless.

They do not, however, cut through quickly enough to prevent Darston from completing his Overcrash's activation ritual.

There are, however, a few complications that must be addressed.

The Cosmic Man cannot be called into true reality. It may only exist within mirror realms and reflections of existence.

Darston overcame this complication using his mirror-self.

Summoning the Cosmic Man into the mirror-self will put it inside Darston, kill Darston, and fail to affect Darston's foes.

Darston overcame this limitation by attaching his palace-self to Drescher's flag and Holy Imperial Law, augmented through the events of the Forcystus fight and Darston's preparations as the Master Detective. Within the bounds of the Crisis, Darston is able to treat the region in which the flag is planted as being within himself, even if he himself is not there.

External beings above the power threshold for this quest cannot be accessed from within The Big Sky.

Darston overcame this limitation by bringing the dimension required within himself and having the summon specifically tied to his artifact as an aspect that Drescher did not disable.

The Cosmic Man's power is so great that any error in channeling it will result in a disaster where Darston dies and fails to summon it.

Darston overcame this limitation with his Blue Essence. Darston does not make errors. Every action of his is precise and free of the possibility of being executed poorly.

Darston's allies will be in the The Big Sky and will be targeted by the uncontrollable Ur-Eidolon.

Darston overcame this limitation by folding himself inwards, drawing his allies into a planar self-body kept sperate as its own dimension and defined as the non-mirrored counterpart to The Big Sky.

Darston will be in burnout having used the Overcrash, but keeping such an external reality shielded and free of ingress would require a constant stream of power.

Darston overcame this limitation by fine-tuning the link between himself and Anathema. She is not in burnout. He will use her power, with the Veils obscuring who is doing what. He will be able to act, in many ways, as though he is not in burnout.

Darston is linked to Anathema. The utilization of such an Overcrash could leave them both in burnout.

Darston overcame this limitation with his Blue Essence. His power is controlled with enough precision that he can avoid catching Anathema in the burnout despite using her reservoirs of mystic power.

The risks of the plan are accounted for. The summoning is executed.

Phantom Overcrash: Reflection of the Cosmic Man wrote:Somewhere across the planes,
Exists a space much greater than this,
In which the worlds tumble through endless stars,
Dancing yet retaining a greater form,
A greater intelligence,
A greater purpose,
And though I myself am but a shadow,
Beyond this world I can see this:
Reflection of the Cosmic Man.



A hypermassive humanoid made of galaxies, massive planets, and enormous stars appears, dwarfing everything else in The Big Sky. Vaguely irritated by being summoned across space against such comparatively-insignificant, Hseymadp-Uhmas, The Cosmic Man, releases an energy pulse.

The Resistance Santa is Ho-Ho-Covert and possesses a sleigh capable of traveling between realities. The Resistance Santa is So-Ho-Ho-Ho screwed. He stands no chance against the energy pulse, and can't break its Overcrash-timing to force his way into Darston's parallel space. The Resistance Santa is annihilated.

Zweirugi's numbers are countless, but the Cosmic Man's vastness overwhelms their multitudes. Zweirugi is annihilated.

Draconics attempts to defend by becoming semi-fictional and merging with the Flameforge to stop being a target. Though his tricks are plentiful and exiting a state of realness might make him an invalid target for the attack, the core is too closely linked to Elsie to avoid being an obvious target for the cosmic energy-pulse and Draconics lacks the speed to break Overcrash-timing and make his attack-avoidance more-complex. Draconics is annihilated.

Nole's anti-Overcrash contingency was specifically readied for only Forcystus, and Darston (merged with Anathema) using one does not qualify to launch it. He instead falls back on his secondary defense of attempting to use his God-Scalpel to perform reality-surgery on the incoming attack. The Cosmic Man is above Level 100 and Nole is literally incapable of affecting the energy pulse with his surgeon's tools. Nole is annihilated.

Celas attempts to defend with mathematics, using power over Numerals to zero-out the chance of anything hitting him. The Cosmic Man's traits are far too vast and immutable to be affected, however, and Celas is annihilated.

Even Elsie is overpowered. Had she been prepared to specifically use her Overcrash this round, she could have taken advantage of its properties to move her team into a Heaven-Realm and out of the reach of the Cosmic Man (who, for all his power, is only capable of operating within specific types of planar spaces). She wasn't, though: she had thought her side would last at least a round in this battle and would be able to deplete the Render's team's resources with its use of the Heavenly Gyre. Her Overcrash: As Above, So Below, auto-activates upon her form's death, but its only valid target at that point is The Cosmic Man, who is Immune. Nobody hears it go off.

What about Geddoe, though?

Geddoe, alone amongst the Heaven Architects, manages to defend.

He was prepared to Overcrash defensively, and his artifact's command over Spatial allows him to forcibly fling himself out of The Big Sky before The Cosmic Man manifests there, sending him crashing directly into Darston's interior-realm where he and his team are avoiding the devastation beyond.

Sublime Overcrash: Requiem for the Reaper wrote:"I've been around a long time,
And one day Death came knocking,
Wasn't my time, I said,
Still have work to do,
But the reaper shook his head,
Said it didn't matter,
And he was here to take me;
I shook my head back,
And I shot him down,
And his successors when they came,
To finish the job,
So if you think you can best me,
Then you had best be ready to face the:
Requiem for the Reaper."



Geddoe appears behind Darston. The Dreamlighter is pressed to the back of his head. Reality shines white. Death appears, overlapping Darston. Geddoe pulls the trigger. The Grim Reaper is vanquished, and the blast of dreams, light, and possibility squarely hits Darston in a burst of unequalled power.

The Veils (and the Lion's projected self - and ability to even be projected into Nexus) are annihilated. Anathema and Darston are made wholly seperate and can no longer access each other's powersets.

Anathema attempts to force an adaptive upgrade of the Veils through her nature as the nemesis of heroes.

Geddoe destroyed the Veils with an Ascendant's power. Nothing Darston, Anathema, or the depowered Gonzo Forcystus can do can bring them back during this fight.

Darston, no longer able to rely on his link to Anathema to gain power to prop-up his burnt-out state, finds his planar world-self falling apart, threatening to pour the combatants directly into the The Big Sky and the fury of the Cosmic Man.

Anathema, herself an Adept Gatekeeper, grabs immediate hold of Darston's crumbling dimension-body and forces it to temporarily stabilize. In its moment of stability, Forcystus grabs the Infinite Key and throws it to Anathema, who disables the ongoing Overcrash, preventing everyone from tumbling back into The Big Sky and being killed by a rampaging Cosmic Man (resulting in a win by Elsie's next form).

Ayame, ever loyal, moves to guard her master from the still-standing undead. As she does so, her eyes explode outwards in a torrent of blood.

The Torii beats like a heart.

Roy takes advantage of the Torii's ability to access the Nightmare of Blood, rending aside the veil (see that, boss? See that?) and allowing a torrent of blood to gush forth, the smallest corner of the Blood Sea held within.

Blood Children, vengeful spirits born from the Torii and charged by the presence of AKDOS, surge up from the commingled blood of Roy, the Torii, Ayame, and all those who have been wounded in this battle, “whose blood has been shed”, so to speak. These rush Geddoe, ignoring the other Architects and crashing against the hated priest in waves of crimson claws, teeth, and blood-armaments, delivering blows redolent with the Anathematic Plague, Ruinous Syndromes, and embedded Curses.

The Law of the World is now "Summons", and Anathema obliges.

The Corpsesmith's Hand-Wings tear out from her back in a shower of gore, beginning to contort and writhe in agonizing-looking ways. Fingers twist, bones snap, shards sunder skin. The fingers seperate themselves, beginning to float around her as they warp and grow into full-sized undead.

Where before she would have called forth Undead, she now summons pieces of her own Elder Geist essence, given unlife through Nemesauth powers, fed by the Blood Grail's reservoir, a personal enemy for each of the Heaven Architects.

She names her children as they are born:

Androgoth, the Heretic. Profaner of priests, defiler of divinity.
Harkdannon, the Chirurgeon. Healer and aid to her allies, bane and harm to her foes.

Androgoth spatial-warps to Geddoe, and begins foiling his prayers and spellcasting with unholy words and counterspells and turning his power back on himself.

Harkdannon soars on Wings of Blood to Forcystus's side, wrapping him in her embrace, protecting and imbuing him with healer magics, stitching his wounds shut and rejuvenating his power.

Ayame, even with her eyes gone and in great pain as her own blood revolts against her, senses her master's distress and moves to defend Geddoe from Androgoth.

Roy, watching, activates supreme Misfortune.

A crack opens in the external world. Ayame is sucked back into the Big Sky. She moves with the power of the sun, attempting to return to Darston's world. Anathema's control of its boundaries is too complete for her to return without Geddoe's assistance, which he is in no position to provide.

With no ally left to defend him, beset by horrid curses and plagues, suffering from Burnout, Geddoe is eliminated by the Meta-Entity-empowered undead horror. Ayame vanishes in a flicker of light.

Anathema, Roy, Darston, and Forcystus (still deempowered, though being repaired by Harkdannon) return to The Big Sky to see the Core glow deep red and rocket up through the empty hole above The Big Sky where Elsie's hand and wings formerly extended from.

The clouds seal up behind it. There is a rumbling. The world shakes and the heavens swirl. A massive column of light blasts down through the clouds, shining with holy power. Motes of elemental power begin to rain down from the clouds.

Base elements are dampened. Most nonbase elements are placed under Elsie's command.

Within the shaft of light descends a massive ediface: A new Nexus, each of its hundreds of discs the size of a world, with more discs being added by the moment. Engraved images of Elsie's face adorn the sides of its disc, and each disc is dedicated to one of Kriele's knightly orders. On the top disc, surrounded by a shield of invulnerable holy light generated by four massive crystals, sits Elsie's palace-heart.

Boss Fight: Phase 3-

*Gonzo Forcytus (Fiend, Level 80)
*Anathema (Elder Geist & Immortal & Outsider, Level 79 BA Member)
*Darston (Immortal & Elder Geist & Outsider & Angel & Vessel, Level 79 BA Member, In Burnout)
*Roy (Chosen, Level 79 BA Member)

vs.

*Elsie Phaeduras (Crisis Final Boss Mode, Form 3: Supreme Grandmaster of the Knightly Orders) (Bastion, Level 88 Plot Foe)

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

Round 4 has ended. Round 5 has begun.


Lord Gadigan wrote: Geddoe, unlike his allies, was slain by a foe of lesser power than the great Eidolon that devastated the rest of his team.

His spirit calls back to his body from beyond the grave, attempting to raise himself back to life.

Anathema directs her powers as an Elder Geist to harvest his essence and prevent his return. She is blocked by the Requiem. It seems that while her summon could hurt her, she herself cannot.

Roy, however, can. He activates a curse that lingers beyond death and finalizes Geddoe's demise. That priest isn't coming back any time soon.

Darston, in burnout-mode though he may be, is still an Immortal, an Elder Geist, nebulously a Santa, an Outsider, an Angel, and a Large Structure who just recently reconfigured his essence almost entirely into a defensive state. Even against hoards of incoming enemies, against targets less formidable than the Plot Boss herself, he should be able to hold out for ages yet. His secondary MP pool swells within him, put into place before this fight. And who knows? Darston is the core of Evolution, the embodiment of Progress. He may yet rise again, as he has in the past.

Darston defends, his nature as a Reality Tester ready to adapt to the attacks of the Knights. Pre-fight prep comes into play as diagrams across his form call on Xhaldaxxaraht, the Jailor of Hell to wall off incoming summons, and on Bigornfeil, Nexus of the Burning Land to augment Roy's Miasmic Land.

The Master Detectives pre-drawn diagrams activate, link to his second MP pool, and summon their respective Eidolons, each boosted by the Meta-Entity that reigns over this battle.

His massive frame thrums, the Doom Colossus Frame prepared to redirect appropriate attacks from more physically vulnerable allies into his massive bulk, defenses readied such that pieces that fall off become Elder Geist Demilich Loli summons to assist him in his battle against the Knightly Orders.

Elsie's Supreme Base-Element-Dampening Aura heavily suppresses Bigornfeil, but the Meta-boost keeps it present, even with Darston not able to personally amplify its potency, and Xhaldaxxaraht seems to evade Elsie's aura-effects altogether.

Roy ponders Elsie's newest form. How goofy does that look?

He points a crooked finger at her magnificent bulk. This Bastion may hold innumerable legions, but Roy has That Which Lays Armies Low. He has the Breaker of Legions, the Great Weakness. He holds Plague, and he holds Venom. And now he releases them.

With an Agonized scream, the Warlock's skin peels back. sending aerosolized blood spraying in all directions with titanic force. Each droplet of this blood holds worlds of curses, seeping into the air, into the ground, into the very fabric of the land.

He layers badness into badness, Venom onto Plague, pulling Anathema's Living Sickness into each drop of the spreading Bloodfog. A Cursed, Miasmatic Bloodfog floods the battlefield, sowing Venomous Plague to corrode and enfeeble their opposition.

In response, the Order of the Knights Inviolable engages its Unparalleled Defensive Wardings. The curses slam into a bulwark of specialized abjuration magic amplified by the nature of Warding.

The attack would inflict heavy damage to her discs and summon-capacity thanks to its anti-army traits, but the wardings reduce it to light harm and keep the worst of it from reaching Elsie's knights.

Darston and Anathema saw this coming. Anathema had tasted Geddoe's power and taken his measure and knew he was capable of sundering the link between them. Preparations for yet another equipment swap had been made; permissions had been granted. With a spin and a flourish, the Master Detective's Cape appears on her back! Sword of Darston in hand, she invokes its Overcrash power to send a Mysterious Message to the Future!

Preparations for their last stand now in hand, she readies her truest, most trusted weapon - the Sword of the Jack of Blades, raises it to the sky, and rends the universe.

Supreme Overcrash: Boundless Field of Unending Blades wrote:"Reality is torn asunder by my blade.
From it, a thousand-thousand swords are revealed.
Each sword carries in it your end.
I wield each blade with grace and power.
With their countless blades, I am made unstoppable.
All swords are mine to control,
And all are mine to wield within this
Boundless Field of Unending Blades!"



A pillar of light to match Elsie's nascent Nexus pierces the heavens around her, the Big Sky being forcibly overwritten by the Final Battleground. Anathema plunges her hands into the blood-soaked soil, a pulse of power rocking the Battlefield as she rises, her (three) arms are replaced by glowing arms of Universal power, clutching swords of myth and legend- and the infinite swords of the fallen warriors rise with her, forming a whirling maelstrom, a fluttering gale of razor steel at her command.

One of the blades she clutches shines more brightly than all the others- because it is all others. The All-Blade, empowered by its link with the Record of All Known Treasures, empowered by the Master Detective's Cape, now embodies all swords known or unknown, and sits at the Edge of (im)Possibility.

She turns her eye to Elsie, who now stands as her only true foe. Let her call forth what knights or guardians she wishes, they are irrelevant and will be met by the raining steel of some of the mightiest blades in existence.

She, now empowered by the might of her Overcrash, screams her fury and defiance to the colossus and unleashes her berserker rage to shatter the heavens, striking blow upon blow to shatter this new Nexus in its entirety: to crush Elsie's defenses and shields and fortress, with each strike back by Anathema's awful strength, boundless power, and Annihilatory Malice. As the barrage continues, she executes a technique that capable of felling a titan in a single strike: her World-Shattering Colossus-Cleaver, backed by the Edge of (im)Possibility and the adaptation of the Nemesauth.

Elsie's wardings crumble and discs are cleaved and broken, the wind of swords sweeping through them, leaving millions of holy knights pinned to shattered streets and the walls of ruined structures.

Her horrid children, too, are granted blades from the maelstrom, ones that resonate with their natures and help them perform their work. Harkdannon defends and mends Forcystus with a blade parodying those of Nole, ready to parry attacks that come his way while continuing to restore him. Androgoth, granted his own, begins carving profane words and curses all around Elsie's Nexus, corrupting her defenses and causing it to spawn unholy knights to fight against hers.

The destruction pours through Elsie's Nexus, dealing heavy Damage before it suddenly and abruply stops.

One of the crystals ringing Elsie's grand palace shatters. As it does so, all aspects of Elsie's Nexus become immune to further harm. Elsie is a Bastion, and she is prepared for the long fight here. One of Elsie's Damage Thresholds has been triggered: She is incapable of sustaining further Damage for the remainder of the round, even with Anathema's Overcrash in play.

Her Knights, merged with her essence, are granted Inviolability by Proxy - Not in and of itself as strong as Elsie's nigh-absolute warding, but still a massive measure of defense to shield them from the sword rain (and the Render's team's other means of defense) as they complete their tasks.

Elsie, defenses now fully activated, acts. She had hoped for Forcystus to expend himself before doing so, but with the Fiend obtaining rapid and active healing, there is no time to delay further.

Darston's realm was brought in. A Meta-Entity was brought in. The rules were changed. The Big Sky became The Final Battle.

Elsie is done with the assorted geomantic manipulation. This is her fight, and with a whole Nexus of her own merged with her being, she commands the stage here.

On one of her discs, the Order of the Knights Transient, masters of the element of Aether, begin chain-casting a World-Cleansing Geoaetherialization Rite.

On another disc, they are granted support by the Order of the Knights Fundamental, masters of the element of Primordium, who alter their rite such that it Can Reshape the Firmanent of Existence Itself.

The ritual spell is swiftly completed. Reality bucks, quakes and heaves as principles are torn away in a storm of purifying aether.

The Big Sky is back. Darston's realm is gone, as is Anathema's. The Meta Entity is no longer actively channeled, and through the aftershocks of its presence's dispersal, the Render's forces' summons are banished.

As this occurs, Elsie gives direction to another Order of Knights that resides within her disc-body.

The Grandmaser of the Order of the Knights Cyclical, alongside his eleven Masters, guardians of everlasting circles of life and wardens of reincarnation, enacts his Recurrant Resurrection Ritual.

Elemental Life flows through their disc, and, on the dais at the heart of their fortress-disc, Nole is returned to life, glowing with galvanizing green power, emanating excess life from his very being.

Nole springs back to life, Melek Taus unfolding around him like a galactic spiral as, even as he is resurrected, he reflexively Establishes a Field of Resurrective Light within Citadel Elsie's depths.

As Nole does so, Elsie's knights then switch to the offensive. The Order of the Knights Expurgatis, standing upon the ramparts of their war-mobilized disc, move in unison to unleash a barrage of pure Destruction against the opposition.

Darston mass-interdicts the fire, preventing it from reaching Anathema, Roy, or Forcystus, preserving their defenses, but himself being destroyed by a barrage of focused annihilatory magic.

The Light radiating from Nole shimmers in rainbows of beautiful, incandescent color, swiftly resolving into the familiar figure of the divine psychopomp, his shining hair streaming in all directions as Celas is restored to life. In a flash, Nole sweeps over him, barding him within a Salvation-Preserving Ressurection Warding, boosted by Nole's new connection to Elemental Good. He claps the planetary on the shoulder as he finishes the warding, smiling with confidence.

His handprint shimmers as the work of their hands, Truth, flows between them, reinforcing Celas with a payload to be delivered during his own attack. Heaven's Judgement Slash, converted solely to Truth and boosted by Elsie and Kriele above, lies with Celas. True Judgement.

Then Nole flourishes and Heaven's Word, a radiant length of light, sound, and Goodness, pulses, speaking a word of Life that echoes through the chamber, leaving in it's wake an afterimage of a certain scaly sorcerer. This afterimage solidifies into Draconics.

"Give 'em hell, champ." Nole grins. "Doctor's Orders."

From the brink, the Sash works with Nole's magic to thoroughly pull Draconics back to consciousness.

<Eyes up, this fight isn't over. Your stasis is broken! It's time!>

Draconics stands and cracks his neck, his doublespeed spinning up and orrery-network aligning. He runs his hand through his hair and catches it on his goggles. He stops short and pauses.

"Goggles? Why did Vashna ever have goggles?"
<He used them for his big moves, Freshness, Vannessa, the destruction of the Botanica, and so forth.>
"Why? He had lich eyes and didn't need to protect them. They're redundant with the monocle. They didn't save him from Valcont."
<There's wisdom in presentation. Put them on and do something with them then, tell me what you think.>

Draconics slides the goggles over his face with a scowl and with it the stars seem to align. He surveys the field and finds his advantage. Celas is the main offense this round, might as well perform the same support he was attempting on his move. As his stance comes online he shifts his the Hammer of Aeons to that of a Sword, using his team's Geomantic Dominance and the Hammer's requirements to keep locking out the All-Blade in Zwei's absence.

Returned from the grave, blanketed by Nole's Holy Warding, Celas hefts his scythe with iron-willed determination.

"It's time to end this."

To strike the critical point of the Veil Render team, the lynchpin of their continued presence here:

A long overdue reckoning for Forcystus.

Elsie's nonbase Element-empowering magic surges through him as he launches this final assault.

He armors himself in Knowledge of What and Where the dangers facing him are and how to counter them. Of what the Render-team has left to stand in his way.
He ramps his stats and defenses to exponentially higher values with the empowered Numerals.
He projects Wards from the Silver Implements.
He prepares himself to shrug even death's grasp, empowering his phylactery for this effort.
He pulls together the weave of Fate, making Forcystus's death the inevitable outcome of his charge.

He blazes like a star, Mortiis flaring darkly in his hand, the swirling balance of light and dark, life and death, holy and unholy, encasing him in power both protective and deadly, as he (with what help Elsie and his team can offer) charges past, around, beyond, or just plain through whatever stands in his way.

Unstoppable. Inevitable.

Draconics can smell where this is going, it was time to make an impression he figured. He holds the blade over his tome out as the magical circles begin to trace and form. The world shakes to accommodate the acclimation as he forges a Magic Circle trap so hideously convoluted that it'd appease Mad World-Judge and Impossible Arbiter alike. It was time to tangentially array some doom. A single coin floats up from his spell component pouch and is incinerated.

The circle finishes it's construction before blinking out of existance.

The last time Celas struck a masked head from a foe, it wasn't really Forcystus.

This time it WILL be.

Again and again, the Heaven Architects and Celas have thwarted Forcystus, destroying his minions, purifying Nexus from his corruption, entering battle to save those who would stand against him and to strike him down, ushering in Truth to banish his Lies. Here, then, as Celas's charge reaches its end, is the culmination of that effort.

The power of his allies behind him, their many battles to get this far urging him onward, the sacrifices made sharpening his will for victory, Celas roars and makes his strike.

"Heaven's Triumphant FINAL REAPING!"

Forcystus sees the incoming attack. He calculates his options for neutralizing it.

He adjusts his wardings. The incoming strike is potent, guided by fate, but he is still far from hurt and is Hellishly Tough.

"Well in that case ...."

Draconics's Circle reappears around the Fiend, emblazoned with his mask. Unlike Forcystus or Krayal, it bears no emotion. Not to say there wasn't any from the mage. He had gotten fed up enough with wily mask-casters he had become one in the end.

Draconics, as was remarked with the creation of the recent element, had Nothing to hide.

Nothing to hide.

Nothing
Naught
Diddly
Aught
Zilch
Zero
Nill
Nada
Null

Well see, that's your problem, Null was right there hiding in plain sight. Null is something.

Celas has Knowledge, Fate, Time, and Numbers. Draconics had made a Aeons-Forged circle empowered with every boosted element he could source or muster. Fate, Chaos, Life, Law, Flux, Fortune, Void, Destruction, Spatial, Light, Warding, Wealth, Time, War, Glory, Mystic, and Elsie's blindspot of Evil. The team was now infused with Truth. Draconics is deceitful, but not a liar. Celas isn't a liar either. He did miss a detail though, and you can't lie about what you don't know about? Maybe the spell went fine despite him Never Knowing Why this happened? Well what's the truth?

Draconics's gonna tell it to ya straight. The Circle came specifically from his Empty Heaven he had summoned, pristine and untouched, which he collapsed the entirety of as Messenger of it and put it into the Circle to reside. The Null powers working overdrive in this Fated Moment to make sure the strike was unerring and overwhelming. The Sculpted Faces Witness All, and Draconics wanted to witness this attack without issue. Celas and Draconics had prepared for Nothing to survive this hit, and Draconics was going to make certain that Nothing was solely his domain.

".... I'd like to remind you that the Truth hurts."

There is no flash or explosions, only Nothing as the masked Nullification effect reveals itself.

Forcystus recalculates. More defensive measures are needed.

Darston is down. Elsie took out his Eidolons too.

Anathema's summons are down. No support from them.

Anathema herself is on all-out offense. She won't be able to save the day here.

Roy is within reach, but already utilized what magic he can for the moment to launch the initial plague-volley.

If Forcystus allowed the attack to execute and still had his time-rewind ability, he could leave Celas (who he detects is going to convert this attack into an Overcrash at the last moment - he sees through your tricks, death god) in expended burnout.

He doesn't have that, though. He used it up to defend against Elsie's Overcrash.

He was prepared to counter Overcrashes with his Overcrash-inverting power.

He lost that too, though. He expended too much power when his reserves weren't deep enough. If he had a bit more power, he could have done it, but that moment was gone, and the option was no longer available to him.

If he were still beyond reality, he could simply reconstitute himself after his demise, bringing the enemy's actions to naught.

He had, however, been forcibly torn from his false and hidden place above the heavens. Geddoe's bell, delivered by the Santa's hand, had forced him to display his power earlier than he had intended, and Elsie was able to use Draconics's summon screen to forcibly remove that power from his collection.

If he had his lies, he could fake out the attack in one of several ways: A fake counter-Overcrash, relocating his identity, forcing a miss, false-auditing the attack's properties into ineffectuality, or others.

Truth, however, had seen to making that an impossiblity. Celas and Nole had truly screwed up his library of plans with that gambit. Had he been able to co-opt the element to make Tyranny or otherwise been able to stop it, the defenses available to him would be myriad. That, however, was not the present situation.

He even once had a way of forcibly turning the Nexus-Elsie's Knights and powers against her allies.

If he had been able to stop Elsie from cleaving the Ashtensyrex from the Forge Core, then he would have been able to take a degree of control over this form, which uses the Forge as the core deep within its palace. Alas, his preparations against this form - he had, after all, anticipated that one of the forms would incorporate the Forge directly into itself - were all for naught, as the Ashtensyrex had well and truly been removed from it (and, with Truth in play, he couldn't lie it back in).

Forcystus had reworked his body and essence to return from death in a second, stronger form. He would be struck down only to crawl back from the abyss as an abomination beyond reckoning.

Geddoe, again, had shut down that option with the bell. A later revival would mean nothing with the team already having been eliminated by the echoing Triumph.

That blasted bell! Source of his team's greatest woes (albeit in strong contest with Truth). Had Forcystus been able to gain a measure of control over Triumph himself via consumption of DIXX, he would have been able to work (in secret, shrouded by Lies) to undo the bell's effect - oh what a delicious reveal that would have been.

But it was not to be.

Geddoe! Celas! Nole! Draconics! They had each thwarted plan after plan (with that vexatious living sword assisting them all the way).

Elsie would have been defeatable - handily at that - with his initial resource pool. Yet those blasted Arena Members had cut away option after option.

The incoming Overcrash would finish him. His other defenses were all exhausted. There was one recourse left for Gonzo Forcystus: To Overcrash himself.

At the prime of his power, he could sink Overcrashes into a bank of lies and into a falsely-audied haze. He could Overcrash at least three times. More if you counted the summons dancing at his command - like that massive, bellicose golden head.

If he had Eternity backing him, who knows how many he could throw forth. More than that, certainly.

With Truth in play, his lies unmasked, his superfluous subtypes stripped, and Eternity far from his grasp, Forcystus could manage far less.

Two was his limit.

How fortunate for him that it would only take one.

Time freezes with Celas mid-reaping-motion.

Forcystus masks appear around the perimeter of the Big Sky.

Glorious Overcrash: Profound Evil wrote:I have sundered reality's laws,
And replaced them with my own.
I have manipulated ancient forces,
And gained powers unheld by any other.
I have conquered death,
And achieved eternal recurrance.
I have become Infinite,
And merged arts in Impossible ways.
I declare my power Unconquerable,
And Thusly It Is So.
Powers above (and of me),
Powers below (and within me),
Heed my call (and suffuse me),
And unleash upon these mortals,
My final and True self,
Profound Evil.



The mouths of the Forcystus masks open in unison.

Within another part of the fortress's depths, the Order of the Knights Replicant, pledged to the memory of the fallen Simon Bross, grants Draconics their power.

Draconics gains the element Dopple.

Vashna and Zweirugi experienced first-hand Forcystus's Fiend-based overcrash. Draconics is now a Fiend, has Evil element, and is himself a Villain.

He was ready for Forcystus to do exactly what Forcystus just did. The lawyer got outplayed.

Draconics laughs, the bastardy echo sending chills, he had been waiting for this and now the stars have aligned. He tears off the goggles to glare at the opposing Fiend as he points with his blade.

"That won't work twice! I will prove myself worthy of Vashna's legacy!"

Glorious Overcrash: Pernicious Evil wrote:I have witnessed reality's folly,
And desired to forge my own.
I have manifested bygone powers,
And yearned for destinies mine alone.
I have been born of death,
And will become of raw potential.
I have become Unending,
And Declared all paths open to me.
I declare my power Unrelenting,
And so hearken to me now.
Creation Before (and by me),
Destruction Behind (and in my wake),
By my hand (I shall bear it),
Do unto those that dare impede me,
My Undefined and True self,
Pernicious Evil.



Forcystus's power reserves are hijacked through the essence of Dopple, and a second ring of masks, each one facing a mask in the first ring, appears.

Blasts of Evil collide with blasts of Evil as two massive rings rotate, each interdicted by the other. The second ring, born from Draconics's manipulation of Forcystus's power, plays its part triumphantly: Forcystus is now in burnout (as is Draconics), and he was unable to cancel Celas's incoming Overcrash attack.

With Forcystus's counter-play blocked, Celas activates his attack's full power.

Crisis Overcrash: Fatal Harvest wrote:"Countless lives have fallen this scythe.
Mortals and would be immortals,
Each cut down like grain.
Turning life into unlife,
My blade slays each it touches.
All beings have their hour,
And your season has come.
I am the Reaper, and this is my
Fatal Harvest!"



Forcystus's head is lopped from his shoulders, and the Gonzo mask drops down through the Big Sky, cracking as it falls.

Got him this time.

The sound of a bell rings out, echoing across the battlefield.

Darston, Roy, and Anathema fade away, as Geddoe, essence infused with Triumph, returns to life to join his fellows in victory.

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

And that's a wrap!

There's going to be aftermath posts elaborating on the effects of the Heaven Architect victory, who loses what, who gains what, and what major bonuses are in store for the triumphant Heaven Architect PCs.
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: The Heaven Architects have claimed victory.

From their triumph, the protonexii are used to form an expanding fleet of Fortress Monasteries for the Knightly Orders. The Fortress Monasteries are then dispersed across the planes to serve as mobile bases against the forces of evil which the Knightly Orders oppose.

Speaking of the Knightly Orders:

* Pathaky, Geddoe, and Celas each get a Character Slot for a Knight of the Orders. Draconics gets two.
* Draconics, Zweirugi, Nole, Geddoe, and Celas are offered the option of becoming formal members of one of the orders. Should you choose to accept this offer, pick one of your Kriele-compatible nonbase elements that you want to focus on, and I'll work on figuring out what Order you're sorted into.


Lord Gadigan wrote: On the topic of Truth.

It's sticking around. You made a new element!

Each of your folks gets Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.

Truth's introduction at such a key focal point of destiny delivers a multiverse-wide blow to Illusion, lies, and Mystery.

Illusion's hold on the firmanent is vastly weakened. Recently-created domains of illusion and footholds where lies have become tangible are shattered. Forcystus's laws as stripped from Nexus. Lies everywhere are unmasked and extinguished.

Mystery drops from T3 to T2. District Zero suffers a massive clear-out as Truth pours through its streets. NPC Enigma Men are generally displaced from their roles. Most are destroyed. Irrian is missing.

Illusion as an element and Illusion Magic are both restricted more in what they can do, though there is no Tier change for them.

First and Most Abominable is also eliminated by the Truth cascade. His victims, masked swordslady, lizardboy, and others, are no longer retroactively eaten. Celiria feels a phantom menace vanish from looming behind her, and it is clear that she possesses no deadly, purple ancestor. This doesn't mean that these people are back where they were before - Newt isn't in Celira's room - but he is free to spawn again as his own legitimate self over in Seirei.


Lord Gadigan wrote: With the Enigma Men gone, the One City is open. Kriele launches an offensive strike, destroying Harkala's palace there.

From a beachhead established in its ruins, the Knightly Orders pour in and begin a short - and successful - war to claim The One City.

Harkala's minions are driven out. The undercity, with the Enigma Men's agents, Forcystus's agents, and First and Most Abominable's wide-mouthed lizard gentlemen all gone, is cleared of the rot that infests it.

Salvatore sweeps in from the north and allies with the Knightly Orders, adding his technological might to their forces.

With his Enigma Man backing gone, Don Hippopotamus is driven back to fortify his district, while Salvatore, aided by Kriele and her knights besiege it. Eventually, even it falls, and Don Hippopotamus, routed, flees The One City.

Elsie is installed as the One City's new leader and is placed in charge of final cleanup efforts there.


Lord Gadigan wrote: Nexus, thanks to Drescher's efforts, is rebuilt. The destroyed discs, most notably topdisc, are back. Well, mostly.

Looks like he didn't bring the escaped Eggman (which no one really noticed having gotten into Nexus in the first place) back. That got got kicked out when Forcystus's regulation-alterations that let him in to begin with went down, and Drescher has no intention of giving him an invitation to return to Nexus from Noix.

There's also a massive Knightly-Order-led charity effort to make up for the whole that-rogue-guy-on-our-team-destroyed-the-most-stuff-to-begin-with debacle. That's still kinda a huge PR hit despite the big overall win.

It's also a sentiment that potentially what prevents Nexus governance from switching to being under the Knightly Orders. Looks like the Bureau (now unschakled from the Forcystus messery) remains in play.


Lord Gadigan wrote: What about Doctor Beak?

Well, his return was one of Anathema's Trial rewards.

And she lost.

That would normally mean he would go back to being in Storage.

Normally.

The scope of the Crisis's final impact, however, is restricted to Lower Reality.

When the Archon System entered play, there were several Archons: The Shielding Golem, Forcystus, and Irrian.

The Archons could interface between Lower and Higher reality.

Doctor Beak, upon his return, was in Militant mode.

Militant Beak is a being from Higher Reality.

When he left the room that Anathema was in, he partially went back to Higher Reality.

And Irrian locked that part of him up there with a message to stay out. A message explaining that staying out would prevent him from being swept away upon team loss.

So yes, the Beak in Lower Reality was swept away again with Anathema's win.

But, thanks to Irrian (before his vague disappearance), Beak's greater self stayed up in Higher Reality and out of the crossfire.

And, having survived the events by staying up there, he is now able to insert a version of himself back here down below.

Beak's still around, folks.


Lord Gadigan wrote: Since I just got asked: This quest is televised, yes. There's a few parts that may remain obscured, but it's by-and-large getting broadcast to folks as part of the whole Battle Arena dealio.


Lord Gadigan wrote: I'm going to confirm a reward-increase for Draconics and Zwei. Vashna's special prize is indeed triggering on them.


Lord Gadigan wrote: On that note, Zwei is a full PC now. No more funky sub-PC status!


Lord Gadigan wrote: Kriele, the Heaven Architects, and the Knights got a large number of bonuses for winning.

Those were the normal bonuses, though.

They won with the Ashtensyrex in play.

That means bonus rewards!

The Ashtensyrex reshapes itself into a quadruple-sphere, then connects two of its selves to a point outside reality and two to new points within reality.

Kriele is made Guardian of the Sources of Light, War, Moon, and Truth.

Light and War are now Base Elements.

Light opposes Darkness again.

War opposes Hope.

Truth opposes Moon.

Kriele's Guardianships are kinda weird.

Sources rearrange themselves to be held more appropriately.

Kriele loses War and Moon to Harkala.

Harkala loses Hope and Fire to Kriele.

Light, Fire, Hope, and Truth are now Knight-selectable elements.


Lord Gadigan wrote: Confirming that Truth is T1 like the other base elements.

It was effectively T3 in the Forcystus fight. Afterwards, it could have stayed rare at T2 or become common at T1. Kriele went with common T1 so that it could spread wide enough to take out the Enigmas and FAMA.


Lord Gadigan wrote: Winning PCs get 5 Fame.

Draconics and Zwei get 10.

Winning PCs get 3 Seal Pieces for the Level 80 Seal.

Draconics and Zwei get 6.

Winning PCs get:

Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

Draconics and Zwei get 2.

Winning PCs get 200 Bonus Weeks.

Draconics and Zwei get 400.


Lord Gadigan wrote: Can I get the following from everyone:

1) A post containing what you got rewards-wise across both quest-prep (that is unstatted - example: Celas's artifact) and from the quest itself (statted or not)
2) A post, or multiple posts, containing logs of the private parts of the quest that you were in placed in your PCs' threads for this. Personal bits and team bits can go separately. Let me know if you can't access your logs. I'll eventually fill in missing parts (assuming I can get the stuff out of mine), but it'd be easier having each person post their own rather than me trawl around for all of them.


Lord Gadigan wrote: Forcystus is, assuming his renderization didn't get undone by the team loss, knocked back into Renderland. The Render can presumably re-deploy him, though possibly not in specific parts of reality.

Gonzo Heed is presumably attached to Forcystus and therefore under control.

There's an outside possibility that Forcystus derenderized due to team loss, Gonzo Heed came into being in Renderland, Gonzo Heed replaced the Render, and Gonzo Heed is biding his time waiting for Truth to vanish from reality, at which point he will pounce and claim existence for himself.

That probably didn't happen, though.


Lord Gadigan wrote: Y'know. I want to end this on a positive note. That last post is a bit too ominous when I've already decided what happened. Let's have a bit of Truth clear out this Mystery.

Gonzo is contained. Forcystus is under the Render's thumb. These things may change in future events, but there's not an active Heed out there.


Lord Gadigan wrote: [1:10 AM] Ordo Hereticus: So
[1:10 AM] Ordo Hereticus: what effects are propagating to Enigma PCs, besides "Mystery got a bunch weaker and you don't have houses anymore"?
[1:11 AM] Gadigan: They've got houses, just in a much emptier place
[1:11 AM] Gadigan: No real hits beyond that right now. The PCs mostly ducked that pulse


Lord Gadigan wrote: I think I'll extend a (temporary, ends in 24 hours) offer to exchange Enigma Man PCs for Knightly Order ones. Details on the Knights still pending, but it makes sense for there to be a potential loss of Enigma Men and gain of Knights during this.


Lord Gadigan wrote: I'll also allow swaps of Fated Ones for BA Members or Knights for said same 24 hour period. Fated Ones kinda went bust and are the slowest things in an already really slow game.


Geddoe42 wrote: Lancer will become a knightly order character. Aesir is now a knightly order character as well.


The Nottest of Daves wrote: Enrica's slot is going to become a Knightly Order character. Whether it remains "Enrica" is still up for grabs until Knightly Order stats come out.


Lord Gadigan wrote: So, what's playing a Knight of the Orders like?

You pledge yourself to one of the 1st Tier orders at character creation.

Each order is paired with an element of the same tier. There are multiple orders per element usually. Not all of them will be posted initially. More content over time based on where the interest and inspiration are.

Pledging to an order grants you the basic element synch ability and bonus weeks over time for its element.

It also gives you a set of vows to obey. They're like the requirements for a deity. Going out of whack with your vows requires some sort of atonement be undertaken, and it shuts down your ability to Level up, gain bonus weeks, and buy abilities.

To cap-break, you have to complete tasks based on the orders you're pledged to.

When you hit 20, 40, 60, 80, you can pledge to another order. At 40 you get access to T2 ones. At 80 you get access to T3 ones.

You can still invest in classes without belonging to the orders.

There's also bonus abilities and stuff you can get for doing additional order-associated quests. Also maybe order-specific ability subtrees that you can buy into. Still working out the details there.

Base stat points are per a BA member.

No tickets.

Your respawn is from Kriele and your respective Fortress Monestary. It works slightly less well than BA respawn, but better than Enigma Man respawn. There's no specific loss on respawn. If Kriele goes down or loses Sources, things may get worse for the Knights. If a Fortress Monestary is destroyed, it'll be a big hit to that order, but not the Knights as a whole. Fortress Monestaries tend to be destroyable, so peripherally watch out.

People winning the megaquest aren't bound by tiers and can pick any Kriele-compatible element.


Lord Gadigan wrote: Player Quests are open again! Nexus is open again! Various other things like the XP Transfer Gizmo and Warehouse are open again!
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: People aren't freed from this, though, until they give me the posts of stuff and I figure out what's going on with them.

I don't want items getting out of this before I have a chance to determine what happens with them.


Lord Gadigan wrote: While we're at it: Zweirugi's name is now 'Zweirugi'.

Was Sword-Vashna- (Passive Ability, Friendship) Possessor may choose for possessor's name to include 'Sword-Vashna', 'Sword Vashna', and/or ', the Sword of Vashna'


Lord Gadigan wrote: Someone please also post what the Census scanned so that we can do a reward-check post on it too.


Draconics wrote: THE ROULETTE MASTER: FINAL REPORT:
Lost in the Third Chamber battle against The Enemy

Loot:

100 times the XP of a Level 79 entity.
200 times the XP of a Level 80 entity.
200 times the XP of a Level 81 entity.
200 times the XP of a Level 85 entity.

4 Fame

6,000,000,000 Gold (Does not reflect the below ability purchases)

The Perfect Roulette Master (Passive Ability, Other: Unfettered One) Possessor's base stats are increased by 2
Basic Warlord Knowledge
Basic Contract Magic Attunement
Apprentice Grand Armor Mastery

[The abilities bought two posts down.]

20 Bonus Weeks
19 Alienist Bonus Weeks
22 Soldreidrethanoi Bonus Weeks
20 Power Trooper Weeks
28 Hunter Bonus Weeks
5 Bard Bonus Weeks
13 Diabolist Bonus Weeks
44 Force Mage Bonus Weeks
23 Geomancer Bonus Weeks
32 Illusionist Bonus Weeks
3 Umbramancer Bonus Weeks
9 Shaman Bonus Weeks
9 Sigil Tracer Bonus Weeks
2 Technomancer Bonus Weeks
28 Exemplar of Malevolence Bonus Weeks
28 Exemplar of Benevolence Bonus Weeks
16 Wildshaper Bonus Weeks
3 Metamorph Bonus Weeks
28 Rider Bonus Weeks
88 Cyberneticist Bonus Weeks
40 Covenant Scribe Bonus Weeks

'Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii'
<Standard Award for beating the Perfect Man>
A standard text event award for beating Gingphatts here.
A standard text event award for beating Orietzev here.

*Amulet of Gingphatts- (Accessory, Amulet, Destruction & Warding & Fate, 2,000,000,000 Gold) +2,000,000 CON, +20,000,000 HP, Wielder's actions may use Constitution as their Prime Attribute, Wielder's actions use twice the designated stat as their Prime Attribute as a non-stacking effect if they are using Consitution as their sole Prime Attribute, Wielder's Melee Attack capping is based on Constitution, Wielder's Melee Attack capping uses twice the relevant stat as a non-stacking effect if it is using Constitution as the sole relevant stat, Wielder may perform a 'Powerful Attack' action up to 5 times per round as a counter to an offensive action that targets wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Warlord Knowledge' or 'Expert Hammer Training'

*Double-Faced Hammer of Gingphatts the Unstoppable- (Weapon, Hammer, Destruction & Fate, 2,500,000,000 Gold) +2,500,000 Melee Attack, +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, +250,000 Defense against Constitution Damage, Wielder's turn-order-determining stat becomes Constitution, Wielder's Prime Attribute for 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions becomes Constitution, Wielder's per-item Melee Attack bonus capping becomes based on Constitution and uses double the relevant stat as a non-stacking effect, Wielder may ignore the Resistances, Immunities, and Absorptions of entities below Level 80 when conducting attacks that use Constitution as a Prime Attribute, Wielder may break any non-unique items wielded by the targets of wielder's attacks that use Constitution as a Prime Attribute that are worth 250,000,000 Gold or less, Wielder must be Level 60 or greater and must possess either the ability 'Expert Hammer Training' or 'Expert Force Magic Attunement'

*Gingphatts Gigaplate- (Armor, Grand Armor, Warding & Earth & Physical, 2,000,000,000 Gold) +2,000,000 Defense, +2,000,000 Melee Attack, +2,000,000 CON, +20,000,000 HP as a non-stacking effect, 162% Resilience, +162% Reslience, Wearer's Resilience cannot be ignored by sources below Level 99, Wearer's Defense cannot be pierced by sources below Level 99, Damage dealt to wearer by counters by sources below Level 80 is halved, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must possess the ability 'Expert Grand Armor Mastery' or 'Expert Warding Synchronization'

*Crest of Gingphatts- (Accessory, Other: Elder Symbol, Warding, 2,500,000,000 Gold) +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, Wielder is Immune to CON Damage, Wielder gains Stat Drain: CON Drain and Stat Drain: HP Drain Immunity, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Runescribe Proficiency'

*Final Decision- (Weapon, Gun, Formus & Destruction, 2,500,000,000 Gold) +2,500,000 Ranged Attack, 60% inflicts Instant Death, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions apply a non-stacking debuff that causes their targets' next Tier 1 or Tier 2 Nonbase element action to have a 50% chance of failing if its performer is below Level 99, Wielder's counters deals double Damage (to a max of 250,000,000 additional Damage per round), Wielder must be Level 60 or greater and must possess either the ability 'Expert Gun Training' or 'Expert Thief Arts Attunement'

*Orietzev Executive Suit (Custom Tailored for Vladimir)- (Armor, Clothes, Darkness & Technology, 2,500,000,000 Gold) +2,500,000 Defense, +25,000,000 HP as a non-stacking bonus, Venom Immunity, Moderate Status Effect Immunity against sources below Level 99, Wielder gains +2,500,000 uncapped Defense against sources with less Gold than wielder, Wielder must be Level 60 or greater and must possess either the ability 'Expert Clothing Mastery' or 'Expert Hypertech Attunement'

*Orietzev Signet Ring: Vladimir- (Accessory, Ring, Blood & Wealth & Glory, 2,500,000,000 Gold) +2,500,000 to all stats, +160% Critical, +160% Dodge, +160% To Hit, Wielder's actions may not be prevented by sources below Level 95, Buffs and debuffs with wielder as a source may not be removed by sources below Level 80 without wielder's permission, Wielder's actions and buffs and debuffs with wielder as a source cannot be replicated by sources below Level 80 without wielder's permission, Wielder must be Level 60 or greater and must possess either the ability 'Expert Blood Synchronization' or 'Expert Wealth Synchronization'

*Homeworld Resource Contract Portfolio- (Accessory, Book, Wealth & Law & Fate & Spatial & Knowledge, 2,500,000,000 Gold) +25,000,000 MP as a non-stacking bonus, Wielder may, at the end of each round, wielder may replicate replicate the effect of any ability performable by a entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Wielder must be Level 60 or greater and must possess either the ability 'Expert Contingency Magic Attunement' or 'Expert Book Training'

Unstatted Loot:

He gets Redscar's staff! It may get stats if it makes it out of here!

He also gets 2 Fame and some Alienist, Blazing Sultan, Commander, Technomancer, and Elementalist bonus weeks.



The Award from the above fight.

Theoretical Loot/Awards:

Bossform: The Roulette Master: Prime Host

The Roulette Master enters Roulette Master: Prime Host bossform!
He is now a towering colossus made of swirling cards linked together by chaotic magic. He controls the suits of Suits, Scythes, Worlds, and Fangs, with their corresponding arcana-trumps and royalty. Within him writhe multicolor leeches. His fingertips flow out and down into leech-tendrils, he holds a massive pumpkin-topped microphone in his right hand, and his main pumpkin head's eyes each have a massive leech with an eyeball in the center of its mouth extending from them.

He's the host with the most! The most flair! The most panache! The most arcanist magic! The most leeches!

This bossmode is an Arch-Prime, and he's running on the thematic concepts of cards, gambling, showmanship, and leeches/drain. Each eye-leech counts as its own bodypart-entity and can take actions. Left one does drain magic. Right one does geomancy eating/casting.


EDIT: To be clear, an ability that granted a bossform was used for the above bossform.

Fame / Awards / ???? from the The Enemy fight. Not sure if his rolls there did/didn't warrant anything.

Theoretical LOST Loot:

Lost to The Enemy (William Senior reached the end, Deity Bonuses, but also did lose to a Faction Leader)
(Note: Deity Bonuses of Lady Luck and Madam Misfortune (who has a specific deity bonus to not dropping XP in addition))

Objective Tally:

- HUGO BEKKLER IZ LOOKING FOR PROMOTION! IF HUGO GET NEW NEXUS, HUGO CAN BE OWN ADMINISTRATION, YEZ!
FAILED

- BUT MORE TO ZE POINT: NEXZUS, IT IS IMPORTANT TO YOU, YEZ? NEXUS IS IMPORTANT TO HUGO BEKKLER AS WELL, UND FORCYSTUS, HE IZ CONTROLLINK ZE BUREAU VITH ZE DEVIL PAPERWORK. HELP ZIZ TEAM WIN, UND I WILL REZTORE ZE MAIN NEXUS TO ZE ADMINISTRATION UND DEZTROY THE DEVIL PAPERWORK, YEZ!
Success!

- HAZ HU SEEN ZE ODDER TEAMS? MOST OF ZEM IZ AWFUL!
Success?


Geddoe42 wrote:
Some kind of rain at the entrance because of the tide wrote:Each of you gains 1 Bonus Week.



Abilities Bought wrote:Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage

Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage

Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage

Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor

Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast

Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20

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

Basic Command of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element pets and summons gain +50 to all stats

Basic Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 Defense against Spatial

Meditative Assumption of Spatial- (Passive Ability, Other: Reality Arranger) Possessor may choose, at the beginning of a thread, to become solely Spatial element

Basic Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 50 points

Apprentice Spatial Synchronization- (Passive Ability, Reality Arranger) Possessor gains +50 to all stats for each Spatial element item equipped, Possessor's Spatial element pets and summons gain +250 to all stats

Spatial Manipulation- (Passive Ability, Other: Reality Arranger) Possessor may choose one of the following at the beginning of each round if Spatial element: Create a Zone of Spatial, Remove a Zone of Spatial created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Spatial by either possessor or a source below Level 20, Add Spatial to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Spatial element on a Spatial element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Spatial, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Spatial, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Spatial element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Spatial to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Spatial, 5% Spatial Resistance, or +50 Defense against Spatial and 1% Spatial Resistance until the end of the round as a non-stacking buff

Control of Spatial- (Passive Ability, Other: Reality Arranger) Possessor has a 20% chance of being able to cancel the actions of Spatial element individuals below Level 20, with things that would occur before and after said actions still occurring

Apprentice Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 500 points

Improved Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 5,000 points

Space-Bending Reach- (Passive Ability, Other: Reality Arranger) Possessor deals full damage to individuals below Level 80 who are not more than 19 Levels greater than possessor who are in the back row

Reality Arranger- (Passive Ability, Other: Reality Arranger) Possessor ignores (1 * (Possessor Level/5), rounded down)% Spatial Resistance, Possessor ignores Spatial Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Spatial Synchronization, 10 other Reality Arranger abilities

Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus

Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 20 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 20

Improved Unreachable Body- (Passive Ability, Other: Reality Arranger) If possessor is Spatial element and Level 40 or greater, possessor may choose to automatically Dodge the attacks of individuals below Level 40

Basic Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +50 to all stats while in a Zone of Spatial

Basic Acceleration Within Spatial's Dominion- (Passive Ability, Other: Reality Arranger) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Spatial

Spatially Sidestep Zone- (Passive Ability, Other: Reality Arranger) Whenever an individual below Level 60 who is not 20 or more Levels greater than possessor creates a Zone, possessor may choose to not be in said Zone

Apprentice Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +500 to all stats while in a Zone of Spatial

Improved Zonal Acclimation of Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +1,000 to all stats while in a Zone of Spatial

Zonal Spatial Control- (Passive Ability, Other: Reality Arranger) Possessor may, at the start of each round, choose one Zone of Spatial that is present that was created by a source equal to or below possessor's Level that is below Level 80 and destroy that zone or remove an effect attached to said Zone that is from a source that is equal to or below possessor's Level that is below Level 80

Space Hopping- (Passive Ability, Other: Reality Arranger) At the start of each round, possessor may exit the battle possessor is in and enter any other currently active battle in the same thread, provided that no individual of Level 60 or greater who is in either the battle possessor is leaving or possessor's destination battle objects and that no individual who is 20 or more Levels greater than possessor who is in either said battle objects

Reshape Zones- (Passive Ability, Other: Reality Arranger) At the start of each round and of each of possessor's actions, possessor may choose to cause individuals who are either below Level 60 and not 20 or more Levels greater than possessor or who are willing to either be in a Zone or not be in a Zone, provided that said zone was created by a source that is either below Level 60 and not 20 or more Levels greater than possessor, is possessor, is one of possessor's pets, or is one of possessor's summons

Improved Defenses Against Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +5,000 Defense against Spatial

Improved Defenses that Utilize Spatial- (Passive Ability, Other: Reality Arranger) Possessor gains +2,000 Defense if possessor has any Spatial-element items equipped that provide a Defense bonus

Beyond an Ever-Vast Gulf- (Passive Ability, Reality Arranger) If possessor is Spatial element, possessor counts as being in the back row for purposes of back-row Damage-halving

Geddoe seeks permission to buy Seer of Distant Stars- (Passive Ability, Seer) Possessor gains 10% Astral Resistance if possessor has scanned the stats of an opposing Alien or Astral Being and is wearing a Robe

Seer- (Passive Ability, Seer) Possessor gains +(50 * Possessor Level) Defense and +(1,000 * Possessor Level) MP if possessor has a Robe equipped

Predict Source of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +50 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

Predict Source of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +250 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

Predict Source of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one opponent and gain +1,000 Defense against said specific opponent (affecting only the one opponent even if said opponent was non-unique) as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

Predict Direction of Attack (Basic)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +50 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

Predict Direction of Attack- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +250 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

Predict Direction of Attack (Greater)- (Passive Ability, Seer) At the start of each round, if possessor is wearing a Robe, possessor may choose one row in any one row-order formation and gain +1,000 Defense against said sources in said row as a non-stacking buff that lasts until the end of the round that only provides benefits if its possessor is wearing a Robe

Nonsynchronous Elemental Attack-Conversion: Ice- (Passive Ability, Snow Queen) Possessor may use the Technique 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Ice element.

Elemental Attack-Conversion: Ice- (Technique Ability, Snow Queen) Possessor may use 'Elemental Attack-Conversion: Ice' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Ice element and no other technique is used. Said action becomes solely the element Ice.


Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats

Improved Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 5,000 points

Apprentice Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 500 points

Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points

Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element

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

Cause Spatial Ruptures- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever a Zone of Spatial is created, possessor may unsummon up to 5 non-unique individuals of Level 80 or lower who are not 20 or more Levels higher than possessor and who do not possess Spatial Resistance, Immunity, Reflection, or Absorption

Spatial Immunity- (Passive Ability, Other: Reality Arranger) Possessor gains Spatial Immunity against sources below Level 20 if Level 20 or greater

Improved Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 10% Spatial Resistance

Apprentice Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 5% Spatial Resistance

Basic Spatial Resistance- (Passive Ability, Other: Reality Arranger) Possessor gains 1% Spatial Resistance

Detect Spatial- (Passive Ability, Reality Arranger) Possessor gains +1% To Hit against Spatial element targets

Reflect Spatial- (Passive Ability, Other: Reality Arranger) Possessor Reflects Spatial against sources below Level 20 if Level 20 or greater

Spatial Interdiction- (Passive Ability, Reality Arranger) If possessor is Spatial element, whenever one of possessor's opponents of equal or lower Level who is below Level 60 summons an individual of Level 60 or lower in a battle that possessor is not in, possessor may instead have said individual be summoned in the battle that possessor is in, Whenever an individual of Level 60 who is not 20 or more Levels greater than possessor leaves a battle that possessor is not in to enter another battle, provided that said entering of said battle is caused by a source of Level 60 or lower, possessor may have said individual enter the battle possessor is in instead of whatever battle said individual would otherwise enter

Absorb Spatial- (Passive Ability, Other: Reality Arranger) Possessor Absorbs Spatial against sources below Level 20 if Level 20 or greater

Greater Weaponization of Spatial- (Passive Ability, Other: Reality Arranger) Quantities of Spatial element Damage dealt by possessor are increased by 25,000 points

Basic Understanding of the Heart of Spatial- (Passive Ability, Other: Reality Arranger) Possessor's Spatial element allies gain +10 to all stats

Nullify Spatial- (Passive Ability, Other: Reality Arranger) Possessor may remove the element Spatial from the actions of individuals below possessor's Level who are below Level 60, Possessor may prevent the actions of Spatial-element individuals below Level 40 who are below possessor's Level, Possessor may prevent the Spatial-element actions of individuals below Level 40 who are below possessor's Level, Possessor may remove the element Spatial from possessor's actions, Things that would occur before and after actions that are prevented by this ability still occur

Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff

Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring



Fight against Raul wrote:Geddoe gets-

400 times the XP of a Level 85 entity.

4 Fame
80 Bonus Weeks

4,000,000,000 Gold

A standard text event award for beating Raul here.

*Salsa God Apron- (Armor, Light Armor, Fire & Light, 4,500,000,000 Gold) +4,500,000 Defense, +45,000,000 HP as a non-stacking bonus, +45,000,000 MP as a non-stacking bonus, Up to three times per round, wearer may increase the amount of Flat Fire element Damage wearer deals with a Food or Drink consumable by 45,000,000 points, 50% Fire Resistance, 30% Food Resistance, 30% Drink Resistance, Pain Immunity, 80% Smitten Resistance, 40% Major Status Effect Resistance, 120% Moderate Status Effect Resistance, 240% Minor Status Effect Resistance, Wearer must be Level 60 or greater and must possess the ability 'Expert Chef Proficiency', 'Expert Divine Magic Attunement', or 'Expert Light Armor Mastery'

Master Divine Magic Attunement

80 Priest Bonus Weeks

*Raul's Spiciest Salsa- (Consumable, Food, Fire, Unlimited Charges, 4,000,000,000 Gold) Target is dealt 40,000,000 Flat Fire element Damage, May Heal, 400% inflicts Pain, 200% inflicts Burning 80% inflicts Smitten

Archangelic Domain: Salsa- (Passive Ability, Heavenly Protector) Quantities of Flat Fire element Damage possessor deals with Divine Magic spells, Culinary Arts spells, or Food consumables are increased by 4,000,000 points. Possessor has RP powers connected to this divine domain



Numeral Guy personal and generic wrote:200 times the XP of a Level 80 entity.
2,000,000,000 Gold
40 Warlock Bonus Weeks
40 Master of Puppets Bonus Weeks
40 Noble Bonus Weeks
40 Esoteric Wiseman Bonus Weeks
40 General Bonus Weeks
Holy Numeral-Bearer- (Passive Ability, Heavenly Protector) If possessor is an Arch-Celestial, Arch-Angel, Arch-Deva, or Holy One, possessor's actions cannot be controlled by lower-Level Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, or Arch-Devas, and possessor is Immune to sources below Level 60
'Bears the Numeral XII'
Also 2 Fame and an award for beating this thing

People also each get 2 Fame, 80 bonus weeks, and an award for beating this trial.
'Purified the Numerals'



Big Sea Event wrote:You all each gain 5 Fame, the award 'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii', and 'Made Nexus A Bit Better Overall'.

You all also each get 80 Weirdworker bonus weeks.



Trial of Relics wrote:Geddoe gets-
1 Fame
'Triumphed in the Trial of Relics in the Crisis Across Infinite Nexii'
*The Manifold Paladin's Regalia - A set of nonbase-element accessories, armor, shield, and blade that empower holy magic and give the wielder a wide range of elemental options
*Crown of Primordial Ice - A relic which holds the worlds entombed in eternal cold, comes with various spell aspects and a ruler's staff



Trial of the Holy Path wrote:You're coming out of this 12 abilities deeper into this skillset (killing reapers/gunner?)... plus a bonus Overcrash because you managed to flip the 'learn a new ability from your action' trigger after already getting a 97 on trial selection." =Sublime Overcrash: Requiem for the Reaper
'Triumphed in the Trial of the Holy Path in the Crisis Across Infinite Nexii'
1 Fame (presumably)




Final Victory wrote:Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.
5 Fame
3 Seal Pieces for the Level 80 Seal
Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)
200 Bonus Weeks
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'
'Won the Megaquest "Crisis Across Infinite Nexii'



Exp from somewhere wrote:Give everyone 20 times the XP of a Level 80. Geddoe twice that



Unoriginal Gangster fight wrote:Your team gets-
2 Fame
'Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'


Draconics wrote: I can't post the abilities the RM bought into his post cause there are too many, below is the full list of what was bought:

Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

--

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Piloting
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Vessel User, 3 other Captain abilities
Cost: 125,000 Gold, 2 Weeks

Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks

Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Requires: Basic Vessel User
Cost: 90,000 Gold, 2 Weeks

Skiff Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Skiff' gain +30 to all stats
Requires: Basic Boat Sailing
Cost: 60,000 Gold, 2 Weeks

Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks

Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks

Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks

Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks

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
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks

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)
Requires: Can Navigate Via the Stars, Basic Vessel Use
Cost: 300,000 Gold, 2 Weeks

Pole-Raft Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +50 AGI if possessor is wielding a Polearm
Requires: Basic Boat Sailing, Basic Polearm Training
Cost: 60,000 Gold, 2 Weeks

Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Requires: Sea Legs
Cost: 170,000 Gold, 3 Weeks

Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Requires: Sailor, Basic Zonal Acclimation of Darkness OR Thief
Cost: 90,000 Gold, 2 Weeks

Stealthy Rafting- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +1% Dodge against opponents who have not yet acted
Requires: Pole-Raft Captain, Can Sail Well Under Darkness
Cost: 300,000 Gold, 2 Weeks

--

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Vehicle User, 3 Thief abilities
Cost: 120,000 Gold, 3 Weeks

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
Requires: Vehicle-Based Smuggler, 3 Captain abilities
Cost: 190,000 Gold, 3 Weeks

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
Requires: Basic Vehicle User, 3 other Driver abilities
Cost: 125,000 Gold, 2 Weeks

Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Requires: Basic Vehicle User
Cost: 40,000 Gold, 3 Weeks

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
Requires: Stunt Driver
Cost: 190,000 Gold, 3 Weeks

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
Requires: Basic Vehicle User, 2 Thief abilities
Cost: 60,000 Gold, 2 Weeks

Car Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Carriage/Buggy/Coach Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Chariot Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Truck Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have Truck in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vehicle User, 10 other Driver abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Upgraded Form User- (Passive Ability, Cyberneticist) All Upgraded Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

--

Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week

Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Basic Fangs and Claws Mastery- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 2 Weeks

Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor 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
Requires: Basic Shapeshifted Form User, 3 other Metamorph abilities
Cost: 125,000 Gold, 2 Weeks

Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Requires: Basic Shapeshifed Form User
Cost: 80,000 Gold, 2 Weeks

Quick Transformations- (Active Ability, Metamorph) Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 1 Week

Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Requires: Deathshift (Beginner)
Cost: 80,000 Gold, 2 Weeks

Transformed Comfort- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them
Requires: Basic Shapeshifed Form User
Cost: 50,000 Gold, 2 Weeks

Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Requires: Apprentice Shapeshifted Form User, 10 other Metamorph abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Apprentice Shapeshifted Form User, Retain Shapeshifted Characteristics (Minor)
Cost: 200,000 Gold, 2 Weeks

Form of Fox- (Stance Ability, Metamorph) +30 AGI
Requires: Basic Shapeshifted Form User
Cost: 10,000 Gold, 1 Week

Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks

--

Basic Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Improved Acclimation to Animal Forms- (Passive Ability, Wildshaper) Possessor, while in a Natural Form transformation, gains 20% Confusion Resistance on rounds during which or directly after rounds during which possessor transformed into a Natural Form transformation
Requires: Basic Natural Form User
Cost: 40,000 Gold, 2 Weeks

Increased Animal Fierceness- (Passive Ability, Wildshaper) Possessor's Natural Form transformations deal 50 additional Damage
Requires: Basic Natural Form User
Cost: 20,000 Gold, 2 Weeks

Quick Prey-Animal Scampering Maneuvers- (Passive Ability, Wildshaper) If possessor's most recent action was a 'Switch Rows' action in which possessor moved to the back row, possessor gains +5% Dodge as a constantly-applied bonus from this ability (not a buff)
Requires: Basic Natural Form User
Cost: 50,000 Gold, 2 Weeks

Tenacious Animal Forms- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats while their HP is below 50% of their Max HP
Requires: Increased Animal Fierceness OR Quick Prey-Animal Scampering Maneuvers
Cost: 60,000 Gold, 2 Weeks

Cornered Animal Defenses- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats, deal 200 additional Damage, and gain +200 Defense while they are afflicted with a debuff that prevents them from leaving their current battlespace
Requires: Tenacious Animal Forms
Cost: 60,000 Gold, 2 Weeks

Apprentice Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor 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
Requires: Basic Natural Form User, 3 other Wildshaper abilities
Cost: 125,000 Gold, 2 Weeks

--

Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks

Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 20,000 Gold, 1 Week

Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech 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
Requires: Basic Mech User, 3 other Mech Jockey abilities
Cost: 125,000 Gold, 2 Weeks

Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Requires: Apprentice Mech Use, Apprentice Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name
Requires: Gun Installer, Missile Installer
Cost: 60,000 Gold, 2 Weeks

Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
Requires: Basic Mech Use, 5 Base SPI
Cost: 30,000 Gold, 2 Weeks

My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
Requires: Basic Spiritual Mech Empowerment
Cost: 600,000 Gold, 2 Weeks

This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Requires: My Soul Burns Bright! My Mech Shoots HARDER!
Cost: 1,000,000 Gold, 2 Weeks

Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice Mech User, 10 other Mech Jockey abilities
Cost: 125,000 Gold, 4 Weeks

Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks

Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks

Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Requires: Assault, Gun-and-Run, Mech Jockey
Cost: 300,000 Gold, 1 Week

--

Basic Holy Form User- (Passive Ability, Exemplar of Benevolence) All holy Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

--

Basic Fiendish Form User- (Passive Ability, Exemplar of Malevolence) All Fiendish Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

--

Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +10 to all stats
Requires: Basic Dark Transformation User
Cost: 60,000 Gold, 2 Weeks

Dark Transformation Morphing II- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +250 to all stats
Requires: Dark Transformation Morphing I
Cost: 60,000 Gold, 2 Weeks

Defensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 Defense
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Apprentice Dark Transformation User- (Passive Ability, Nemesis) All of possessor's Dark Transformation 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
Requires: Basic Vessel User, 3 other Nemesis abilities
Cost: 125,000 Gold, 2 Weeks

Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Shadowed Transformation- (Passive Ability, Nemesis) Possessor counts as 1 Level higher (to a max of Level 40 as an effect that does not bypass Level-based immunities) for purposes of avoiding having its stats successfully scanned on the round after possessor transforms into a Dark Transformation if said transforming occurred while possessor was in a Zone of Darkness
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Speed-Focused Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 to their turn-order-determining stat sum for turn-order-determining purposes
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Void's Breath Calls from Within- (Passive Ability, Nemesis) Possessor's Voidstruck infliction chances are increased by 10% if possessor has a Dark Transformation equipped or is in a Dark Transformation
Requires: Apprentice Dark Transformation User, Offensive Dark Transformation Morphing I
Cost: 300,000 Gold, 2 Weeks

Shadow-Fed Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations regenerate 5,000 HP at the start of each round if in a Zone of Darkness
Requires: Basic Darkness Synchronization, Shadowed Transformation
Cost: 90,000 Gold, 2 Weeks

Shadow-Empowered Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +500 to all stats if in a Zone of Darkness
Requires: Shadow-Fed Transformation, Apprentice Darkness Synchronization, Apprentice Dark Transformation User
Cost: 90,000 Gold, 2 Weeks

Inner Shadows Bursting Forth- (Passive Ability, Nemesis) Possessor may create a Zone of Darkness when possessor enters a Dark Transformation transformation
Requires: Shadow-Empowered Transformation, Void's Breath Calls from Within
Cost: 300,000 Gold, 2 Weeks

Enthroned by Darkness- (Passive Ability, Nemesis) Possessor and possessor's allies may not be afflicted with Charm by sources below Level 25 if possessor is in a Dark Transformation and possessor is in a Zone of Darkness
Requires: Basic Leadership Attunement, Shadow-Empowered Transformation
Cost: 200,000 Gold, 2 Weeks

Nemesis- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Dark Transformation User, 10 other Nemesis abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 70,000 Gold, 1 Week

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
Requires: Spellcasting Technique
Cost: 100,000 Gold, 2 Weeks

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
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week

Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Requires: Can Cast Spells While in Close Combat, Apprentice Wizard Magic Attunement, Apprentice Combat Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Requires: Basic Wizard Magic Attunement, Apprentice Thief Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

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
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks

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
Requires: Knowledge of Basic Magic Theory
Cost: 500,000 Gold, 2 Weeks

Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

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
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks

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%
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic
Cost: 5,000,000 Gold, 2 Weeks

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.
Requires: Basic Understanding of Temporal Wizard Magic
Cost: 700,000 Gold, 2 Weeks

Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week

Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Requires: Fast Casting, Wizard
Cost: 1,000,000 Gold, 2 Weeks

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
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks

Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Requires: Apprentice Wizard Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Requires: Apprentice Wizard Magic Attunement, Basic Magic Synchronization
Cost: 100,000 Gold, 2 Weeks

Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 Gold, 2 Weeks

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
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Requires: Spellcasting Technique
Cost: 200,000 Gold, 2 Weeks

Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks

Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 1 Week

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.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks

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
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks

Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Requires: Broaden Casting
Cost: 400,000 Gold, 2 Weeks

Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Requires: Wizard Magic Casting I
Cost: 100,000 Gold, 2 Weeks

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Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Requires: Basic Transmutation Attunement
Cost: 35,000 Gold, 1 Week

Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

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
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

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
Requires: Basic Mutative Power
Cost: 360,000 Gold, 3 Weeks

Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Requires: Mutative Form
Cost: 100,000 Gold, 2 Weeks

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
Requires: Mutative Self-Augmentation
Cost: 150,000 Gold, 2 Weeks

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
Requires: Mutative Arms
Cost: 100,000 Gold, 2 Weeks

Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Requires: Mutative Head
Cost: 100,000 Gold, 2 Weeks

Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Requires: Apprentice Transmutation Attunement
Cost: 210,000 Gold, 3 Weeks

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:'
Requires: Mutative Arms
Cost: 300,000 Gold, 3 Weeks

Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Requires: Polymorph Expert
Cost: 205,000 Gold, 2 Weeks

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Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Requires: Basic Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Requires: Basic Hypertech Attunement, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Technomancy Attunement, 3 other Technomancer abilities
Cost: 125,000 Gold, 2 Weeks

Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Requires: Theoretical Scientist, Theoretical Spellcaster, Apprentice Technomancy Attunement
Cost: 5,000,000 Gold, 4 Weeks

Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Requires: Understanding of Common Practices of Theoretical Magic, Understanding of Common Practices of Theoretical Science, Basic Hypertech Attunement, Basic Wizard Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element
Requires: Basic Hypertech Attunement, Basic Electrical Synchronization, Basic Magic Synchronization
Cost: 300,000 Gold, 3 Weeks

Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Requires: Basic Technomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Requires: Technomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Requires: Technomancy Casting II, Apprentice Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Sigil-Based Agility Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Constitution Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Mind Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Spirit Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Strength Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Apprentice Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 50 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: Basic Sigil Magic Attunement, 3 other Sigil Tracer abilities
Cost: 125,000 Gold, 2 Weeks

Sigil Magic Casting I- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 20 less MP to cast
Requires: Basic Sigil Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Sigil Magic Casting II- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast
Requires: Sigil Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Sigil Magic Casting- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sigil Magic
Requires: Sigil Magic Casting II, Apprentice Sigil Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Sigil Maker- (Passive Ability, Sigil Tracer) Possessor gains +20 to all stats for each Sigil possessor has equipped
Requires: Basic Magewright Proficiency, Basic Sigil Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Sigil Tracer- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possesser 500 less MP to cast and Sigil Magic buffs with possessor as a source that already possess a duration of at least 5 rounds have their duration increased by 5 rounds
Requires: Apprentice Sigil Magic Attunement, 10 other Sigil Tracer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

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Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Shamanic Agility Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Constitution Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Shamanic Mind Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Spirit Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Strength Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Apprentice Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 50 more points, and all Shaman Magic spells cost possessor 50 less MP to cast
Requires: Basic Shaman Magic Attunement, 3 other Shaman abilities
Cost: 125,000 Gold, 2 Weeks

Shaman Magic Casting I- (Passive Ability, Shaman) Shaman Magic spells cost possessor 20 less MP to cast
Requires: Basic Shaman Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shaman Magic Casting II- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast
Requires: Shaman Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Shaman Magic Casting- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shaman Magic
Requires: Shaman Magic Casting II, Apprentice Shaman Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Shaman- (Passive Ability, Shaman) Shaman Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Shaman Magic spells cost possessor (50 * Possessor Level) less MP to cast, Shaman Magic spells that possessor casts that buff stats do so by an additional (50 * Possessor Level) points as an effect that stacks up to (Possessor Level) times
Requires: Apprentice Shaman Magic Training, 10 other Shaman abilities
Cost: 125,000 Gold, 4 Weeks

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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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks

Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Requires: Shadow Magic Casting II, Apprentice Shadow Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Requires: Basic Ritual Magic Attunement, Basic Enchantment Attunement
Cost: 150,000 Gold, 2 Weeks

Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Requires: Improved Spellcasting Power from Ritual Circles, Apprentice Ritual Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Requires: Basic Ritual Magic Attunement, Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 3 Weeks

Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Requires: Craft Ritual Circles from Blood, Basic Ritual Summoning
Cost: 100,000 Gold, 2 Weeks

Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Requires: Basic Psychic Power Attunement
Cost: 50,000 Gold, 2 Weeks

Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Requires: Psychic Power Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Requires: Basic Psychic Power Attunement, 3 other Mentalist abilities
Cost: 125,000 Gold, 2 Weeks

Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Cryokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Electrokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Psychokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Apprentice Psychic Power Attunement, Basic Psychometry Powers
Cost: 60,000 Gold, 2 Weeks

Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Pyrokinesis Powers
Cost: 60,000 Gold, 2 Weeks

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
Requires: Apprentice Psychic Power Attunement, 10 other Mentalist abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Cryokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Electrokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Requires: Psychic Power Casting II, Apprentice Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 125,000 Gold, 2 Weeks

Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Requires: Trade, Basic Telekinesis Powers
Cost: 100,000 Gold, 2 Weeks

Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Psychokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Mentalist, Improved Psychometry Powers, Diviner
Cost: 200,000 Gold, 2 Weeks

Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Pyrokinesis Powers
Cost: 200,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 40,000 Gold, 2 Weeks

--

Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Requires: Form Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Requires: Illusion Magic Casting II, Apprentice Illusion Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Requires: Basic Unreality Sculpting
Cost: 300,000 Gold, 3 Weeks

Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Requires: Illusion Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Requires: Mask True Power
Cost: 200,000 Gold, 3 Weeks

Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Requires: Form-Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Shadow Misdirection- (Passive Ability, Illusionist) Possessor may choose for effects that would forcibly shift possessor's row that come from sources below Level 20 to not do so
Requires: Convincing Liar, Basic Shadow Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Requires: Basic Unreality Sculpting, Level 15
Cost: 300,000 Gold, 2 Weeks

--

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

--

Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Requires: Basic Hypertech Attunement
Cost: 60,000 Gold, 2 Weeks

Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Requires: Basic Research Skills
Cost: 40,000 Gold, 2 Weeks

Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Requires: Basic Hypertech Attunement, 3 other Scientist abilities
Cost: 125,000 Gold, 2 Weeks

Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Requires: Basic Research Skills, Basic Power Armor Mastery
Cost: 200,000 Gold, 2 Weeks

Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Engineer Proficiency, Basic Crafter Proficiency, Mechanical Knowledge, Basic Smith Proficiency
Cost: 200,000 Gold, 3 Weeks

Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Assault Matrix Training, Basic Gun Training, Basic Tool Training
Cost: 200,000 Gold, 2 Weeks

Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks

Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks

Researcher- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Requires: Scientist, 10 abilities with 'Research' in the name
Cost: 500,000 Gold, 5 Weeks

Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Science, Scholar, Researcher
Cost: 5,000,000 Gold, 4 Weeks

--

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name
Requires: Basic Gunslinging Attunement
Cost: 240,000 Gold, 3 Weeks

Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Requires: Trick Shooter
Cost: 260,000 Gold, 2 Weeks

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
Requires: Basic Gunslinging Attunement, 3 other Gunslinger abilities
Cost: 125,000 Gold, 2 Weeks

Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Requires: Trick Shooter, Mathematical Knowledge
Cost: 390,000 Gold, 3 Weeks

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
Requires: Apprentice Gunslinging Attunement
Cost: 70,000 Gold, 2 Weeks

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
Requires: Basic Gunslinging Attunement
Cost: 80,000 Gold, 2 Weeks

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
Requires: Fast Draw, Gunslinging Casting I
Cost: 80,000 Gold, 2 Weeks

Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Requires: Basic Gunslinging Attunement
Cost: 50,000 Gold, 2 Weeks

Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Requires: Gunslinging Casting I
Cost: 100,000 Gold, 2 Weeks

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
Requires: Apprentice Gunslinging Attunement, 10 other Gunslinger abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)
Requires: Gunner, Gunslinger, Trick Shooter, Shot Master, Fast Reload, Close Shooting, Shot on the Run
Cost: 5,000,000 Gold, 2 Weeks

Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Gunslinger, 50 other Gunslinger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

--

Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Electrical Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Ice Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Psychic Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Physical Synchronization
Cost: 100,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Requires: Zonal Link Established: Zone of Air, Apprentice Geomancy Attunement, Wind Duke
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Requires: Zonal Link Established: Zone of Dakness, Apprentice Geomancy Attunement, Ebony Chancellor
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present
Requires: Zonal Link Established: Zone of Earth, Apprentice Geomancy Attunement, Mountain King
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Requires: Zonal Link Established: Zone of Fre, Apprentice Geomancy Attunement, Blazing Sultan
Cost: 300,000 Gold, 1 Week

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
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Radiant Hierophant
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Requires: Zonal Link Established: Zone of Technology, Apprentice Geomancy Attunement, Heir to the Future
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Requires: Zonal Link Established: Zone of Water, Apprentice Geomancy Attunement, Ocean Prince
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Requires: Zonal Link Established: Zone of Electrical, Apprentice Geomancy Attunement, Lightning Lord
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Requires: Zonal Link Established: Zone of Ice, Apprentice Geomancy Attunement, Snow Queen
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Mind Lord
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Requires: Zonal Link Established: Zone of Physical, Apprentice Geomancy Attunement, Kinetic Emperor
Cost: 300,000 Gold, 1 Week

Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Requires: Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Requires: Geomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Geomancer, 50 other Geomancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

--

Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Requires: Basic Force Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Requires: Force Magic Casting II, Apprentice Force Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Requires: Basic Force Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Requires: Force Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Force Magic Attunement, 3 other Force Mage abilities
Cost: 125,000 Gold, 2 Weeks

--


Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Requires: Basic Ethereal Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Requires: Ethereal Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Ethereal Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Requires: Semi-Ethereal Constitution, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks

Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Requires: Basic Ethereal Magic Attunement, 3 other Veilwalker abilities
Cost: 125,000 Gold, 2 Weeks

Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Requires: Ethereal Magic Casting II, Apprentice Ethereal Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Requires: Knowledge of Ethereal Pathways, Semi-Ethereal Agility, Apperentice Ethereal Magic Knowledge
Cost: 100,000 Gold, 2 Weeks

Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Requires: Apprentice Ethereal Magic Attunement, 10 other Veilwalker abilities
Cost: 125,000 Gold, 4 Weeks

--

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
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks

Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

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
Requires: Infuse Spell Essence
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

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
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 3 Weeks

Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks

Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence: Double
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Requires: Infuse Spell Essence: Triple
Cost: 300,000 Gold, 2 Weeks

Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

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
Requires: Basic Enchantment Attunement, 3 other Enchanter abilities
Cost: 125,000 Gold, 2 Weeks

Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks

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
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks

--

Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks

--
(this block is NOT in buy-order)

Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Requires: Basic Druid Magic Attunement
Cost: 15,000 Gold, 4 Weeks (2 Weeks if at least 3 other Druid abilities, not counting prerequisites, are possessed)

Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Requires: Basic Druid Magic Attunement, 3 other Druid abilities
Cost: 125,000 Gold, 2 Weeks

Arctic Druid- (Passive Ability, Druid) Possessor gains 15% Ice Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Ice to any non-Fire-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Ice Resistance
Requires: Accustomed to the Wild, Druid, Basic Ice Synchronization OR Envoy of Winter
Cost: 200,000 Gold, 2 Weeks

Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats
Requires: Attract Animals
Cost: 130,000 Gold, 3 Weeks

Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Apprentice Druid Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: Attuned to the Environment, Basic Zonal Linking, Basic Understanding of Linking Magic Types
Cost: 200,000 Gold, 2 Weeks

Call Spirit Animals- (Passive Ability, Druid) Whenever possessor summons an Animal, possessor may give it a non-stacking buff that gives its possessor the subtype Spirit
Requires: Druid, Shaman OR Shrine Maiden
Cost: 2,000,000 Gold, 2 Weeks

Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Requires: Basic Geomantic Druidic Arts
Cost: 100,000 Gold, 2 Weeks

Cave Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Cthonians that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 6,000,000 Gold, 3 Weeks

Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Requires: Apprentice Druid Magic Training, 10 other Druid abilities
Cost: 125,000 Gold, 4 Weeks

Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped
Requires: Druid
Cost: 200,000 Gold, 2 Weeks

Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Requires: Can Sense Zonal Traits
Cost: 300,000 Gold, 2 Weeks

Druidic Land Attunement: Swamp- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Swamp
Requires: Druidic Land Attunement, Attuned to Terrain: Swamp
Cost: 500,000 Gold, 2 Weeks

Druidic Priest- (Passive Ability, Druid) Possessor may choose to cast non-unique Druid Magic spells as though they were Divine Magic spells instead of Druid Magic spells; Possessor may choose to cast non-unique Divine Magic spells as though they were Druid Magic spells instead of Divine Magic spells
Requires: Druid, Priest, 10 Base CON, 10 Base SPI
Cost: 500,000 Gold, 2 Weeks

Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Requires: Friend of the Trees
Cost: 160,000 Gold, 2 Weeks

Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Basic Druid Weather Control
Cost: 100,000 Gold, 1 Week

Jungle Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Animals that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Beastmaster, Botanist OR Hydromancer
Cost: 6,000,000 Gold, 3 Weeks

Lunar Druid- (Passive Ability, Druid) Possessor's allies who possesses the subtype Shapeshifter as well as the subtype Animal gain +500 to all stats as a non-stacking bonus, Whenever possessor is in a Natural Form transformation that is an Animal, possessor may choose to also count as a Shapeshifter, Possessor may choose to count as a Shapeshifter while in a Chronogeomantic Zone of Night if possessor has at least 5 Druid Magic spells equipped
Requires: Druid, Basic Flux Baron Knowledge, Geomancer, Basic Natural Form User
Cost: 3,000,000 Gold, 2 Weeks

Mountain Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain +200 CON and +5% Resilience
Requires: Druid, Accustomed to the Wild, Teramancer OR Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Mushroom Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Cthonian, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and a Cthonian
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 200,000 Gold, 2 Weeks

Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Requires: Druid, Illusionist OR Flux Baron OR Adept Druid Magic Attunement
Cost: 1,000,000 Gold, 2 Weeks

Plains Druid- (Passive Ability, Druid) Possessor's Animal pets and summons gain +5% To Hit against opponents who possess no Dodge bonus that comes from buffs
Requires: Druid
Cost: 200,000 Gold, 2 Weeks

Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Requires: Attuned to the Environment, Apprentice Geomancy Attunement, Apprentice Druid Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Replace Organs With Specialized Plant Growths- (Passive Ability, Druid) Whenever one of possessor's allies (including possessor) is afflicted with Wounded by a source that is not either 10 or more Levels greater than possessor or greater than Level 60, possessor may give said target a buff that causes its possessor to ignore the status effect Wounded from sources below Level 60 and that causes its possessor to gain the subtype Plant
Requires: Druid, Biomancer OR Adept Healer Magic Attunement
Cost: 7,000,000 Gold, 2 Weeks

Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Requires: Resist Unnatural Magic, Basic Botanist Knowledge, Druid
Cost: 300,000 Gold, 2 Weeks

Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Requires: Protector of the Land
Cost: 200,000 Gold, 2 Weeks

Reweave Spells into Beasts- (Active Ability, Druid) Possessor may spend an action to remove a Druid Magic Spell that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon an Animal from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Spell drops from, Max 200 summoned
Requires: Druid, Summoner
Cost: 300,000 Gold, 2 Weeks

Sky Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Aerials that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Aeromancer OR Basic Air Synchronization
Cost: 6,000,000 Gold, 3 Weeks

Storm Druid- (Passive Ability, Druid) Possessor gains 15% Electrical Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Electrical to any non-Earth-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Electrical Resistance
Requires: Influence Weather, Accustomed to the Wild, Sky Druid, Basic Electrical Synchronization OR Wizard OR Aeromancer
Cost: 200,000 Gold, 2 Weeks

Swamp Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Poison Resistance and 50% Diseased Resistance
Requires: Druidic Land Attunement: Swamp, Accustomed to the Wild
Cost: 300,000 Gold, 2 Weeks

Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Requires: Gardener, Druid
Cost: 2,000,000 Gold, 2 Weeks

Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Requires: Druidic Land Attunement
Cost: 300,000 Gold, 2 Weeks

Treestaff- (Active Ability, Druid) Possessor may spend an action to remove a Staff that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon a Plant from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Staff drops from, Max 200 summoned
Requires: Druid, Sage
Cost: 300,000 Gold, 2 Weeks

Totemic Druid- (Passive Ability, Druid) At the start of each thread, possessor chooses an Animal from the Enemy List that is normally fightable for drops as an effect that is not a buff; Whenever possessor possesses one of said Animal as an ally, possessor obtains +2,000 to all stats
Requires: Shaman, Druid
Cost: 1,000,000 Gold, 2 Weeks

Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
Requires: Druid, Diviner, Accustomed to the Wild
Cost: 2,000,000 Gold, 2 Weeks

Volcanic Druid- (Passive Ability, Druid) Possessor gains 15% Fire Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Fire to any non-Ice-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Fire Resistance
Requires: Accustomed to the Wild, Druid, Basic Fire Synchronization OR Pyromancer
Cost: 200,000 Gold, 2 Weeks

Wisdom of Nature- (Passive Ability, Druid) Possessor gains +200 MIN if a Plant, Animal, Aquatic, Aerial, or Cthonian is present
Requires: Basic Druid Magic Attunement
Cost: 200,000 Gold, 2 Weeks

--

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks

--

Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Requires: Apprentice Divine Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Requires: Basic Magewright Proficiency, Basic Divine Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks

Loaves and Fishes Replication Technique- (Technique Ability, Priest) Possessor may use 'Loaves and Fishes Replication Technique' in conjunction with a 'Metacombine' action so long as no other technique is used, possessor has at least three Divine Magic spells equipped, and only Food items worth under 500,000 Gold that are non-unique are used as part of said action. Said action targets all allies of its caster, not including its caster.
Requires: Manna From the Heavens, Chef, Crafter, Metacombine
Cost: 600,000 Gold, 2 Weeks

Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Requires: Priest, Basic Chef Proficiency
Cost: 500,000 Gold, 2 Weeks

Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Requires: Channel Divine Magic Through Holy Symbol, Blessed Aura
Cost: 60,000 Gold, 1 Week

Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement, Basic Magewright Proficiency
Cost: 80,000 Gold, 2 Weeks

Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Requires: Channel Divine Magic Through Holy Symbol, Bearer of Holy Relics, Basic Jeweler Proficiency
Cost: 50,000 Gold, 2 Weeks

Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Requires: Priest
Cost: 500,000 Gold, 2 Weeks

Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor
Requires: Priest, Wanderer
Cost: 600,000 Gold, 2 Weeks

Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped
Requires: Priest, Sage
Cost: 250,000 Gold, 2 Weeks

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Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons
Requires: Basic Demon Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats
Requires: Basic Demon Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast
Requires: Basic Demon Magic Attunement, Basic Ritual Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Requires: Basic Demon Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast
Requires: Demon Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Requires: Basic Demon Magic Attunement, 3 other Diabolist abilities
Cost: 125,000 Gold, 2 Weeks

Focused Demon Magic Casting- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Demon Magic
Requires: Demon Magic Casting II, Apprentice Demon Magic Attunement
Cost: 60,000 Gold, 2 Weeks

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Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks

Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Empowered by Darkness
Cost: 120,000 Gold, 2 Weeks

Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Requires: EITHER Basic Alchemy Attunement OR Level 10, Basic Dark Magic Attunement
Cost: 90,000 Gold, 2 Weeks

Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Requires: Baleful Brewer, Proficient in Heating Cauldrons Efficiently
Cost: 260,000 Gold, 3 Weeks

Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Requires: Apprentice Dark Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Requires: Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Requires: Augment Curses, Vengeful
Cost: 300,000 Gold, 2 Weeks

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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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks

Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks

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
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks

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
Requires: Athletic
Cost: 200,000 Gold, 2 Weeks

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
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks

Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks

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
Requires: Adept Combat Arts Attunement, Armed to the Gills
Cost: 3,000,000 Gold, 4 Weeks

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Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Requires: Basic Biomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Requires: Biomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Requires: Basic Biomancy Attunement, 3 other Biomancer abilities
Cost: 125,000 Gold, 2 Weeks

Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Requires: Biomancy Casting II, Apprentice Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
Requires: Increase Virulence
Cost: 2,000,000 Gold, 2 Weeks

Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Requires: Basic Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Spirit- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Spirit do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 1,000,000 Gold, 4 Weeks

Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Requires: Apprentice Biomancy Training, 10 other Biomancer abilities
Cost: 125,000 Gold, 4 Weeks

--

Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Cost: 0 Gold, 5 Weeks

Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Requires: Basic Sound Amplification, Regularly Practices Singing
Cost: 90,000 Gold, 2 Weeks

Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Requires: Loud Singing Voice
Cost: 300,000 Gold, 3 Weeks

Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks

Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 2 Weeks

Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 2 Weeks

Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Requires: Sexy Voice
Cost: 300,000 Gold, 5 Weeks

--

Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Requires: Basic Astral Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 3 Weeks

Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Requires: Basic Astral Magic Attunement, 3 other Astromancer abilities
Cost: 125,000 Gold, 2 Weeks

Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 2 Weeks

Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Draws Power from the Sky of Night, Beneath an Astral Sign, Star Charter
Cost: 120,000 Gold, 2 Weeks

Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Requires: No Prerequisites
Cost: 80,000 Gold, 6 Weeks

Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Requires: Star Charter, Minor Space Acclimation, Basic Gate Magic Attunement, Basic Vessel User
Cost: 60,000 Gold, 3 Weeks

Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Requires: Draws Power from the Sky of Night, Interstellar Navigator
Cost: 130,000 Gold, 2 Weeks

Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 2 Weeks

Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Requires: Basic Astral Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Requires: Astral Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Astral Magic Attunement, 10 other Astromancer abilities
Cost: 125,000 Gold, 4 Weeks

Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Requires: Lesser Constellation Power Boost, Beneath an Astral Sign, Astromancer
Requires: 500,000 Gold, 3 Weeks

Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Requires: Twin-Constellation Link, Astral Magic Casting II, Improved Constellation Empowerment: Strength, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit
Cost: 200,000 Gold, 2 Weeks

Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Tap Into Astrogeomantic Power- (Passive Ability, Astromancer) Possessor gains +200 SPI and gains 2,000 MP if possessor is both in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation set or the Terrain or Phantom Terrain is Space
Requires: Charter of Astrogeomantic Power, Beneath Favorable Stars
Cost: 140,000 Gold, 2 Weeks

Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Requires: Astral Magic Casting II, Apprentice Astral Magic Attunement
Cost: 60,000 Gold, 2 Weeks

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Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks

Archery Casting I- (Passive Ability, Hunter) Archery spells cost possessor 20 less MP to cast
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks

Archery Casting II- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast
Requires: Archery Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Requires: Basic Archery Attunement, 3 other Hunter abilities
Cost: 125,000 Gold, 2 Weeks

Focused Archery Casting- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Archery
Requires: Archery Casting II, Apprentice Archery Attunement
Cost: 60,000 Gold, 2 Weeks

Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Requires: Hunter of Beasts, Hunter of Birds, Hunter of Fish
Cost: 300,000 Gold, 2 Weeks

Hunter's Aim- (Passive Ability, Hunter) 104% to Hit with Bows, +5% to Hit with Archery Spells and Hunter techniques
Requires: Basic Archery Attunement, Basic Bow Training
Cost: 40,000 Gold, 2 Weeks

Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Requires: Apprentice Archery Training, 10 other Archer abilities
Cost: 125,000 Gold, 4 Weeks

Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Requires: Hunter, Level 40
Cost: 4,000,000 Gold, 2 Weeks

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Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Requires: Basic Artifice Attunement
Cost: 300,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Requires: Basic Artifice Attunement, 3 other Artificer abilities
Cost: 125,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Invention Creation Discovery Mastery- (Passive Ability, Artificer) Passive Abilities from the Artificer class whose name includes 'Invention Creation Discovery' 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.
Requires: 5 Artificer abilities that are Techniques whose name contains 'Invention Creation Discovery'
Cost: 5,000,000 Gold, 5 Weeks

Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 1 Weeks

Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 1 Weeks

Artificer's Invention Creation Discovery: Unfold Into Clockwork- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Unfold Into Clockwork'
Requires: Artificer's Invention Creation Discovery: Deal Technology Damage, Gearwright
Cost: 90,000 Gold, 1 Weeks

Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Requires: Basic Artifice Attunement
Cost: 60,000 Gold, 2 Weeks

Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Requires: Apprentice Artifice Training, 10 other Artificer abilities
Cost: 125,000 Gold, 4 Weeks

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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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Requires: No Prerequisites
Cost: 40,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks

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
Requires: Basic Crafter Proficiency, 3 other Crafter abilities
Cost: 125,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Requires: Apprentice Crafter Proficiency, 10 other Crafter abilities
Cost: 125,000 Gold, 4 Weeks

Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Requires: Has Researched Common Technologies, Basic Invention Charge Preservation, Crafter, Engineer
Cost: 300,000 Gold, 3 Weeks

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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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Food Critic- (Passive Ability, Chef) Possessor may choose for any Food 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
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks

Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Requires: No prerequisites
Cost: 200,000 Gold, 2 Weeks

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
Requires: Basic Chef Proficiency, 3 other Chef abilities
Cost: 125,000 Gold, 2 Weeks

Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Barbequer's Apprentice
Cost: 100,000 Gold, 2 Weeks

Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Requires: Grillmaster, Gangsta, Diviner
Cost: 400,000 Gold, 2 Weeks

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
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks

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
Requires: Apprentice Chef Training, Wine Critic
Cost: 1,400,000 Gold, 2 Weeks

Gourmand- (Passive Ability, Chef) Possessor may choose for any Food 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
Requires: Apprentice Chef Training, Food Critic
Cost: 1,400,000 Gold, 2 Weeks

Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Requires: Food Taster
Cost: 130,000 Gold, 2 Weeks

Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

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
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

--

Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Basic Magewright Proficiency, 3 other Magewright abilities
Cost: 125,000 Gold, 2 Weeks

Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped, This ability counts as also being the ability 'Watchmaker'/'Watch-Maker' for prerequisite purposes
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks

Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Requires: Basic Magewright Proficiency, Basic Enchantment Synchronization
Cost: 60,000 Gold, 2 Weeks

Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 100,000 Gold, 2 Weeks

Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks

Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Apprentice Magewright Proficiency, 10 other Magewright abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks

Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Basic Engineer Proficiency, 3 other Engineer abilities
Cost: 125,000 Gold, 2 Weeks

Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Engineer Proficiency
Cost: 60,000 Gold, 2 Weeks

Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Gearwright Knowledge
Cost: 300,000 Gold, 3 Weeks

Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Mechanist Knowledge
Cost: 300,000 Gold, 3 Weeks

Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vehicle User
Cost: 300,000 Gold, 3 Weeks

Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vessel User
Cost: 300,000 Gold, 3 Weeks

Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Apprentice Engineer Proficiency, 10 other Engineer abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks

Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Jeweler Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks

Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Basic Jeweler Proficiency, 3 other Jeweler abilities
Cost: 125,000 Gold, 2 Weeks

Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Gemcutting Skills, Basic Appraisal Skills
Cost: 500,000 Gold, 2 Weeks

Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Requires: Crystal-Maker
Cost: 500,000 Gold, 2 Weeks

Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker, Basic Magewright Proficiency
Cost: 500,000 Gold, 2 Weeks

Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped
Requires: Basic Jewelcrafting Proficiency, Basic Gearwright Knowledge
Cost: 500,000 Gold, 2 Weeks

Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Apprentice Jeweler Proficiency, 10 other Jeweler abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks

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Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Requires: Basic Grand Armor Mastery, 3 other Gigas Knight abilities
Cost: 125,000 Gold, 2 Weeks

Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Requires: Apprentice Grand Armor Mastery
Cost: 70,000 Gold, 2 Weeks

Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Requires: Basic Grand Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Requires: Grand Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor
Requires: Grand Armor Wearer II, Apprentice Grand Armor Mastery
Requires: 60,000 Gold, 2 Weeks

Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Requires: Grand Armor Wearer II
Cost: 40,000 Gold, 2 Weeks

Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Requires: Grand Armor Wearer II
Cost: 60,000 Gold, 2 Weeks

Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Requires: Apprentice Grand Armor Mastery, 10 other Gigas Knight abilities
Cost: 125,000 Gold, 4 Weeks

Inbuilt Armor-Cannons- (Passive Ability, Gigas Knight) Possessor gains +6,000 Ranged Attack and counts as having two additional Guns equipped while possessor has a Grand Armor equipped
Requires: Gigas Knight, Engineer, Gunner
Cost: 6,000,000 Gold, 2 Weeks

Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Requires: Lesser Gigas Shell Body, Gigas Knight, 10 Base CON
Cost: 300,000 Gold, 2 Weeks

Scrap-Attracting Magnetic Fortification-Field- (Passive Ability, Gigas Knight) When possessor has a Grand Armor equipped, whenever a Robot, Machine, Clockwork, or Metal-element individual dies, possessor obtains +500 Defense as a buff that stacks 30 times that vanishes if possessor ceases to have a Grand Armor equipped
Requires: Engineer, Gigas Knight, Scientist
Cost: 5,000,000 Gold, 2 Weeks

Mystically-Inscribed Armor Plates- (Passive Ability, Gigas Knight) Possessor may choose, upon entering a thread with a Grand Armor equipped or upon equipping a Grand Armor, to give said Grand Armor a non-stacking buff that does not stack across multiple different items that provides +500 Defense, provides +5% Resilience, and that gives any Armor that possesses it the element Magic
Requires: Gigas Knight, Magewright
Cost: 500,000 Gold, 2 Weeks

Remechanized Grip-Lock- (Passive Ability, Gigas Knight) Possessor may not have equipped weapons unequipped or stolen by opponents with a lower STR who are below Level 60 and not 20 or more Levels greater than possessor
Requires: Gigas Knight, Engineer
Cost: 200,000 Gold, 2 Weeks

Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Grand Armor Wearer II
Cost: 250,000 Gold, 2 Weeks

Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body
Cost: 80,000 Gold, 2 Weeks

Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Requires: Apprentice Grand Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Requires: Proficient In Wearing Very Heavy Armor
Cost: 70,000 Gold, 2 Weeks

Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Requires: Bulky
Cost: 300,000 Gold, 2 Weeks

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Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Requires: Basic Disguise Mastery
Cost: 600,000 Gold, 3 Weeks

Good at Playing Pretend- (Passive Ability, Spy) Possessor's transformations gain +50 to all stats, Possessor gains +50 to all stats while possessor has a Disguise equipped
Requires: Basic Disguise Proficiency
Cost: 20,000 Gold, 3 Weeks

Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Requires: Basic Disguise Mastery, 3 other Spy abilities
Cost: 125,000 Gold, 2 Weeks

Clown Mode- (Stance Ability, Spy) Possessor's offensive actions gain '5% inflicts Confusion: Overwhelmed by Laughter'
Requires: Makeup Artist, Clown, Basic Disguise Proficiency
Cost: 200,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Robot- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Robot and a Disguise equipped by possessor is changing possessor's subtype to Robot
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Shapeshifter- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Shapeshifter and a Disguise equipped by possessor is changing possessor's subtype to Shapeshifter
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Spirit- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Spirit and a Disguise equipped by possessor is changing possessor's subtype to Spirit
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Undead- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Undead and a Disguise equipped by possessor is changing possessor's subtype to Undead
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
Requires: Apprentice Disguise Mastery, 10 other Spy abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Requires: Basic Whip Training
Cost: 20,000 Gold, 2 Weeks

Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
Requires: Whip Wielding I
Cost: 60,000 Gold, 2 Weeks

Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Requires: Basic Whip Training, 3 other Dominator abilities
Cost: 125,000 Gold, 2 Weeks

Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Requires: Basic Whip Training
Cost: 70,000 Gold, 2 Weeks

Charming Lash- (Technique Ability, Dominator) Possessor may use 'Charming Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks

Painful Lash- (Technique Ability, Dominator) Possessor may use 'Painful Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks

Enthusiastic Slave-Driver Principle- (Passive Ability, Dominator) Possessor's pets and summons gain +200 to all stats while possessor is wielding a Whip
Requires: Charming Lash, Painful Lash
Cost: 200,000 Gold, 2 Weeks

Insubordination-Preventing Whipborn Terror- (Passive Ability, Dominator) Possessor's pets and summons gain 30% Charm Resistance (which is added in a non-stacking manner to any Minor Status Effect Resistance they possess) if possessor is wielding a Whip
Requires: Enthusiastic Slave-Driver Principle
Cost: 200,000 Gold, 2 Weeks

Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Requires: Apprentice Whip Training, 10 other Dominator abilities
Cost: 125,000 Gold, 4 Weeks

Obey!- (Passive Ability, Dominator) When possessor is wielding a Whip and one of possessor's opponents who was afflicted with an instance of Charm with possessor as its source would recover from said status effect, possessor may deal said opponent 25,000 Flat Physical element Damage, and, if at least 1 point of non-Healing Damage is successfully dealt out of said quantity, said Charm recovery has a 5% chance of not occurring
Requires: Dominator, Enthusiastic Slave-Driver Principle
Cost: 2,500,000 Gold, 2 Weeks

Do It NOW!- (Passive Ability, Dominator) When possessor gives an action to one of possessor's pets or summons, said pet or summon is cured of Paralyzed, Fatigued, and Charm if possessor is wielding a Whip
Requires: Obey!
Cost: 5,000,000 Gold, 2 Weeks

Whip Wielding III- (Passive Ability, Dominator) Possessor gains +200 to all stats when an Whip is equipped and +200 Melee Attack, Melee Attack, and Melee Attack when an Whip is equipped
Requires: Whip Wielding II, Dominator
Cost: 100,000 Gold, 2 Weeks

Hard to Disarm With an Whip- (Passive Ability, Dominator) Individuals below Level 20 may not unequip or steal possessor's equipped Whips without possessor's permission
Requires: Whip Wielding III
Cost: 50,000 Gold, 2 Weeks

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Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Forceful Throw- (Technique Ability, Assassin) Possessor may use 'Forceful 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 +50 Ranged Attack
Requires: Basic Throwing Weapon Training
Cost: 30,000 Gold, 2 Weeks

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
Requires: Basic Throwing Weapon Training
Cost: 50,000 Gold, 2 Weeks

Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Requires: Basic Throwing Weapon Training, 3 other Assassin abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Apprentice Throwing Weapon Training
Cost: 1,000,000 Gold, 5 Weeks

Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Requires: Strong Throw
Cost: 100,000 Gold, 2 Weeks

Furious Shot Put Strike- (Passive Ability, Assassin) Possessor may use 'Furious Shot Put Strike' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, said action has Strength as its Prime Attribute, and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, +5% To Hit, and 30% inflicts Fatigued: Stun.
Requires: Strong Throw
Cost: 300,000 Gold, 2 Weeks

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
Requires: Apprentice Throwing Weapon Attunement
Cost: 200,000 Gold, 3 Weeks

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.
Requires: Juggler
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Throwing Weapon Training, 10 other Assassin abilities
Cost: 125,000 Gold, 4 Weeks

Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 200,000 Gold, 2 Weeks

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Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Requires: Basic Staff Training
Cost: 20,000 Gold, 2 Weeks

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
Requires: Staff Wielding I
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Staff Training, 3 other Sage abilities
Cost: 125,000 Gold, 2 Weeks

Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Requires: Basic Staff Training
Cost: 140,000 Gold, 3 Weeks

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.
Requires: Basic Staff Training
Cost: 80,000 Gold, 2 Weeks

Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Requires: Apprentice Staff Training, Spiral Staff Strike, Twin-Ended Staff Style
Cost: 240,000 Gold, 2 Weeks

Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved
Requires: Twin-Ended Staff Style, Spiral Staff Strike
Cost: 180,000 Gold, 3 Weeks

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
Requires: Basic Staff Training
Cost: 70,000 Gold, 2 Weeks

Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff, Basic Elemental Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff
Cost: 140,000 Gold, 2 Weeks

Transform Staff (Whirlwind)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a whirlwind that acts on its creator's first action each turn, the whirlwind, as an action, may initiate a Magical Attack that is solely Air element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 1% chance of moving its target to the front row, provided its target its under level 25, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the whirlwind is destroyed, the staff is removed from the thread, The whirlwind's creator may spend an action to turn it back into a staff and re-equip it, A whirlwind thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread, This ability cannot be used on cursed items (though such items cannot be unequipped normally anyway, thus making it rather hard to even attempt to)
Requires: Empower Staff, Envoy of Air
Cost: 140,000 Gold, 2 Weeks

Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Requires: Apprentice Staff Training, 10 other Sage abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Guilassimo's Impaling Polearm Stance- (Stance Ability, Lancer) While this stace is active, Polearms may be used in place of Spears for Lancer Active abilities.
Requires: Basic Spear Training
Cost: 90,000 Gold, 3 Weeks

Bolt Thrust- (Technique Ability, Lancer) Possessor may use 'Bolt Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Spear Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks

Bright Thrust- (Technique Ability, Lancer) Possessor may use 'Bright Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Requires: Basic Spear Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Requires: Basic Spear Training, 3 other Lancer abilities
Cost: 125,000 Gold, 2 Weeks

Flame Thrust- (Technique Ability, Lancer) Possessor may use 'Flame Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Requires: Basic Spear Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Thrust- (Technique Ability, Lancer) Possessor may use 'Frost Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Spear Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Impairing Thrust- (Technique Ability, Lancer) Possessor may use 'Impairing Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Spear Training
Cost: 300,000 Gold, 2 Weeks

Thrust Mastery- (Passive Ability, Lancer) Technique Abilities from the Lancer class whose name includes 'Thrust' 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.
Requires: 5 Lancer abilities that are Techniques whose name contains 'Thrust'
Cost: 5,000,000 Gold, 5 Weeks

Wind Thrust- (Technique Ability, Lancer) Possessor may use 'Wind Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Spear Training, Basic Air Synchronization
Cost: 300,000 Gold, 1 Weeks

Charging Thrust- (Technique Ability, Lancer) Possessor may use 'Charging Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Spear Training
Cost: 500,000 Gold, 1 Weeks

Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Requires: Apprentice Spear Training, 10 other Lancer abilities
Cost: 125,000 Gold, 4 Weeks

Javelain Throw- (Technique Ability, Lancer) Possessor may use 'Javelain Throw' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Spear is equipped. Said action counts the Melee Attack bonus of one equipped Spear as an equal Ranged Attack bonus.
Requires: Lancer, Assassin
Cost: 300,000 Gold, 2 Weeks

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Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Requires: Basic Soul Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Soul Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Soul Training, 3 other Enslaver abilities
Cost: 125,000 Gold, 2 Weeks

Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver 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.
Requires: Apprentice Soul Training
Cost: 10,000 Gold, 1 Week

Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Soul Training, Basic Dark Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Soul Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' 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.
Requires: 5 Enslaver abilities that are Techniques whose name contains 'Command'
Cost: 5,000,000 Gold, 5 Weeks

Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Soul Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 1 Weeks

Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

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
Requires: Apprentice Soul Training, 10 other Enslaver abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Command, Apprentice Soul Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 1 Weeks

Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Command, Dominator, Mind Lord
Cost: 300,000 Gold, 1 Weeks

Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Command, Level 20
Cost: 500,000 Gold, 1 Weeks

Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Command, Apprentice Soul Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks

Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Command, Enslaver, Ebon Chancellor
Cost: 300,000 Gold, 1 Weeks

Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Command, Level 20
Cost: 500,000 Gold, 1 Weeks

Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Command, Apprentice Soul Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 1 Weeks

Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Command, Apprentice Soul Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 1 Weeks

Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Requires: Basic Soul Training
Cost: 20,000 Gold, 2 Weeks

Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Requires: Soul Wielding I
Cost: 60,000 Gold, 2 Weeks

Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Requires: Soul Wielding II, Enslaver
Cost: 100,000 Gold, 2 Weeks

Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Requires: Basic Soul Training
Cost: 70,000 Gold, 2 Weeks

Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Requires: Force of Command
Cost: 70,000 Gold, 2 Weeks

Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Requires: Soul Wielding I, Force of Command
Cost: 40,000 Gold, 2 Weeks

Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Requires: Slavemaster's Grip, Enslaving Force, Enslaver
Cost: 150,000 Gold, 2 Weeks

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.
Requires: Basic Soul Training
Cost: 60,000 Gold, 2 Weeks

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Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Requires: Basic Shield Training
Cost: 20,000 Gold, 2 Weeks

Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Requires: Shield Wielding I
Cost: 60,000 Gold, 2 Weeks

Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Requires: Basic Shield Training, 3 other Defender abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Apprentice Shield Training
Cost: 150,000 Gold, 3 Weeks

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.
Requires: Block Around the Clock
Cost: 140,000 Gold, 3 Weeks

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.
Requires: Apprentice Shield Training
Cost: 200,000 Gold, 2 Weeks

Defensive Stance- (Stance Ability, Defender) +50 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks

Defensive Stance II- (Stance Ability, Defender) +200 Defense
Requires: Defensive Stance, 3 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 200,000 Gold, 2 Weeks

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.
Requires: Basic Shield Training
Cost: 70,000 Gold, 2 Weeks

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
Requires: Basic Shield Training
Cost: 90,000 Gold, 2 Weeks

Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks

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.
Requires: Apprentice Shield Training, 10 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

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Accurate Scythe Use- (Passive Ability, Reaper) Possessor gains +1% To Hit when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks

Dangerous Scythe Use- (Passive Ability, Reaper) Possessor gains +1% Critical when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks

Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Requires: Basic Scythe Training
Cost: 160,000 Gold, 2 Weeks

Improved Hexing Harvest- (Passive Ability, Reaper) Possessor's 'Hexing Harvest' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Harvest, Basic Dark Magic Attunement
Cost: 10,000 Gold, 1 Week

Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
Requires: No Prerequisites
Cost: 10,000 Gold, 3 Weeks

Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.
Requires: Apprentice Scythe Training, Warlock
Cost: 800,000 Gold, 4 Weeks

Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying 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 +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying 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 +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying 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 +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying 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 +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Plant-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Slaying 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 +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Prime-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Slaying 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 +1000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Spirit-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Slaying 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 +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Undead-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Slaying 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 +1000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Requires: Outsider-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks

Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks

Outsider-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Slaying 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 +1000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.
Requires: Outsider-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks

Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks

Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying 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 +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks

Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks

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Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Requires: Basic Polearm Mastery
Cost: 120,000 Gold, 3 Weeks

Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt 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 +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Polearm Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Polearm Training, 3 other Dragoon abilities
Cost: 125,000 Gold, 2 Weeks

Code Hack- (Technique Ability, Dragoon) Possessor may use 'Code 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 +100 Melee Attack and becomes solely Technology element.
Requires: Basic Polearm Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Polearm Training
Cost: 300,000 Gold, 2 Weeks

Impact Hack- (Technique Ability, Dragoon) Possessor may use 'Impact 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 +100 Melee Attack and becomes solely Physical element.
Requires: Basic Polearm Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Requires: Basic Polearm Training
Cost: 20,000 Gold, 2 Weeks

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
Requires: Polearm Wielding I
Cost: 60,000 Gold, 2 Weeks

Hack Mastery- (Passive Ability, Dragoon) Technique Abilities from the Dragoon class whose name includes 'Hack' 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.
Requires: 5 Dragoon abilities that are Techniques whose name contains 'Hack'
Cost: 5,000,000 Gold, 5 Weeks

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.
Requires: Apprentice Polearm Training, 10 other Dragoon abilities
Cost: 125,000 Gold, 4 Weeks

Unified Knowledge of Spears and Polearms- (Passive Ability, Dragoon) Possessor may count Dragoon abilities possessor possesses as Lancer abilities (including for prerequisite purposes), Possessor may count Lancer abilities possessor possesses as Dragoon abilities (including for prerequisite purposes)
Requires: Lancer, Dragoon, Guilassimo's Impaling Polearm Stance, Hack Mastery, Thrust Mastery, Longarm Stance
Cost: 5,000,000 Gold, 2 Weeks

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Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Requires: Basic Orb Training
Cost: 30,000 Gold, 2 Weeks

League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Requires: Basic Bowling Skills, Level 5
Cost: 600,000 Gold, 5 Weeks

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
Requires: Basic Orb Training, 3 other Magus abilities
Cost: 125,000 Gold, 2 Weeks

Dual Orb-Wielding- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has two Orbs or a Orb that is a Weaponx2 equipped
Requires: Apprentice Orb Training
Cost: 60,000 Gold, 2 Weeks

Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Requires: League-Caliber Bowling Skills, Wizard, Theoretical Spellcaster
Cost: 20,000,000 Gold, 5 Weeks

Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Requires: Basic Orb Training
Cost: 20,000 Gold, 2 Weeks

Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Requires: Orb Wielding I
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Orb Training
Cost: 70,000 Gold, 2 Weeks

Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Orb Training
Cost: 300,000 Gold, 2 Weeks

Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Requires: Apprentice Orb Training, 10 other Magus abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Requires: None
Cost: 90,000 Gold, 3 Weeks

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
Requires: Knowledge of Legal Codes, Basic Mace Training
Cost: 180,000 Gold, 2 Weeks

Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Requires: Basic Mace Training, 3 other Lawbringer abilities
Cost: 125,000 Gold, 2 Weeks

Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Requires: Knowledge of Legal Codes
Cost: 210,000 Gold, 3 Weeks

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
Requires: Basic Mace Training, Basic Gun Training, Basic Clothing Mastery
Cost: 200,000 Gold, 2 Weeks

Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Requires: Apprentice Mace Training
Cost: 2500,000 Gold, 3 Weeks

Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Requires: Basic Mace Training
Cost: 90,000 Gold, 3 Weeks

Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Requires: Lawyer
Cost: 60,000 Gold, 2 Weeks

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
Requires: Judge
Cost: 80,000 Gold, 2 Weeks

Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Requires: Appeal Verdict, Judge
Cost: 190,000 Gold, 2 Weeks

Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Requires: Apprentice Mace Training, 10 other Lawbringer abilities
Cost: 125,000 Gold, 4 Weeks

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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.
Requires: Apprentice Knife Training
Cost: 10,000 Gold, 1 Week

Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Knife Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Knife Training, 3 other Shadow Blade abilities
Cost: 125,000 Gold, 2 Weeks

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
Requires: 10 Base MIN, 10 Base AGI, Apprentice Knife Training
Cost: 90,000 Gold, 3 Weeks

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
Requires: Clever Move
Cost: 100,000 Gold, 2 Weeks

Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Requires: Apprentice Throwing Weapong Training, Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks

Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Requires: Basic Knife Training
Cost: 20,000 Gold, 2 Weeks

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
Requires: Knife Wielding I
Cost: 60,000 Gold, 2 Weeks

Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Requires: Bloodletter
Cost: 70,000 Gold, 2 Weeks

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
Requires: Apprentice Knife Training, 10 other Shadow Blade abilities
Cost: 125,000 Gold, 4 Weeks

Animate Shadow- (Passive Ability, Shadow Blade) Possessor gains +500 Melee Attack and counts as possessing an additional Umbral ally
Requires: Shadow Blade, Ebon Chancellor, Umbramancer, Shadow Stab
Cost: 750,000 Gold, 2 Weeks

Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities
Requires: Fling Knife, Assassin, Shadow Blade
Cost: 500,000 Gold, 2 Weeks

Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives
Requires: Shadow Blade, Thief
Cost: 5,000,000 Gold, 2 Weeks

Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.
Requires: Knife Thrower, Level 20, 10 Base AGI
Cost: 30,000,000 Gold, 2 Weeks

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Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Air Guitar- (Passive Ability, Musician) Possessor may count as having an Air-element Instrument named 'Air Guitar' that provides +250 Magical Attack equipped if possessor has 2 empty Weapon slots
Requires: Can Play the Guitar, Apprentice Air Synchronization
Cost: 400,000 Gold, 2 Weeks

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
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 2 Weeks

Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Rimshot- (Passive Ability, Musician) If possessor has an Instrument with the word 'Drum' or 'Cymbal' in its name equipped, possessor may increase the Confusion: Overcome by Laughter infliction chances of possessor's allies by 5%
Requires: Can Play the Drums, Can Play the Cymbals
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Requires: Can Play the Organ
Cost: 100,000 Gold, 2 Weeks

Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Divine Magic Attunement, Can Play the Organ
Cost: 100,000 Gold, 2 Weeks

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
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks

Phantom Organmaster- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '60% inflicts Confusion: Fear' if possessor is an Undead and has an Instrument with 'Organ' in its name equipped
Requires: Deathless One, Musician, Can Play the Organ
Cost: 400,000 Gold, 2 Weeks

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
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Drop a Piano On Them!- (Technique Ability, Musician) Possessor may use 'Drop a Piano On Them!' in conjuction with a 'Ranged Attack' action so long as no other technique is used and possessor has an Instrument with 'Piano' in its name equipped. Said action gains +500 Melee Attack and a 20% chance of inflicting Fatigued: Stun.
Requires: Can Play the Piano, Brawny
Cost: 100,000 Gold, 2 Weeks

Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Requires: Can Play the Piano
Cost: 100,000 Gold, 2 Weeks

Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

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
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

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Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Gun Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Requires: Basic Gun Training, 3 other Gunner abilities
Cost: 125,000 Gold, 2 Weeks

Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun 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.
Requires: Apprentice Gun Training
Cost: 10,000 Gold, 1 Week

Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Gunslinging Attunement
Cost: 10,000 Gold, 1 Week

Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' 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.
Requires: 5 Gunner abilities that are Techniques whose name contains 'Shot'
Cost: 5,000,000 Gold, 5 Weeks

Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Requires: Basic Gun Training
Cost: 60,000 Gold, 2 Weeks

Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Requires: Gangsta' Style Shooting
Cost: 200,000 Gold, 2 Weeks

Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Gun Training
Cost: 500,000 Gold, 1 Weeks

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.
Requires: Apprentice Gun Training, 10 other Gunner abilities
Cost: 125,000 Gold, 4 Weeks

Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Critical Shot- (Technique Ability, Gunner) Possessor may use 'Critical Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% Critical.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Envenomed Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Impairing Shot- (Technique Ability, Gunner) Possessor may use 'Impairing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Water element.
Requires: Basic Gun Training, Basic Water Synchronization
Cost: 300,000 Gold, 1 Weeks

Bolt Shot- (Technique Ability, Gunner) Possessor may use 'Bolt Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Requires: Basic Gun Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 1 Weeks

Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Shot, Apprentice Gun Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 1 Weeks

Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 1 Weeks

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Code Shot- (Technique Ability, Gunner) Possessor may use 'Code Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Technology element.
Requires: Basic Gun Training, Basic Technology Synchronization
Cost: 300,000 Gold, 1 Weeks

Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload'.
Requires: Code Shot, Apprentice Gun Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 1 Weeks

Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Gun Training, Basic Ice Synchronization
Cost: 300,000 Gold, 1 Weeks

Frigid Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Shot, Apprentice Gun Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 1 Weeks

Sleeting Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Shot, Gunner, Snow Queen
Cost: 300,000 Gold, 1 Weeks

Frozen Shot- (Technique Ability, Gunner) Possessor may use 'Frozen Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Requires: Basic Gun Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks

Umbral Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Shot, Apprentice Gun Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks

Night Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun 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'.
Requires: Umbral Shot, Gunner, Ebon Chancellor
Cost: 300,000 Gold, 1 Weeks

Black Shot- (Technique Ability, Gunner) Possessor may use 'Black Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons 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 Gun
Requires: Gunner, 50 other Gunner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Requires: Adept Gun Training, Crisis Zone
Cost: 100,000,000 Gold, 24 Weeks

Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 1 Weeks

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Shot, Apprentice Gun Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 1 Weeks

Aerial-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Aerial-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Alien-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Alien-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Animal-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Animal-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 1 Weeks

Aquatic-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Aquatic-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Astral Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 1 Weeks

Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged 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.
Requires: Coded Being-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Dragon-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Dragon-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Human-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Human-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Humanoid-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Insect-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Reptile-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Reptile-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Shapeshifter-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Shapeshifter-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Undead-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Undead-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Expert Gun Training- (Passive Ability, Gunner) The Ranged Attack bonus granted by up to one Gun 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 Gun)
Requires: Adept Gun Training, 100 other Gunner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

--

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks

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
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Requires: Basic Fist Weapon Training
Cost: 150,000 Gold, 3 Weeks

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
Requires: Western Boxing
Cost: 110,000 Gold, 2 Weeks

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.
Requires: Western Boxing
Cost: 60,000 Gold, 2 Weeks

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.
Requires: Western Boxing
Cost: 130,000 Gold, 2 Weeks

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
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks

Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Crack Knuckles
Cost: 80,000 Gold, 2 Weeks

Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Gangster's Extortion Knuckle
Cost: 190,000 Gold, 2 Weeks

Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks

Wind Fist- (Technique Ability, Combatant) Possessor may use 'Wind Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Fist Weapon Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks

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
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

Knowledge of Major Religions- (Passive Ability, Scholar) Possessor gains +50 MIN and +50 SPI
Requires: Basic Divine Magic Attunement, Basic Healer Magic Attunement OR Basic Dark Magic Attunement, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

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.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Requires: Scholar, 50 abilities from spell-based classes
Cost: 500,000 Gold, 4 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

--

Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Requires: Basic Bailartrix Training
Cost: 20,000 Gold, 2 Weeks

Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Requires: Bailartix Wielding I
Cost: 60,000 Gold, 2 Weeks

Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Requires: Basic Bailartix Training, 3 other Soldreidrethanoi abilities
Cost: 125,000 Gold, 2 Weeks

--

Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Requires: None
Cost: 90,000 Gold, 2 Weeks

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
Requires: Barbarian's Fortitude or Gladiator's Pride
Cost: 90,000 Gold, 2 Weeks

Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Requires: Gladiator's Pride, Berserker Rage
Cost: 50,000 Gold, 3 Weeks

Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Requires: Controlled Rage
Cost: 80,000 Gold, 3 Weeks

Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Requires: Basic Axe Training, 3 other Ravager abilities
Cost: 125,000 Gold, 2 Weeks

Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Requires: None
Cost: 40,000 Gold, 3 Weeks

Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Requires: Barbarian's Fortitude, Berserker Rage
Cost: 60,000 Gold, 2 Weeks

Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Requires: Basic Axe Training, Font of Rage
Cost: 70,000 Gold, 2 Weeks

Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Requires: Directed Rage, Raging Axemaster
Cost: 80,000 Gold, 3 Weeks

Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Requires: Controlled Rage
Cost: 100,000 Gold, 2 Weeks

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.
Requires: Apprentice Axe Training, 10 other Ravager abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

--

Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Requires: Basic Deathless One Knowledge
Cost: 60,000 Gold, 2 Weeks

Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Requires: Undead Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Deathless One Knowledge, 3 other Deathless One abilities
Cost: 125,000 Gold, 2 Weeks

Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Requires: Apprentice Necromancy Attunement
Cost: 200,000 Gold, 2 Weeks

Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Requires: Defensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Requires: Undead Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Requires: Undead Calling I
Cost: 40,000 Gold, 2 Weeks

Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Requires: Undead Calling II
Cost: 40,000 Gold, 2 Weeks

Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Requires: Undead Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Requires: Apprentice Deathless One Knowledge, 10 other Deathless One abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Requires: Basic Flux Baron Knowledge
Cost: 60,000 Gold, 2 Weeks

Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Requires: Fluxoid Wielder
Cost: 40,000 Gold, 2 Weeks

Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 125,000 Gold, 2 Weeks

Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Requires: Basic Fluxoid Armament Mastery
Cost: 70,000 Gold, 2 Weeks

Advanced Fluxoid Armament Mastery- (Passive Ability, Flux Baron) At the end of each action possessor takes that is not granted by this ability, possessor may use one equipped Fluxoid's ability as an action to a max of 10 times per round of battle
Requires: Fluxoid Armament Mastery
Cost: 350,000 Gold, 3 Weeks

Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer
Requires: Fluxoid Wielder, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects
Requires: Zonic Flux
Cost: 50,000 Gold, 2 Weeks

Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks

Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks

Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Requires: Giver of Regenerative Metamorphosis
Cost: 70,000 Gold, 2 Weeks

Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP
Requires: Giver of Restorative Metamorphosis
Cost: 70,000 Gold, 2 Weeks

Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Requires: Apprentice Flux Baron Knowledge, 10 other Flux Baron abilities
Cost: 125,000 Gold, 4 Weeks

Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Requires: Flux Baron
Cost: 30,000,000 Gold, 30 Weeks

--

Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks

Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks

Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Requires: Humanoid Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Requires: Humanoid Calling I
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Requires: Humanoid Calling II
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Requires: Humanoid Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks

Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Requires: Humanoid Calling IV, Humanoid Instruction II, Summoner, Warlord
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Large Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Humanoid Traits
Cost: 1,000,000 Gold, 2 Weeks

Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Requires: Large Giant
Cost: 500,000 Gold, 1 Weeks

Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Requires: Form of Giant, Basic Bardic Music Attunement
Cost: 1,000,000 Gold, 2 Weeks

--

Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Requires: Analytical, Apprentice Botanist Knowledge
Cost: 160,000 Gold, 3 Weeks

Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Requires: Plant Researcher
Cost: 750,000 Gold, 2 Weeks

Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Plant Traits
Cost: 1,000,000 Gold, 2 Weeks

Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Plant
Cost: 2,000,000 Gold, 2 Weeks

Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Plant
Cost: 3,000,000 Gold, 2 Weeks

Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Plant
Cost: 4,000,000 Gold, 2 Weeks

Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Plant
Cost: 5,000,000 Gold, 2 Weeks

Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Plant
Cost: 6,000,000 Gold, 2 Weeks

Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Plant, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Dandelion Drifting- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor's row is shifted by something other than possessor performing a 'Switch Rows' action, possessor gains 15% Dodge as a non-stacking buff until the end of the round
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week

Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Excellent Melons- (Passive Ability, Botanist) Possessor's Charm infliction chances are increased by 5% if possessor is a Plant
Requires: Plant Traits
Cost: 60,000 Gold, 2 Weeks

Flytrap Maw- (Passive Ability, Botanist) If possessor is a Plant, possessor's 'Melee Attack' actions may deal HP Drain to Insects
Requires: Plant Traits
Cost: 200,000 Gold, 2 Weeks

Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Requires: Plant Traits
Cost: 5,000,000 Gold, 2 Weeks

Holly Leaves- (Passive Ability, Botanist) Possessor deals 50 additional Damage if possessor is a Plant
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week

Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Poison Holly Berries- (Passive Ability, Botanist) Possessor's offensive actions may gain '20% inflicts Poison' if possessor is a Plant
Requires: Holly Leaves
Cost: 60,000 Gold, 2 Weeks

Root Vegetable- (Passive Ability, Botanist) Possessor gains +1% Dodge while in a Zone of Earth if possessor is a Plant
Requires: Plant Traits
Cost: 20,000 Gold, 2 Weeks

Form of Tree- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +1,000 HP, and -100 AGI
Requires: Plant Traits
Cost: 100,000 Gold, 1 Weeks

Thistle-Body- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 3,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 80,000 Gold, 2 Weeks

Thorns- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 2,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 50,000 Gold, 2 Weeks

Thorn-Covered- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 3,000 additional Flat Damage
Requires: Thorns
Cost: 100,000 Gold, 2 Weeks

Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets
Requires: Plant Traits
Cost: 2,000,000 Gold, 2 Weeks

Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'
Requires: Mandrake Scream, Level 40
Cost: 30,000,000 Gold, 2 Weeks

Pointy Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 15,000 additional Flat Damage
Requires: Thorn-Covered
Cost: 120,000 Gold, 2 Weeks

Blood-Drinking Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability may deal Flat HP Drain instead of Flat HP Dramage
Requires: Pointy Thorns
Cost: 300,000 Gold, 2 Weeks

Release Pollen- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to gain a 30% chance of inflicting Confusion on up to 60 targets
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Requires: Knowledge of Forest Plants, Knowledge of Desert Plants, Knowledge of Marsh Plants, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Requires: Basic Botanist Knowledge
Cost: 50,000 Gold, 2 Weeks

--

Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +20 to all stats
Requires: Basic Viscous Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 to all stats
Requires: Ooze Training I
Cost: 100,000 Gold, 2 Weeks

Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Requires: Basic Viscous Lord Knowledge, 3 other Viscous Lord abilities
Cost: 125,000 Gold, 2 Weeks

Ooze Researcher- (Passive Ability, Viscous Lord) Possessor counts as being 2 Levels higher for stat-scanning purposes against Oozes, to a max of Level 40, Possessor's Ooze pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Oozes in this thread successfully
Requires: Analytical, Apprentice Viscous Lord Knowledge
Cost: 160,000 Gold, 3 Weeks

Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Requires: Ooze Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Requires: Ooze Calling I
Cost: 40,000 Gold, 2 Weeks

Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Requires: Ooze Calling II
Cost: 40,000 Gold, 2 Weeks

Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Requires: Ooze Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +50 Defense
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +250 Defense
Requires: Defensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
Requires: Apprentice Viscous Lord Knowledge, 10 other Viscous Lord abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

--

Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Requires: Basic Weirdworker Knowledge
Cost: 60,000 Gold, 2 Weeks

Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Requires: Magic Being Programming I
Cost: 100,000 Gold, 2 Weeks

Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Weirdworker Knowledge, 3 other Weirdworker abilities
Cost: 125,000 Gold, 2 Weeks

Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Requires: Magic Being Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Requires: Magic Being Calling I
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Requires: Magic Being Calling II
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Requires: Magic Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Requires: Defensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Requires: Apprentice Weirdworker Knowledge, 10 other Weirdworker abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Requires: Basic Mechanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Requires: Machine Programming I
Cost: 100,000 Gold, 2 Weeks

Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mechanist Knowledge, 3 other Mechanist abilities
Cost: 125,000 Gold, 2 Weeks

Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Requires: Defensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Machine Calling I- (Passive Ability, Mechanist) Possessor's Machine summons gain +20 to all stats
Requires: Machine Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Machine Calling II- (Passive Ability, Mechanist) Possessor's Machine summons gain +200 HP
Requires: Machine Calling I
Cost: 40,000 Gold, 2 Weeks

Machine Calling III- (Passive Ability, Mechanist) Possessor's Machine summons gain +500 MP
Requires: Machine Calling II
Cost: 40,000 Gold, 2 Weeks

Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Requires: Apprentice Mechanist Knowledge, 10 other Mechanist abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Requires: Illuminated Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Requires: Basic Lightbearer Knowledge
Cost: 60,000 Gold, 2 Weeks

Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Requires: Illuminated Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Lightbearer Knowledge, 3 other Lightbearer abilities
Cost: 125,000 Gold, 2 Weeks

Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Requires: Illuminated Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Requires: Illuminated Calling I
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Requires: Illuminated Calling II
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Requires: Illuminated Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Requires: Apprentice Lightbearer Knowledge, 10 other Lightbearer abilities
Cost: 125,000 Gold, 4 Weeks

Illuminated Calling V- (Passive Ability, Lightbearer) Possessor's Illuminated summons may not be unsummoned by sources below Level 5
Requires: Illuminated Calling IV, Illuminated Instruction II, Summoner, Lightbearer
Cost: 200,000 Gold, 2 Weeks

--

Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Requires: Basic General Knowledge
Cost: 60,000 Gold, 2 Weeks

Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Requires: Human Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks

Through the Breach- (Passive Ability, General) Once per round when when one of possessor's opponents is killed, with said death forcing a shift in row-order, possessor may move from the back row to the front row. If possessor does so, all of possessor's Human allies may do the same. Any individual who shifts rows due to this ability allowing such obtains a non-stacking buff that provides +300 STR and +300 AGI until the end of the round.
Requires: Apprentice General Knowledge, Switch Rows
Cost: 200,000 Gold, 2 Weeks

Command Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +200 to all stats as a non-stacking bonus
Requires: Human Instruction II
Cost: 300,000 Gold, 2 Weeks

Defensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +50 Defense
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Basic Army Tactics- (Passive Ability, General) Possessor's Human allies who are units gain +200 Defense and deal 2,000 additional Damage as a non-stacking bonus
Requires: Command Human Troops, Offensive Human Instruction I, Defensive Human Instruction I
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Drill Sergeant- (Passive Ability, General) Possessor's Human pets and summons gain +250 to all stats as a non-stacking bonus, Possessor's Human summons have a 15% lower chance of being uncontrolled
Requires: Basic Army Tactics, Speed-Focused Human Instruction II
Cost: 200,000 Gold, 2 Weeks

Charismatic Leadership- (Passive Ability, General) Whenever possessor targets an allied Human with an action that applies a buff to it, said target has a 15% chance of being afflicted with Invigorated or Invigorated: High Morale
Requires: Human Instruction II
Cost: 200,000 Gold, 2 Weeks

General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread 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
Requires: Apprentice General Knowledge, 10 other General abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Horror Traits- (Passive Ability, Doombringer) Possessor gains +1 to all stats so long as possessor is a Horror
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Dangerous Tentacles- (Passive Ability, Doombringer) If possessor is a Horror, possessor gains +150 Melee Attack
Requires: Horror Traits
Cost: 150,000 Gold, 2 Weeks

Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Doombringer Knowledge, 3 other Doombringer abilities
Cost: 125,000 Gold, 2 Weeks

Leech-Finger Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's Melee attack actions deal HP Drain instead of HP Damage
Requires: Horror Traits
Cost: 800,000 Gold, 2 Weeks

Scary Clown- (Passive Ability, Doombringer) Whenever possessor would inflict Confusion: Overwhelmed by Laughter, possessor may instead inflict Confusion: Fear or Confusion: Fear: Disconcerted
Requires: Basic Doombringer Knowledge, Clown
Cost: 200,000 Gold, 2 Weeks

Skin Which Weeps Poison- (Passive Ability, Doombringer) If possessor is a Horror, whenever an individual conducts an offensive action that targets possessor, possessor, at the end of each said action, gains a 30% chance of inflicting Poison on said individual
Requires: Horror Traits
Cost: 300,000 Gold, 2 Weeks

Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Requires: Basic Doombringer Knowledge
Cost: 60,000 Gold, 2 Weeks

Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Requires: Horror Training I
Cost: 100,000 Gold, 2 Weeks

Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Requires: Horror Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Horror Calling II- (Passive Ability, Doombringer) Possessor's Horror summons gain +200 HP
Requires: Horror Calling I
Cost: 40,000 Gold, 2 Weeks

Horror Calling III- (Passive Ability, Doombringer) Possessor's Horror summons gain +500 MP
Requires: Horror Calling II
Cost: 40,000 Gold, 2 Weeks

Horror Calling IV- (Passive Ability, Doombringer) Possessor's Horror summons gain +2,000 HP and +4,000 MP
Requires: Horror Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Doombringer- (Passive Ability, Doombringer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Horror pets and summons per Level of possessor
Requires: Apprentice Doombringer Knowledge, 10 other Doombringer abilities
Cost: 125,000 Gold, 4 Weeks

Horror Calling V- (Passive Ability, Doombringer) Possessor's Horror summons may not be unsummoned by sources below Level 5
Requires: Horror Calling IV, Horror Training II, Summoner, Doombringer
Cost: 200,000 Gold, 2 Weeks

--

Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Requires: Basic Conjuror Knowledge
Cost: 60,000 Gold, 2 Weeks

Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Requires: Elemental Communing I
Cost: 100,000 Gold, 2 Weeks

Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Conjuror Knowledge, 3 other Conjuror abilities
Cost: 125,000 Gold, 2 Weeks

Shift Summoning Element: Air- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Earth- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Fire- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Water- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Elemental Communing I, Apprentice Conjuror Knowledge
Cost: 100,000 Gold, 2 Weeks

Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Requires: Elemental Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Requires: Elemental Calling I
Cost: 40,000 Gold, 2 Weeks

Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Requires: Elemental Calling II
Cost: 40,000 Gold, 2 Weeks

Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Requires: Apprentice Conjuror Knowledge, 10 other Conjuror abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Requires: Basic Champion of the Upper Realms Knowledge
Cost: 60,000 Gold, 2 Weeks

Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Requires: Deva Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Champion of the Upper Realms Knowledge, 3 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 2 Weeks

Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Requires: Deva Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Requires: Deva Calling I
Cost: 40,000 Gold, 2 Weeks

Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Requires: Deva Calling II
Cost: 40,000 Gold, 2 Weeks

Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Requires: Deva Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Defensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +50 Defense
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +250 Defense
Requires: Defensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 50 points
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Requires: Apprentice Champion of the Upper Realms Knowledge, 10 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 4 Weeks

Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Requires: Deva Calling IV, Deva Instruction II, Summoner, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks

--

Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Cthonian Traits- (Passive Ability, Keeper of the Depths) Possessor gains Impaired Immunity so long as possessor is a Cthonian
Requires: No Prerequisites
Cost: 250,000 Gold, 5 Weeks

Mole Claws- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +50 Melee Attack for each open Weapon slot possessor possesses, to a max of 4 such slots
Requires: Cthonian Traits
Cost: 200,000 Gold, 2 Weeks

Apprentice Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Keeper of the Depths Knowledge, 3 other Keeper of the Depths abilities
Cost: 125,000 Gold, 2 Weeks

Burrow- (Active Ability, Keeper of the Depths) If possessor is a Cthonian, possessor may spend an action to gain +5% Dodge as a non-stacking buff that lasts 5 rounds
Requires: Mole Claws
Cost: 200,000 Gold, 2 Weeks

Cavesight- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains 120% To Hit if in a Zone of Earth and not in a Zone of Light
Requires: Cthonian Traits
Cost: 100,000 Gold, 2 Weeks

Deep Tunneling- (Active Ability, Keeper of the Depths) Possessor's burrow ability provides an additional +5% Dodge
Requires: Burrow
Cost: 800,000 Gold, 3 Weeks

Fast Burrowing- (Passive Ability, Keeper of the Depths) Once per round, when possessor conducts a 'Burrow' action, there is a 30% chance that possessor gains an additional action after said action
Requires: Cthonian Traits
Cost: 300,000 Gold, 2 Weeks

Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +20 to all stats
Requires: Basic Keeper of the Depths Knowledge
Cost: 60,000 Gold, 2 Weeks

Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 to all stats
Requires: Cthonian Training I
Cost: 100,000 Gold, 2 Weeks

Cthonic Tentacles- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +150 Melee Attack
Requires: Cthonian Traits
Cost: 150,000 Gold, 2 Weeks

Keeper of the Depths- (Passive Ability, Keeper of the Depths) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Cthonian pet only, This ability provides +50 HP and +10 to all stats of possessor's Cthonian pets and summons per Level of possessor
Requires: Apprentice Keeper of the Depths Knowledge, 10 other Keeper of the Depths abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Requires: Basic Mad Scientist Knowledge
Cost: 70,000 Gold, 2 Weeks

Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Requires: Basic Mad Scientist Knowledge
Cost: 80,000 Gold, 3 Weeks

Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Requires: Electrical Invigoration
Cost: 80,000 Gold, 2 Weeks

Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mad Scientist Knowledge, 3 other Mad Scientist abilities
Cost: 125,000 Gold, 2 Weeks

Improved Electrical Invigoration- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt becomes multiplied by a value between .05 and 2.75 should possessor desire such upon the use of said ability. Possessor's Electrical Invigoration's healing dealt becomes multiplied by a value between .75 and 2.15 should possessor desire such upon the use of said ability.
Requires: Electrical Revitalization
Cost: 130,000 Gold, 2 Weeks

Thunderous Reanimation- (Passive Ability, Mad Scientist) Possessor may use Electrical Invigoration on targets that died via HP or MP damage within the last 5 rounds that were not dealt a value of such damage that would reduce the respective death-causing stat below -50,000. Should said ability, with both damage and healing factored in, heal all of said individual's death-causing stats to values above 0, then said individual is resurrected. This ability may only cause 5 instances of resurrection per thread. This ability may only resurrect Bio-Horrors.
Requires: Electrical Revitalization
Cost: 210,000 Gold, 2 Weeks

It is Alive! - (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt is halved should possessor be attempting to resurrect a Bio-Horror through the use of said ability and possessor is within a Zone of Electrical. Possessor heals 5,000 MP if the resurrection of a Bio-Horror through possessor's Electrical Invigoration is successful. Bio-Horrors resurrected through possessor's Electrical Invigoration receive a non-stacking buff that provides them with +75 to all stats and lasts 80 rounds.
Requires: Thunderous Reanimation, Apprentice Mad Scientist Knowledge
Cost: 170,000 Gold, 2 Weeks

Bag Full of Mad Horrors- (Passive Ability, Mad Scientist) Possessor may equip spells that can only summon Bio Horrors with no additional effects in Consumable slots. Said spells may be used once per thread before vanishing from said thread.
Requires: Mad Design
Cost: 160,000 Gold, 3 Weeks

Chemical Resistance- (Passive Ability, Mad Scientist) Possessor gains 5% Poison Resistance, 5% Acid Resistance, and 5% Resistance to damage from Poison
Requires: Basic Mad Scientist Knowledge
Cost: 160,000 Gold, 4 Weeks

Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Requires: Apprentice Mad Scientist Knowledge, Mad Design
Cost: 190,000 Gold, 2 Weeks

Mad Scientist- (Passive Ability, Mad Scientist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Bio-Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Bio-Horror pets and summons per Level of possessor
Requires: Apprentice Mad Scientist Knowledge, 10 other Mad Scientist abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +20 to all stats
Requires: Basic Alienist Knowledge
Cost: 60,000 Gold, 2 Weeks

Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 to all stats
Requires: Alien Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Alienist Knowledge, 3 other Alienist abilities
Cost: 125,000 Gold, 2 Weeks

Alien Calling I- (Passive Ability, Alienist) Possessor's Alien summons gain +20 to all stats
Requires: Alien Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Alien Calling II- (Passive Ability, Alienist) Possessor's Alien summons gain +200 HP
Requires: Alien Calling I
Cost: 40,000 Gold, 2 Weeks

Alien Calling III- (Passive Ability, Alienist) Possessor's Alien summons gain +500 MP
Requires: Alien Calling II
Cost: 40,000 Gold, 2 Weeks

Alien Calling IV- (Passive Ability, Alienist) Possessor's Alien summons gain +2,000 HP and +4,000 MP
Requires: Alien Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Alien Calling V- (Passive Ability, Alienist) Possessor's Alien summons may not be unsummoned by sources below Level 5
Requires: Alien Calling IV, Alien Instruction II, Summoner, Alienist
Cost: 200,000 Gold, 2 Weeks

Defensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +50 Defense
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +250 Defense
Requires: Defensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 50 points
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Alienist- (Passive Ability, Alienist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Alien pet only, This ability provides +50 HP and +10 to all stats of possessor's Alien pets and summons per Level of possessor
Requires: Apprentice Alienist Knowledge, 10 other Alienist abilities
Cost: 125,000 Gold, 4 Weeks

Speed-Focused Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Alien Traits- (Passive Ability, Alienist) Possessor gains +1 to all stats so long as possessor is an Alien
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 1 Weeks

Assumption of the Essence of the Alien- (Passive Ability, Alienist) Possessor may, at the beginning of a thread, choose to become the subtype Alien
Requires: Formshift: Alien, Apprentice Alienist Knowledge
Cost: 70,000 Gold, 2 Weeks

Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 1 Weeks

Probing Attack- (Technique Ability, Alienist) Possessor may use 'Probing Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Attack with Finesse' action if possessor is an Alien. Said action scans its target's stats.
Requires: Alien Traits
Cost: 200,000 Gold, 2 Weeks

--

Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Requires: Basic Skykeeper Knowledge
Cost: 90,000 Gold, 3 Weeks

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
Requires: Aerial Traits
Cost: 120,000 Gold, 2 Weeks

Flying- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance
Requires: Capable of Flight, Wind Duke OR Mentalist OR Enchanter OR Superhero
Cost: 500,000 Gold, 2 Weeks

Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Skykeeper Knowledge, 3 other Skykeeper abilities
Cost: 125,000 Gold, 2 Weeks

Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Requires: Analytical, Apprentice Skykeeper Knowledge
Cost: 160,000 Gold, 3 Weeks

Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Requires: Basic Skykeeper Knowledge
Cost: 120,000 Gold, 2 Weeks

Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Requires: Messenger Bird Trainer
Cost: 120,000 Gold, 2 Weeks

Advanced Carrier Bird Training- (Passive Ability, Skykeeper) When possessor trades an item to another individual within the same thread with Carrier Bird Trainer, then the individual who possessor trades the item to may immediately choose to unequip up to one item of the same subtype and then equip the transferred item, Possessor's Aerial pets and summons gain +10 AGI and +10 STR
Requires: Carrier Bird Trainer
Cost: 70,000 Gold, 2 Weeks

Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Requires: Carrier Bird Trainer
Cost: 40,000 Gold, 2 Weeks

Trainer of Mystic Messenger Birds- (Passive Ability, Skykeeper) Possessor may transfer a buff that could have originally been applied to the individual it is being transferred to had the individual it is being transferred to been presented when the buff was first applied with Carrier Bird Trainer instead of an item, Possessor's Aerial pets and summons gain +25 SPI
Requires: Carrier Bird Trainer, Any Three Wizard, Healer, or Priest abilities
Cost: 190,000 Gold, 3 Weeks

Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 10,000 Gold, 1 Week

Skykeeper- (Passive Ability, Skykeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aerial pet only, This ability provides +50 HP and +10 to all stats of possessor's Aerial pets and summons per Level of possessor
Requires: Apprentice Skykeeper Knowledge, 10 other Skykeeper abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 30,000 Gold, 1 Week

Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Requires: Basic Psychic Synchronization, 3 other Mind Lord abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 100,000 Gold, 2 Weeks

Improved Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +1,000 to all stats while in a Zone of Psychic
Requires: Apprentice Zonal Acclimation of Psychic
Cost: 500,000 Gold, 2 Weeks

Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Psychic Synchronization, 5 other Mind Lord abilities
Cost: 400,000 Gold, 3 Weeks

Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Psychic Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Psychic Control- (Passive Ability, Mind Lord) Possessor may, at the start of each round, choose one Zone of Psychic 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
Requires: Control of Psychic, Improved Zonal Acclimation of Psychic
Cost: 1,000,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
Requires: Basic Psychic Resistance
Cost: 40,000 Gold, 2 Weeks

Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Requires: Apprentice Divining Attunement, Basic Psychic Synchronization
Cost: 100,000 Gold, 2 Weeks

Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Psychic Synchronization
Cost: 20,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Psychic
Cost: 200,000 Gold, 2 Weeks

Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Psychic Synchronization, 10 other Mind Lord abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 30,000 Gold, 1 Week

Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
Requires: Apprentice Zonal Acclimation of Physical
Cost: 500,000 Gold, 2 Weeks

Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Requires: Basic Physical Synchronization, 3 other Kinetic Emperor abilities
Cost: 125,000 Gold, 2 Weeks

Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Physical Synchronization, 5 other Kinetic Emperor abilities
Cost: 400,000 Gold, 3 Weeks

Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Physical Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical 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
Requires: Control of Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks

Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Basic Physical Synchronization, Basic Defenses against Physical, Basic Weaponization of Physical
Cost: 200,000 Gold, 2 Weeks

Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Requires: Defenses that Utilize Physical
Cost: 2,000,000 Gold, 2 Weeks

Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks

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Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 30,000 Gold, 1 Week

Improved Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice
Requires: Apprentice Zonal Acclimation of Ice
Cost: 500,000 Gold, 2 Weeks

Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Requires: Basic Ice Synchronization, 3 other Snow Queen abilities
Cost: 125,000 Gold, 2 Weeks

Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ice Synchronization, 5 other Snow Queen abilities
Cost: 400,000 Gold, 3 Weeks

Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Ice Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice 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
Requires: Control of Ice, Improved Zonal Acclimation of Ice
Cost: 1,000,000 Gold, 2 Weeks

Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack
Requires: Basic Fist Weapons Attunement, Basic Weaponization of Ice
Cost: 80,000 Gold, 2 Weeks

Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Requires: Basic Weaponization of Ice
Cost: 100,000 Gold, 2 Weeks

Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'
Requires: Apprentice Ice Synchronization, Ice Fists, Freezing Touch
Cost: 150,000 Gold, 2 Weeks

Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ice Synchronization, 10 other Snow Queen abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 to all stats while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 30,000 Gold, 1 Week

Improved Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +1,000 to all stats while in a Zone of Electrical
Requires: Apprentice Zonal Acclimation of Electrical
Cost: 500,000 Gold, 2 Weeks

Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Requires: Basic Electrical Synchronization, 3 other Thunder Czar abilities
Cost: 125,000 Gold, 2 Weeks

Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Electrical Synchronization, 5 other Thunder Czar abilities
Cost: 400,000 Gold, 3 Weeks

Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Electrical Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Electrical Control- (Passive Ability, Thunder Czar) Possessor may, at the start of each round, choose one Zone of Electrical 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
Requires: Control of Electrical, Improved Zonal Acclimation of Electrical
Cost: 1,000,000 Gold, 2 Weeks

Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Requires: Basic Electrical Resistance
Cost: 200,000 Gold, 2 Weeks

Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Requires: Apprentice Electrical Resistance, Basic Defenses against Electrical
Cost: 500,000 Gold, 2 Weeks

Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Electrical Synchronization, 10 other Thunder Czar abilities
Cost: 125,000 Gold, 4 Weeks

--

Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks

Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 Gold, 2 Weeks

Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

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
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks

Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks

Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks

Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks


Draconics wrote: Nirrechau "Nira" Reccateu: FINAL REPORT:
Lost in the Second Chamber battle against Heavens Architects

Loot:

1 Bonus Week

3 Fame

'Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'
'Triumphed in the Trial of Powers in the Crisis Across Infinite Nexii'

Supreme Overcrash: Those Deadly, Deadly Blues- (Technique Ability, Musician) Possessor may use 'Supreme Overcrash: Those Deadly, Deadly Blues' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has an Instrument equipped. Said action gains +2,000,000 Ranged Attack, gains +2,000,000 Magical Attack, gains the elements Water & Darkness, gains '1 hit against 77,000,000,000, gains a 100% chance of inflicting Instant Death, ignores the Instant Death Immunity of Undead, ignores Resistance and Immunity to Confusion: Depression, changes all Fire element actions of its targets to have the element Fire replaced with the elements Water & Darkness as a non-stacking debuff, and checks its status effect infliction chances an additional time if it fails to inflict them. Said action sets its user's MP to 0 for the remainder of the thread.

Unstatted Loot:

HAMMER! (I remember a type-line for this, but I can't find it anywhere!)

2 Bottled Unbroken Rain- (Item, Material, Universe, 500 XP) (Type-line includes XP??)

Theoretical Loot/Awards:

Fame / Awards / ??? from the Heaven Architects fight. Not sure if her rolls there did/didn't warrant anything.

Theoretical LOST Loot:

Nira "Lost" to Geddoe/Celas/Nole.
Nira got booted on the way to the final fight.

Objective Tally:

- Primary Objective: Obtain a second Nexus for Bascara-space that connects Bascaradine-controlled worlds and allows for the optimal shopping experience.
FAILED

- Secondary Objective: Destroy Error City utterly.
INDIRECTLY SUCCEEDED

- Tertiary Objective: Eliminate Hero Force.
INDIRECTLY SUCCEEDED


Lord Gadigan wrote: Kriele elements (currently):
Fire
Light
Hope
Truth
Null (Gained solely thanks to its role in the final attack on Gonzo Forcystus)
Aether
Animae
Astral
Atomic
Azoth
Basic
Beast
Beauty
Candy
Civilization
Color
Commerce
Crystal (2)
Cute Pets
Dopple
Draco
Faith
Fury
Glitz
Glory
Grandeur
Ki
Marsh
Memory
Metal
Mystic
Nature
Nobility
Order
Phantom
Pleasure
Sonic
Steam
Tacky
Toxin
Void
Warding
Wealth
Whimsy
Wood
Chaos
Destruction
Fate
Flux
Form
Fortune
Knowledge
Law
Life
Numerals
Spatial
Treasure
Time
Wonder
Divine
Dream
Eternity
Good
Hax
Infinity
Primordium
Triumph


Not Kriele elements (currently):
Earth (Too connected to Harkala)
Air (Too connected to Harkala)
Water (Too connected to Harkala)
Darkness (Too connected to Harkala)
Physical (Too connected to Harkala)
Psychic (Too connected to Harkala)
Magic (Too connected to Harkala)
Technology (Too connected to Harkala)
Acid (Too connected to Harkala)
Electrical (Too connected to Harkala)
Energy (Too connected to Harkala)
Ice (Too connected to Harkala)
War (Too connected to Harkala; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Moon (Too connected to Harkala; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Corruption (Too connected to Forcystus; too opposed to Kriele's principles; also gone)
Junk (2) (Too weak; too rare)
Melted (Too connected to Doctor Catastrophe; too bizarre; too rare)
Regret (Too connected to Dryse; too opposed to Kriele's principles; also gone)
Turpitude (Too opposed to Kriele's principles; too rare; also gone)
Addiction (Too opposed to Kriele's principles)
Agony (Too opposed to Kriele's principles)
Anti-Bob (Too weak; too rare)
Bill's Swords (Too weak; too rare)
Blood (Too connected to Roy and Anathema; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Decay (Too connected to Tsayikk; too opposed to Kriele's principles)
Dust (Too connected to Tsayikk; too opposed to Kriele's principles)
Flesh (Too connected to Tsayikk; too opposed to Kriele's principles)
Hunger (Too opposed to Kriele's principles)
Illusion (Too connected to the Gonzo Forcystus; too opposed to Truth; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Laundary (Too weak; too rare)
Not Bees (Too weak; too rare)
Rot (Too connected to Tsayikk; too opposed to Kriele's principles)
Rust (Too connected to Tsayikk; too opposed to Kriele's principles)
Speed (Too rare)
STEVE's Version of Law (Too weak; too rare)
Surreality (Too weird; too rare)
Terror (Too opposed to Kriele's principles)
Weird (Too weird; too rare)
Yumminess (Too weak; too rare)
All Theoretical Elements (Too tied to Formus)
All Imaginary Elements (Too connected to the Nihilarchitects; too weird; too rare; too imaginary)
Ahtu-Eruum (Too weird; too rare)
Devastation (Too opposed to Kriele's principles)
Evolution (Too connected to Darston; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Formus (Contains too many weird subtrees)
Innovation (Too connected to Darston; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Madness (Too connected to Tsayikk; too opposed to Kriele's principles)
Will (Too connected to Darston; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Evil (Too connected to Harkala; too opposed to Kriele's principles)
Mystery (Too connected to the Enigma Men; too opposed to Truth; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Progress (Too connected to Darston; there are actually some Knightly Orders still devoted to this, but picking one of them prevents cross-classing into other Orders)
Universe (Too powerful and all-encompassing)


Lord Gadigan wrote: [1:53 AM] Celas: 'Won the Megaquest "Crisis Across Infinite Nexii"' Award, maybe? haha

Yes.

Also 'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'


Lord Gadigan wrote: Starter knights can't pick Null. It wouldn't go well.


Celas wrote: Celas gets-

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
40 Hunter Bonus Weeks

Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
40 Archer Bonus Weeks

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
40 Protector Bonus Weeks

Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate 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 Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
40 Destiny Weaver Bonus Weeks

Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.


Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned

Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.

80 Weirdworker bonus weeks

80 Bonus Weeks
40 Bonus Weeks
Each of you gains 1 Bonus Week.
Winning PCs get 200 Bonus Weeks.

+1 Ability in Syliri's Ascendant Ability Tree

200 times the XP of a Level 79 entity.
400 times the XP of a Level 85 entity.
Give everyone 20 times the XP of a Level 80. Geddoe twice that


23 Fame

6,000,000,000 Gold

Winning PCs get 3 Seal Pieces for the Level 80 Seal.


(From prepthread, here to be statted:)
*The Silver Implements (Level 79, 0 XP, # XP Required, Standard Multiplier x13)

(12:48:05 AM) lordgadigan: Resistance Santa can distribute horseman-tier weapons of all base subtypes across wide scales from his bag
(12:59:15 AM) lordgadigan: Resistance Santa gives Celas 'Force of Noble Global Resistance'



1x Duplicated: Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)

(2:44:35 PM) lordgadigan: The group teleports to the right-hand portal. The opposition is a duo of five-thousand-foot-tall knights in silver-white armor with crowns that hold miniature heavens, clad in cloaks of divine power and wielding blades of cutting force.
(2:44:40 PM) lordgadigan: Rolling to determine who fights them
(2:45:23 PM) lordgadigan: Zweirugi avoids fighting *again*, with the event starting to catch on to his presence, and The Resistance Santa is chosen.
(2:45:51 PM) lordgadigan: The Resistance Santa achieves a one-round victory.
(2:46:09 PM) lordgadigan: The group gets some new holy armor,crowns, and blades, which are being stowed until someone needs to use them



Cityback Fossil-Gargantua (Undead, Level 76 Elite)



Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

*Massau's Crisis Bow- (Weapon, Bow, Destruction & Fate & Toxin & Glory, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, 160% Critical, +160% Critical, 260% To Hit, +160% To Hit, Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions gain '6 hits against 200,000,000', Wielder's minor, moderate, and major negative status effect infliction chances are increaesed by 30%, Wielder gains an additional action assigned in standard turn order each round, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training'

*Hooded Armor of the Serpent Emperor's Champion- (Armor, Light Armor, Aether & Toxin & Metal & Nobility, 2,000,000,000 Gold) +2,000,000 Defense, +20,000,000 HP as a non-stacking bonus, 160% Resilience, +160% Resilience, 50% Acid Resistance, 50% Technology Resistance, 40% Toxin Resistance, 30% Magic Resistance, 15% Human Resistance, Poison Immunity, Charm Immunity, 80% Dominion Resistance, 80% Venom Resistance, 80% Instant Death Resistance, 40% Major Status Effect Resistance, 160% Moderate Status Effect Resistance, 320% Minor Status Effect Resistance, Wielder's Reptile allies gain +200,000 to all stats as a non-stacking bonus and cannot be afflicted with Charm or Dominion by sources of lower Level than wearer, Wearer must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency', 'Expert Leadership Attunement', or 'Expert Herpetologist Knowledge'

*The Second Cobalt Pyramid- (Accessory, Amulet, Fate, 2,000,000,000 Gold) +2,000,000 to all stats, +20,000,000 MP as a non-stacking bonus, 160% Dodge, +160% To Hit, +160% Dodge, If wielder is targeted by an entity below Level 85 with an offensive attack or action, wielder may choose, up to three times per round, as a preemptive counter, to inflict an instance of Vanished on itself that lasts until the end of said attack or action, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self curing of this status effect is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is Vanished but otherwise in battle and possessor's ability to check for self-curing of this status effect has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder may scan the stats of any number of opponents at the start or end of any round or action, Wearer must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement' or 'Expert Fate Synchronization'

*Quiver of Endless Demise- (Accessory, Ammo, Dopple & Flux & Toxin & Devastation, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, Wielder's Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions deal 200,000,000 additional Damage to unique targets (to a max of once per target per round), gain '30% inflicts Instant Death', and have their chances of inflicting minor, moderate, and major negative status effects increased by 10% per T1 or T2 entity subtype possessed by their targets and by 5% per T1 or T2 element possessed by their targets, Wielder's actions may not be countered by entities below Level 80, Wielder's attacks may not have their To Hit chance reduced by entities below Level 80, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training' or 'Expert Archery Attunement'

*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'

*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'

*Dimensional Battleship Archetype Shatterer (Unstatted and currently blocking you from using it through some manner of magibiometric defense.) < Stolen by Eckermann


'Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'
A standard text event award for beating Massau here. ('Defeated Massau in the Crisis Across Infinite Nexii'?)
A standard text event award for beating Wuzen here. ('Defeated Wuzen in the Crisis Across Infinite Nexii'?)
'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii'
'Made Nexus A Bit Better Overall'.
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'

Uncertain wrote:: (5:58:39 PM) [The Heaven Architects]: (lordgadigan) Numeral-Bearer- (Passive Ability, Heavenly Protector) If possessor is an Arch-Celestial, Arch-Angel, Arch-Deva, or Holy One, possessor's actions cannot be controlled by lower-Level Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, or Arch-Devas, and possessor is Immune to sources below Level 60

People also each get 2 Fame, 80 bonus weeks, and an award for beating this trial.
(5:58:44 PM) [The Heaven Architects]: (lordgadigan) Rename that to
(5:58:48 PM) [The Heaven Architects]: (lordgadigan) Holy Numeral-Bearer
(5:58:53 PM) [The Heaven Architects]: (lordgadigan) So that the other one can still be logged
(5:59:08 PM) [The Heaven Architects]: (lordgadigan) Give everyone PC-wise still here 'Purified the Numerals' too



(I know I don't get the Holy Numeral, but the Trial Participation stuff and the second award?)

EDIT:
Bonus Victory Conditions Possibly Achieved???:

Cataloguers of Infinity:
- Prevent Malicious Forces from Controlling Nexus.
- "We seek to create a Nexus not of physical space, but of knowledge. Enlightenment shall be our gift to reality should we triumph." TRUTH.


Draconics wrote: Vashna Sasseen / Draconics: FINAL REPORT:
Victory

Loot:

90,570,000 XP (THIS IS GONE, Used during the final fight to keep his level up!! (along with whatever was pulled from Cordelia?))
13,654,365,000 Gold

25 Fame

7 1/12 Holy Imperial Seal

600 Bonus Weeks
80 Diviner Bonus Weeks
50 Warlord Bonus Weeks
80 Scientist Bonus Weeks
80 Warlock Bonus Weeks
58 Demonologist Bonus Weeks
58 Master of Puppets Bonus Weeks
31 Dragon Lord Bonus Weeks

Awarded Abilities:

Adept Hypertech Attunement- (Passive Ability, Scientist) Hypertech spells cost possessor 10,000 less MP to cast, Hypertech 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 Hypertech Spells, and may not be converted into other types of slots by individuals below Level 100

Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

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

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

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

Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon
Expert Dragon Lord Knowledge
Master Dragon Lord Knowledge

Basic Evil Synchronization- (Passive Ability, Other: Villain) Possessor gains +125 to all stats if possessor is Evil element
Fiendish Evil- (Passive Ability, Other: Villain) Possessor may choose for entities, including itself, to treat Evil as a T3 element.

Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth 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 Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if Truth element

Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60



Purchased abilities:

Dragon Lord:

Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Directed Roar- (Passive Ability, Dragon Lord) If possessor's 'Dragon's Roar' actions are targetting a single target, their chances of inflicting minor status effects are increased by 10%
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Draconic Weather Control- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, as part of a 'Cast a Spell' or 'Magical Attack' action, create a Zone of any base element
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Loud Dragon Roar- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Roar' actions may target 30 individuals
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Stunning Roar- (Passive Ability, Dragon Lord) Possessor's Dragon's Roar actions may gain a 30% chance of inflicting Fatigued: Stun
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Wing Buffet- (Technique Ability, Dragon Lord) Possessor may use 'Wing Buffet' in conjunction with a 'Ranged Attack' action. Said action gains '1 hit against 5' and deals 1/2 Damage
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Wyvern Stinger- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor deals 15,000 Flat Physical element Damage to each individual who conducts an offensive action that targets possessor at the end of each such action
Improved Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +300 Melee Attack and may choose to deal 30,000 Flat Physical element damage to any individual who conducts an offensive action that targets possessor at the end of said action
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
------------------------------------------------------------------------

Warlord:

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5

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

Demonologist:

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance II- (Passive Ability, Demonologist) Possessor gains 10% Voidstruck Resistance and 10% Burning Resistance. This ability only functions if possessor is a Demon.
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor

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

Puppet Master:

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Daemon Calling III- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +500 MP
Daemon Calling IV- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +2,000 HP and +4,000 MP
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor

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

Pactmaker:

Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Defensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +50 Defense
Defensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +250 Defense
Offensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 50 points
Offensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 500 points
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.



Possibly kept by Vashna's surprise 3-of-swords roulette rumble? (the 20 weeks for it were invested back in the Bluewar prep thread)

I Have Lots of Friends!- (Passive Ability, Friendship) All allies gain +50 to all stats, +20 to Defense, +100 to the damage of all attacks, +10 Defense against stat damage, +2% to Hit, +2% Resilience, +2% Critical, +2% Dodge, and 5% Resistance to all minor status effects, you gain the same benefits if you have at least 20 allies in battle, this effect does not stack



*Rashlekk Sulazz's Secret Medicines of Sulmueria's Lords- (Consumable, Medicine, Life & Knowledge & Time, Unlimited Charges, 1,300,000,000 Gold) This item may only be used once per thread, may not be replicated, and cannot have this use count undone, This item gives a target a non-stacking buff that provides Immunity to up to 8 chosen minor or moderate negative status effects and up to 3 chosen major negative status effect as a non-stacking effect, User must be Level 60 or greater and must possess the ability 'Expert Healer Magic Attunement', 'Expert Alchemy Attunement', or 'Expert Herpetologist Knowledge'

*Rashlekk Sulazz's Mindslaving Machine- (Accessory, Gadget, Technology & Psychic, 1,300,000,000 Gold) +1,300,000 MIN, Wielder may spend an action to have a 130% chance of inflicting Dominion on a single target, Wielder must be Level 60 or greater and must possess the ability 'Expert Scientist' or 'Expert Engineer'

*Dark Sea Project Folio- (Accessory, Book, Darkness & Water & Spatial, 1,300,000,000 Gold) +1,300,000 MIN, +13,000,000 MP as a non-stacking bonus, Wielder may spend an action to summon up to 10 Aquatics or Darkspawn below Level 80 that are normally fightable for drops on the Enemy List or up to 10 'Eldritch Monstrosity', Max 300 summoned, Caster may spend an action to deal 16,000,000 Flat Darkness & Water & Psychic elementy damage to up to 200,000,000 targets, also inflicting Voidstruck, Drowning, and Drowning: Tide Trapped on those targets and having a 60% chance of inflicting Insanity on those targets, Wielder may spend an action to replicate the action 'Fading Call: Benthic Atrocity' on the boss '*Rashlekk Sulazz' on the boss list, Wielder is Immune to individuals below Level 40, Wielder controls the actions of individuals below Level 40, Wielder controls the actions of Aquatics and Darkspawn below Level 78, Wielder must be Level 60 or greater and must possess the ability 'Expert Herald of Lunacy Knowledge' or 'Expert Seakeeper Knowledge'

*War-Pyramid Leyline-Nexus Staff of the Giant Prophet- (Weapon, Staff, Knowledge & Fate & Energy, 4,500,000,000 Gold) +4,500,000 Magical Attack, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, Wielder's Divination and Divine Magic spells may, up to once per round, deal 45,000,000 additional Damage, Wielder may not be prevented from casting spells by entities below Level 95, Wielder may spend an action to destroy this item until the end of the round and regenerate 450,000,000 MP, 40% Geomancy Resistance, 40% Channeling Resistance, Wielder may transfer up to 450,000,000 HP and/or MP between up to 3 willing allied targets (including wielder) at the start of each round, Wielder may scan the stats of any number of entities at the start of each round, 290% To Hit, +190% To Hit, Wielder may, up to three times per round, gain an additional action when an opponent of wielder below Level 95 creates a Zone, Terrain, or Phantom Terrain, Wielder must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunment' or 'Expert Geomancy Attunement'

*Circlet of the Great Oracle- (Accessory, Crown, Knowledge & Fate & Psychic, 4,500,000,000 Gold) +4,000,000 Magical Attack, +4,500,000 MIN, +4,000,000 SPI, 40% Psychic Resistance, 40% Psychic Arts Resistance, Wielder's scan attempts may not be prevented by sources below Level 95, Wielder may scan the stats of any number of entities at the start of each of wielder's actions, Wielder gains a 50% chance of optionally ignoring the offensive actions of entities below Level 85 whose stats have been scanned by wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Divination Attunment' or 'Expert Psychic Synchronization'

*Warded Medallions of the Ancient Giant Kings- (Accessory, Amulet, Warding & Glory, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 CON, +45,000,000 HP as a non-stacking bonus, Wielder's Defense cannot be pierced by sources below Level 99, Wielder's Protection Magic debuffs may not be removed before their inherent expiration by sources below Level 95, Wielder cannot obtain debuffs or negative status effects from sources below Level, Wielder's Humanoid allies gain +450,000 to all stats as a non-stacking bonus, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Protection Magic Attunement'

*Robes of the Giant Prophet- (Armor, Robes, Fate & Glory & Faith, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, Mind + Spirit becomes wielder's MP-determining stat, 170% Dodge, 170% Resilience, 30% Magic Resistance, 30% Physical Resistance, 30% Technology Resistance, 40% Divine Magic Resistance, 40% Divination Resistance, 40% Fate Resistance, Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Warlord Knowledge'

*Hammer of Aeons- (Weapon, Hammer, Fire & Time & Glory & Flux, 1,000,000,000 Gold) +1,000,000 Melee Attack, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects

*Forge of Aeons Forge-Tools- (Item, Antiquity, Fire & Time & Glory & Flux, 1,000,000,000 Gold)

2 Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

Vashna:
'Named the Ruin of Nexus'
'Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii'
'Defeated The Giant Prophet in the Crisis Across Infinite Nexii'
'Is the Potential Restorer of Giantkind'
'Bears the Numeral VII'
'Purified the Numerals'
'Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii'
'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'

Draconics:
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'

Unstatted Loot:

"Draconics would like to splurge weeks prior to the fight specifically in the Villain tree, specifically to get "Nonsynchronous Elemental Attack-Conversion: Evil". Is it fine to template those out, or otherwise say he can get there"
It was determined that the Villain class did NOT function like standard and wouldn't be statted, but that Draconics could get the above ability by spending weeks. As I recall. EDIT: Here is the minimum that would have gotten Draconics the Conversion, assuming the templates are approved:

Basic Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 50 points
Apprentice Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 500 points
Improved Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 5,000 points
Elemental Attack-Conversion: Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil.
Nonsynchrnous Elemental Attack-Conversion: Evil - (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element



Some of the abilities rewards (Expert/Master Dragon Lord) don't exist or have templates.

Theoretical Loot/Awards:

Ability along the lines of making Draconics count as having the name Vashna Sasseen (for things like the sash, Zwei, etc)
Draconics (Decisions regarding Awards, Fame, Abilities, ????)
Awards from Cordelia fight?
Award stating seals from the end of the megaquest

Theoretical LOST Loot:

Destroyed as part of spells/action components:
Bar- (Spell, Other: Litigamancy, Law, 20,000,000 MP, 100,000,000 Gold) Caster removes one opponent from battle until the end of the round, with a max of one such individual being removed at a time and said individual immediately being returned (before victory conditions are checked) if no other individual would exist on its side of battle in the same battlespace (or across all battlespaces in the battle)
Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
Pun Times- (Item, Material, Time & Whimsy, 5,000,000 Gold)

Objective Tally:

- Through victory here, we can spread the power of good throughout existence, creating bastions of righteousness to ward against any manner of darkness that threatens innocent life.
- We can also work to spread nonbase elements through reality, empowering Kriele and giving her an edge in the cosmic contest against Harkala.
- Help us build not one Heaven, but many, replicating and becoming beacons that illuminate the path to a greater future.
SUCCEEDED

Knight Order:
Draconics:
Kn1g[]///...s of [empty_value_not_found_error]
Tier: 0
Element: Null
Purpose: Deal with reality glitches that are not able to be handled by more conventional orders; prevent incurses of Tsayikk-related elements


Lord Gadigan wrote: Nihilarchitects manage to keep Losh. They can't quite pull off their make-Nexii thing, but they've got a strong resource to work with. The Tide may yet rise again (though perhaps not in such a hostile manner), and Imaginary elements may someday become Real.


Lord Gadigan wrote: Entity types for Knights:

Aerial
Alien
Animal
Aquatic
Astral Being
Bio-Horror
Celestial
Clockwork
Cthonian
Deva
Elemental
Fae
Golem
Human
Humanoid
Illuminated
Insect
Machine
Magic Being
Monster
Ooze
Plant
Robot
Shapeshifter
Spirit
Undead
Abstract
Angel
Dragon
Outsider
Aisurii
Brilliant
Coded Being
Familiar
Fantasmic
Innocent
Paragon
Solar Being
Spireguide
Verdant
Wishkin
Large Structure


Draconics wrote: Zweirugi: FINAL REPORT:
Victory

Loot:

71,970,000 XP (THIS IS GONE, Used during the final fight to keep his level up!!)
8,000,000,000 Gold (Does not reflect the below ability purchases)

22 Fame

7 1/12 Holy Imperial Seal

401 Bonus Weeks
75 Geomancer Bonus Weeks
58 Diviner Bonus Weeks (NOT-Convertable)
58 Warlord Bonus Weeks
59 Umbramancer Bonus Weeks
52 Warlock Bonus Weeks
51 Demonologist Bonus Weeks
18 Cosmic Ruler Bonus Weeks
40 Warlock Bonus Weeks
40 Demonologist Bonus Weeks
50 Pactmaker Bonus Weeks
50 Master of Puppets Bonus Weeks
52 Dragon Lord Bonus Weeks

Adept Geomancy Attunement
Diviner
Adept Divination Attunement
Basic Warlord Knowledge
Apprentice Umbramancy Attunement
Basic Dark Magic Attunement
Basic Demonologist Knowledge
Basic Astral Synchronization
Basic Pactmaker Knowledge
Basic Master of Puppets Knowledge
Basic Dragon Lord Knowledge
Basic Truth Synchronization
Apprentice Truth Synchronization
Analyst of the Absolute
Adept Truth Synchronization

Was Sword-Vashna- (Passive Ability, Friendship) Possessor may choose for possessor's name to include 'Sword-Vashna', 'Sword Vashna', and/or ', the Sword of Vashna'
Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60
Attuned to the Forge of Aeons- (Passive Ability, Geomancer) Temporary items created by possessor are worth 80,000,000 additional Gold, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects
Fiend Traits

Purchased abilities:

Formshift: Fiend- (Stance Ability, Prophet of the Darkest Abysses) Possessor's subtype becomes Fiend
Requires: Fiend Traits
Cost: 300,000 Gold, 12 Weeks

Apprentice Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Prophet of the Darkest Abysses Knowledge, 3 other Prophet of the Darkest Abysses abilities
Cost: 1,250,000 Gold, 2 Weeks

Assumption of the Essence of the Fiend- (Passive Ability, Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to become the subtype Fiend
Requires: Formshift: Fiend, Apprentice Prophet of the Darkest Abysses Knowledge
Cost: 700,000 Gold, 2 Weeks

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Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks

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

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks

Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks

Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks

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

Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 3 Weeks

Horrid Pacts- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Horrors or Darkspawn obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Horrors or Darkspawn cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks

Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Requires: Apprentice Dark Magic Attunement
Cost: 400,000 Gold, 4 Weeks

Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Requires: Element-Corrupting Essence
Cost: 200,000 Gold, 2 Weeks

Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Land-Corrupting Presence, Warlock’s Bond
Cost: 150,000 Gold, 2 Weeks

Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Dark Layline Creation
Cost: 450,000 Gold, 2 Weeks

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

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

Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Requires: Demon Traits
Cost: 110,000 Gold, 2 Weeks

Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Demonologist Knowledge, 3 other Demonologist abilities
Cost: 125,000 Gold, 2 Weeks

Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Requires: Demonic Wrath
Cost: 130,000 Gold, 2 Weeks

Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Requires: Demon Traits, Level 40
Cost: 5,000,000 Gold, 2 Weeks

Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Requires: Basic Demonologist Knowledge
Cost: 63,000 Gold, 2 Weeks

Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Requires: Basic Demon Calling Amplification
Cost: 50,000 Gold, 2 Weeks

Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Requires: Demon Traits
Cost: 60,000 Gold, 2 Weeks

Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Requires: Dark Fire Resistance
Cost: 90,000 Gold, 1 Week

Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Requires: Apprentice Demonologist Knowledge, 10 other Demonologist abilities
Cost: 125,000 Gold, 4 Weeks

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

Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Devil Flesh- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +200 Defense
Requires: Devil Traits
Cost: 200,000 Gold, 2 Weeks

Devil Horns- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 Melee Attack
Requires: Devil Traits
Cost: 100,000 Gold, 2 Weeks

Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Pactmaker Knowledge, 3 other Pactmaker abilities
Cost: 125,000 Gold, 2 Weeks

Devilish Age-Resistance- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains Fatigued: Elderly Immunity
Requires: Devil Traits
Cost: 60,000 Gold, 2 Weeks

Pointy Attack-Beard- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +500 Melee Attack and counts as wielding an additional Deadly Weapon
Requires: Devil Traits
Cost: 600,000 Gold, 2 Weeks

Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Requires: Basic Pactmaker Knowledge
Cost: 80,000 Gold, 2 Weeks

Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Requires: Apprentice Pactmaker Knowledge, 10 other Pactmaker abilities
Cost: 125,000 Gold, 4 Weeks

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Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Requires: Daemon Traits
Cost: 60,000 Gold, 2 Weeks

Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Puppet Master Knowledge, 3 other Puppet Master abilities
Cost: 125,000 Gold, 2 Weeks

Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Requires: Daemon Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Requires: Daemon Calling I
Cost: 40,000 Gold, 2 Weeks

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Requires: Basic Puppet Master Knowledge
Cost: 60,000 Gold, 2 Weeks

Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Requires: Daemon Instruction I
Cost: 100,000 Gold, 2 Weeks

Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Requires: Daemon Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Requires: Defensive Daemon Instruction I, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Requires: Apprentice Puppet Master Knowledge, 10 other Puppet Master abilities
Cost: 125,000 Gold, 4 Weeks

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Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Requires: Dragon Traits or Beastmaster or Level 20
Cost: 2,000,000 Gold, 6 Weeks

Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +20 to all stats
Requires: Basic Dragon Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +100 to all stats
Requires: Dragon Training I
Cost: 100,000 Gold, 2 Weeks

Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Requires: Basic Dragon Lord Knowledge, 3 other Dragon Lord abilities
Cost: 625,000 Gold, 2 Weeks

Defensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +50 Defense
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +250 Defense
Requires: Defensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Requires: Apprentice Dragon Lord Knowledge, 10 other Dragon Lord abilities
Cost: 625,000 Gold, 4 Weeks

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Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 5% Astral Resistance
Requires: Basic Astral Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Requires: Basic Astral Synchronization, 3 other Cosmic Ruler abilities
Cost: 125,000 Gold, 2 Weeks

Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Improved Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 10% Astral Resistance
Requires: Apprentice Astral Resistance, Basic Defenses against Astral
Cost: 500,000 Gold, 2 Weeks

Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks

Apprentice Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Astral
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +100 to all stats
Requires: Apprentice Command of Astral, Basic Understanding of the Heart of Astral
Cost: 100,000 Gold, 2 Weeks

Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Astral Synchronization, 10 other Cosmic Ruler abilities
Cost: 125,000 Gold, 4 Weeks



Pre-reqs (Cost -> 87 weeks):

Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Knowledge of Common Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN, Possessor gains +10 MIN for each base element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 50,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Requires: Studious
Cost: 60,000 Gold, 2 Weeks

Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 600,000 Gold, 4 Weeks

Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
Requires: Basic Book Training
Cost: 10,000 Gold, 2 Weeks

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.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Tool Training
Cost: 60,000 Gold, 2 Weeks

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
Requires: Drill Usage
Cost: 120,000 Gold, 2 Weeks

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
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 2 Weeks

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.
Requires: Pericing Drillstrike
Cost: 150,000 Gold, 2 Weeks

Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Requires: Basic Tool Training
Cost: 40,000 Gold, 2 Weeks

Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Requires: Core Sampling, Careful Tool Use
Cost: 150,000 Gold, 2 Weeks

Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 20,000 Gold, 1 Week

Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks

Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Requires: Basic Necromancy Attunement
Cost: 60,000 Gold, 1 Week

Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Requires: Basic Necromancy Attunement
Cost: 20,000 Gold, 1 Week

Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Requires: Basic Necromancy Attunement, 3 other Necromancer abilities
Cost: 125,000 Gold, 2 Weeks

Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Requires: Has Experienced the Influence of Necromantic Magics
Cost: 70,000 Gold, 2 Weeks

Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Requires: Observer of Black Flickers, Has Experienced the Influence of Necromantic Magics, Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks

Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Requires: Basic Necromancy Attunement, 3 Swordsman abilities, Level 3
Cost: 190,000 Gold, 3 Weeks

Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Makes Horses Nervous- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5% against Steeds
Requires: Creepy
Cost: 80,000 Gold, 2 Weeks

Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Requires: Apprentice Necromancy Attunement, 10 other Necromancer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Requires: Basic Merchant Proficiency, 3 other Merchant abilities
Cost: 1,250,000 Gold, 2 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks

Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks




Diviner abilities (Costs 158 weeks):
(Note: these are all those obtainable in-stock sans ones Zweirugi already has or require other out of stock abilities)

Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Requires: Apprentice Divination Attunement, Filter-Out Sensort Overstimulation, Diviner's Eyes, Excellent at Counting Large Numbers of Things Quickly, Apprentice Merchant Proficiency
Cost: 700,000 Gold, 2 Weeks

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks

Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Requires: Apprentice Divination Attunement
Cost: 500,000 Gold, 5 Weeks

Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Requires: Basic Appreciation of Feng Shui, Zonal Perception, Diviner
Cost: 400,000 Gold, 2 Weeks

Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Requires: Basic Divining Attunement
Cost: 40,000 Gold, 2 Weeks

Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks

Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
Requires: Basic Spirit Form User or Basic Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Requires: Improved Detective's Truth, Deputize Assistant, Detective's Evasion, Uncounterable Accusation
Cost: 225,000 Gold, 4 Weeks

Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Requires: Detective's Eye
Cost: 120,000 Gold, 3 Weeks

Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Requires: Basic Detective Skills
Cost: 40,000 Gold, 3 Weeks

Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Requires: Basic Detective Skills
Cost: 60,000 Gold, 2 Weeks

Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks

Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Requires: Detective's Eye
Cost: 40,000 Gold, 3 Weeks

Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Detective
Cost: 150,000 Gold, 2 Weeks

Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks

Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement
Cost: 150,000 Gold, 2 Weeks

Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Requires: Basic Divining Attunement
Cost: 50,000 Gold, 2 Weeks

Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Requires: Divining Casting I
Cost: 100,000 Gold, 2 Weeks

Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Requires: Basic Divining Attunement
Cost: 60,000 Gold, 3 Weeks

Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Requires: Zonal Perception, Magical Echolocation, Diviner
Cost: 2,000,000 Gold, 2 Weeks

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
Requires: Base MIN of 5 or higher
Cost: 300,000 Gold, 2 Weeks

Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Focused Divining Casting- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divining
Requires: Divining Casting II, Apprentice Divining Attunement
Cost: 60,000 Gold, 2 Weeks

Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Requires: Predict Future through Cards, Predict Future with a Crystal Ball, Predict Future with Dice, Predict Future with Bones, Read Tea Leaves, Read Palms, Predict Future from the Stars
Cost: 800,000 Gold, 2 Weeks

Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Improved Stat Scanning, Diviner
Cost: 500,000 Gold, 4 Weeks

Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Requires: Detective's Eye
Cost: 80,000 Gold, 2 Weeks

Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Requires: Predict Attacks, Level 20
Cost: 400,000 Gold, 2 Weeks

Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks

Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Apprentice Divining Attunement, Diviner's Skill
Cost: 300,000 Gold, 2 Weeks

Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Requires: Detective's Investigation
Cost: 138,000 Gold, 3 Weeks

Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Requires: Auto Zonescan, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Requires: Apprentice Divination Attunement, Filter-Ouy Sensort Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Requires: Dowsing Stance
Cost: 90,000 Gold, 1 Week

Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Requires: Diviner, Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Requires: Auto-Scan, Danger Sense
Cost: 200,000 Gold, 2 Weeks

Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Requires: Diviner, Geomancer
Cost: 1,000,000 Gold, 2 Weeks

Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Requires: Adept Divining Attunement, Auto-Scan
Cost: 5,000,000 Gold, 2 Weeks

Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Requires: Apprentice Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Requires: No Prerequisites
Cost: 400,000 Gold, 2 Weeks

Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Requires: Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Requires: Diviner, Necromancer
Cost: 1,000,000 Gold, 2 Weeks

Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Requires: Basic Divining Attunement
Cost: 280,000 Gold, 3 Weeks

Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Requires: Detective's Accusation
Cost: 210,000 Gold, 2 Weeks

Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Requires: Apprentice Divination Attunement, Improved Understanding of Area Mana Patterns
Cost: 300,000 Gold, 2 Weeks

Expert Divining Attunement- (Passive Ability, Diviner) Divining 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 Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Divining Attunement, 100 other Diviner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks



A standard text event award for beating Sulazz here.
A standard text event award for beating The Giant Prophet here.
A standard text event award for beating <Whatever the heck that demon III was called> here.
Bears the Numeral III
A standard text event award for beating Ohmul Ghalamorse, The Almighty and Most Wicked Dragon
'Key to the Defeat of Forcystus'
Purified the Numerals
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'

Unstatted Loot:

EDIT: Fixed! There was just the Expert Diviner issue.

Theoretical Loot/Awards:

Award stating seals from the end of the megaquest

Theoretical LOST Loot:

Uncertain? None?

Objective Tally:

- Through victory here, we can spread the power of good throughout existence, creating bastions of righteousness to ward against any manner of darkness that threatens innocent life.
- We can also work to spread nonbase elements through reality, empowering Kriele and giving her an edge in the cosmic contest against Harkala.
- Help us build not one Heaven, but many, replicating and becoming beacons that illuminate the path to a greater future.
SUCCEEDED

Knight Order:
Zweirugi:
Knights Eternal
Tier: 3
Element: Eternity
Purpose: Deadlock unstoppable foes in eternal combat until methods of defeating them in a lasting manner can be found; combat and defeat beings capable of defeating the other knightly orders


Celas wrote: Each of you gains 1 Bonus Week

'Key to the Defeat of Forcystus'
2 Fame
600 times the XP of a Level 80 entity
1/12 Holy Imperial Seal
Basic Clipboard Training, Basic Evil Synchronization, Immortal Traits, or Fiend Traits
(Elder Geist selected)

Anathema gets 600 times the XP of a Level 90 entity.

Anathema gets the Nemesis Mask.

Since Anathema is on Loads of Loot, she also gets Basic Adversary's Blade Knowledge and Nemesauth Traits.


Anathema gains 3 Fame.

Anathema gains 'Won the Trial of Demise and Brought Doctor Beak Back from Storage'

Anathema gains 'Revived her Divine Patron'

Anathema gains 1,000 times the XP of a Level 90 entity.

Anathema gains assorted special Worshipper Benefits to be statted upon event conclusion if you keep them.

Anathema ranks up in Priest, Healer, Blight Druid, Biomancer, Warlock, Puppet Master, Deathless One, Ebon Chancellor, and Caliph of Corosion and gains 80 bonus weeks in each.

Anathema develops a new technique on the fly: World-Shattering Colossus-Cleaver!
Anathema has developed a second new technique this day! One Red Instant!

(Award for the Trial of Concordance?)
(AWard for undoing the Archon System?)
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'

Take 2 Fame, 'Prevented Forcystus from Escaping', 200 times the XP of a Level 80, and 30 bonus weeks

Cloak of Master Detective

What?! DIVINITY'S PRISON is Evolving!

Anathema drains the essence of the God-Eater into Divinity's Prison, empowering it.
newly re-formed relic, the God-Eating Prison.


Lord Gadigan wrote: Confirming that Cordelia is dead.

Vashna left her alive. Vashna gave her an out to possibly get bonus stuff if he were defeated.

Drescher, while on some Level appreciating the gesture, could not in good conscience, as an agent of the Holy Empire, let a mostly-vanquished servant of Valcont slink off to become a problem again. He wiped her out when he cleared out the excess teams.


Lord Gadigan wrote: I think I'm going to bar Hax and Triumph as T3 picks for the Knightly Order selection for PCs here. They're a bit too good, even compared to the other T3s.


Draconics wrote: Knightly Order selection:
Draconics -> Destruction (T2, since he's already got Evil and this is a desired pre-req)
Zweirugi -> Infinity (due to the tie-in with his numeral, T3)


Geddoe42 wrote: Geddoe picks Divine for his Knightly Order as he doesn't believe his tenants cross hers and is very favorable to this outcome. As an Archangel and Master Divine Magic user he wishes to further his divinity.
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Pathaky wrote: ROY

Loot Style: Piles of Loot.

Unfinished Prep:

(Needs to be Levelled from 8 to 59) All-Consuming Darkness- (Pet Aspect- Dark Chosen Regalia, Elemental, Darkness, Level Tied to Relevant Artifact, X Gold)
MP- 7,950
STR- 1,000
AGI- 1,000
CON- 1,000
MIN- 1,000
SPI- 1,000
XP- X
XP Needed- Level tied to Dark Chosen Regalia
Defense- 780
Defense against Stat Damage- 70
Critical Chance- 7%
Resilience- 7%
To Hit- 106%
Dodge- 7%
Resistances and Immunities- Absorbs Darkness, Poison Immunity, Poison: Drunk Immunity, Stat Drain Immunity, Confusion Immunity, Impaired Immunity, Pain Immunity, Mad Dancing Immunity
Prime Attribute- Spirit
Constant Effects-
Zone Devourer- Possessor may, at the start of every round, destroy a zone created by a lower level creator who is under level 40, If possessor destroys such a zone, then possessor is healed for 15,000 HP and 2,000 MP, Constant Effect
Abilities-
Dark Consumption- 1,900 Damage, May inflict drain or heals caster for 900 HP, Darkness, 0 MP
Black Rain- 540 Damage, Darkness, 1 Hit against 18, 0 MP
Demon Link- All-Consuming Darkness's controller regenerates 550 HP per turn until All-Consuming Darkness is killed, Does not stack, Darkness, 10 MP
Dark Bolt- 7,900 Damage, Darkness, 0 MP
Void Sphere- 95% inflicts Voidstruck, Darkness, 1,400 MP
Void Syphon- Cures Voidstruck, Heals caster for 1,500, Darkness, 600 MP
Blot With Darkness- 50% inflicts Impaired: Blind: Darkness, Darkness, 800 MP



Gains:

1 Bonus Week

Maybe the Librarian's Catalog? He was using it in the final showdown. Unsure, man.



Loses:

LOST in the final showdown against the Heaven Architects.

*Box Containing The Lost Potential Fates of Vasranagos (Consumable, Enchanted Item, Fire & Fate, 1 Charge, X Gold) This consumable may not be replicated or have its charges preserved, has RP Effects

Undefined other stuff? Roy's in a weird spot where he technically gained very little, so I'm unsure how this is going to hit him.



OBJECTIVE TALLY:

- [Hi BA Members! The mission goal is simple: I want to use the Mime's forge to build a bunch of alternate realities that have their own fun rules!]
FAILED

- [Since I have foreseen that some people have concerns about it, I'll be clear that I'm not planning on breaking Nexus.]
SUCCESS???

- [People from the go-kill-Lubel-Vyre mission: I'd be hyped if you all joined up! Seriously, you did way better at completing that than the BA people did back during the Princess mess and are what convinced me to open recruitment again for this one.]
SUCCESS


Pathaky wrote: Nole

Loot Style: Piles of Loot

GAINS

600 Times the XP of a Level 80 Entity (Likely used up to offset level drain the the final battle.)

201 Bonus Weeks
80 Weirdworker Weeks
Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization
Basic Good Synchronization
+1 Ascendant Ability in Uruquaris' lineage

12 Fame
4 1/12 Holy Imperial Seal for lvl 80
Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

Awards:

'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
'Made Nexus A Bit Better Overall'
'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii'


Won the Megaquest "Crisis Across Infinite Nexii
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis

OBJECTIVE TALLY

- Through victory here, we can spread the power of good throughout existence, creating bastions of righteousness to ward against any manner of darkness that threatens innocent life.
SUCCESS

- We can also work to spread nonbase elements through reality, empowering Kriele and giving her an edge in the cosmic contest against Harkala.
SUCCESS

- Help us build not one Heaven, but many, replicating and becoming beacons that illuminate the path to a greater future.
SUCCESS


Pathaky wrote: EINARR

Team: ??????
Loot Style: ??????

GAINS

"Regarding Einarr, he has been sent to his room at the Nexus in, which now has a new spa. The poor man needs some rest and relaxation after what just happened to him."- Drescher.

Dude got a sicknasty new spa, man!


Aeromage wrote: Volatilis Final Tally

Megaquest Progression: Exited via Overcrash in the Third Chamber battle against Ouettzer and The Enemy's forces*
*See Other Stuff

Questprep Stuff:

● Volatilis made some significant contingencies via Universe-Reality Auditing, Progress and other to prevent losing the Artifacts it came in with, and create an additional massive reserve of luck (In addition to triple-High Sanctity protected via outside-of-normal-effect goatheads). Perhaps the contingencies are making it out (as Volatilis didn't actually die). Perhaps not. Perhaps something weird is going to be up with them. These weren't updated to Volatilis' sheet as they ended up coming into the megaquest with the expectation that they may be lost.

Fabulous Treasure-Generating Solar System Artifact-Drop-Substitution System wrote:8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)


Progress-Infused Solar System of Fortune and Chance wrote:8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)




● Volatilis had additional contingencies prepared should Lili have clashed with Team Bekkler and attempted to use her prior link as the island's deity (despite contractually having been for a specifically transient period that was up before the megaquest started). It sprang for the mid-tier 860,000,000 Gold non-damaging, non-offensive, anti-spying-and-manipulation package against her from Bascaradine (with an additional pre-recorded polite message explaining that her influence is being blocked to prevent such). It was mentioned this may gain an award post-megaquest.


● Volatilis leveled the Aeon Diadem to Level 79 for the megaquest. The Hand of the Clock of One Thousand Ends Aspect has been leveled, while the Aeon Diadem and Chronomancer King's Measured Timepiece Asepcts haven't.

Aeon Diadem, Level 59 Variant wrote:Aeon Diadem (Level 59, 3,328,000,000 XP, 3,328,000,000 XP Required, Standard Multiplier x20 (Raised to x400 to bypass Level 60 cap))

Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +77,650 Melee Attack, +77,239 Magical Attack, +76,999 AGI, +76,200 MIN, 100% inflicts Paralysis: Temporal Stasis, 100% inflicts Suffocation: No Future, 25% inflicts Petrified: Time Stop, 150% may inflict Fatigued: Elderly, 150% may inflict Stat Drain: AGI Drain, 150% may inflict Stat Drain: CON Drain, 100% may inflict Stat Drain: SPI Drain, 15% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 30% Time Resistance, +86,500 Defense against Time, Deals 7,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 6,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 3,000 CON Damage and 3,000 AGI Damage

Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +77,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, 35% Time Resistance, +71,900 Defense against Time, +72,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed,
Wearer has a 24% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 80 for 12 rounds, with this effect not stacking with itself or with identically worded effects from other items or abilities, Time-element spells cost wielder 75,000 less MP to cast, Wielder's Chronomancy summons gain +7,000 to all stats as a non-stacking effect that is present on this item, Chronomancy spells cost wielder 85,500 less MP to cast, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 60 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +77,600 to the stat that determines wielder's turn order, 2 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 12 rounds under the normal rules for delaying actions, 35% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +76,100 Defense against Time, +76,790 AGI, +76,000 SPI, +12,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 12 higher or up to 12 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +84,200 additional Magical Attack, Wearer may not be forced by sources below Level 80 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects


Hand Aspect, Level 79 Variant wrote:*Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +377,650 Melee Attack, +377,239 Magical Attack, +376,999 AGI, +376,200 MIN, 300% inflicts Paralysis: Temporal Stasis, 250% inflicts Suffocation: No Future, 50% inflicts Petrified: Time Stop, 25% may inflict Vanished, 25% may inflict Instant Death, 350% may inflict Fatigued: Elderly, 350% may inflict Stat Drain: AGI Drain, 350% may inflict Stat Drain: CON Drain, 300% may inflict Stat Drain: SPI Drain, 20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 40% Time Resistance, +386,500 Defense against Time, Deals 27,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 18,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 18,000 CON Damage and 18,000 AGI Damage




Loot:

100 times the XP of a Level 79 entity. (3,160,000 XP)
100 times the XP of a Level 79 entity. (3,160,000 XP)
100 times the XP of a Level 71 entity. (2,662,500 XP)

100,000,000 Gold

2 Fame

132 Bonus Weeks gained (to all skillsets)
30 Infinity Designer weeks, 30 Reality Auditor weeks, 30 Reality Arranger weeks, 30 Temporal Primarch weeks and 30 Geomancer weeks (to all skillsets)


Automated Geodecoration- (Passive Ability, Geomancer) At the start of each round, possessor may change the elements of any zone that is a combination of base elements to any other combination of base elements, provided it was not created by a source that is Level 99 or greater or that is 10 or more Levels greater than possessor


Master Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor may control the actions of Spatial element individuals who are half possessor's Level or lower, Spatial element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor


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



Lizard Titan Doom-Hostess's Ruinous Comb- (Weapon, Tool, Destruction & Color & Tacky, 450,000,000 Gold) +450,000 Melee Attack, Damage wielder deals may not be healed by sources below Level 80 that are not 5 or more Levels greater than wielder, Wielder may spend an action to convert any stat, HP, or MP bonus from all stacked instances of a buff from a source below Level 80 that are present on a target entity into an equal penalty that seperates the bonus from said buff and places the converted penalty into a seperate debuff that stacks 5 times across all debuffs created by this item, regardless of their original buff source, Wielder must be Level 60 or greater


Titantic Hostess's Shifting Wardrobe- (Armor, Clothes, Color & Tacky & Flux, 450,000,000 Gold) +450,000 Defense, +450,000 to all stats, +4,500,000 HP, Wielder may become any combination of (base elements, Color, Tacky, and Flux) element at the start of any action as a non-stacking buff, Wielder may make this item any combination of (base elements, Color, Tacky, and Flux) at the start of any action as a non-stacking buff that sits on this item but takes a buff slot of this item's wielder to be carried between battles, Wielder must be Level 60 or greater




'Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii'


Unstatted Loot:

Expert Progress Synchronization (T3) (The other existing T3-Expert, Dream, is apparently specifically based on T1 templates)
Adept Clipboard Training (T3) (Too different from other weapon trees, and too high a tier to do guesswork with)
Master Geomancy Attunement (T1) (No Master-level spell-school abilities exist right now)


Unstatted Other Megaquest-Related Stuff:

Volatilis (like the others) got hit with some hefty Fateweavings the Golem's packing. It might have an effect on things here. It might stick beyond this. Who knows?

Bestow Fate: Will Find the Great Treasure-
Greater Fateweaving, Boon, Manifold
Consumes:
500,000,000 Gold
500,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows its possessor to roll twice on the treasure tables of entities of lower Level than its creator (choosing one result, not both). This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.

Bestow Fate: Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
Consumes:
5 Purity
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.




What's Going On With The Census, Yo:

● It now has the award 'Contains a Fake Leodranthis'.

● It scanned in the following people:
Mirian Tallyn (Human, Level 76)
Das Puzzle Deathwhale Thingie (Aquatic & Abstract, Level 86)
Shannon (Human, Level 80)
Ekhtero Esh (Human & Outsider, Level 81)
William Senior (Humanoid & Monster, Level 78)

● The Census is getting transferred back to Patchy after this.


Other Stuff

● The team actually made it all the way to the end, thanks to William Senior, even if it couldn't participate in the final battle. This was noted as something that mitigated gear/loot-loss (as mentioned in Anathema's trip to the Concordance-trial's cash-out room regarding the Nihilarchitects as Negalux had also made it to the final chamber and thus, by extension, so had the team).

● Celas is getting a sternly-worded letter from the island with regards to his shenanigans pre-quest that almost led to the Census being hijacked and backdoored via Forcystus.



Objective Tally:

- HUGO BEKKLER IZ LOOKING FOR PROMOTION! IF HUGO GET NEW NEXUS, HUGO CAN BE OWN ADMINISTRATION, YEZ!
FAILED

- BUT MORE TO ZE POINT: NEXZUS, IT IS IMPORTANT TO YOU, YEZ? NEXUS IS IMPORTANT TO HUGO BEKKLER AS WELL, UND FORCYSTUS, HE IZ CONTROLLINK ZE BUREAU VITH ZE DEVIL PAPERWORK. HELP ZIZ TEAM WIN, UND I WILL REZTORE ZE MAIN NEXUS TO ZE ADMINISTRATION UND DEZTROY THE DEVIL PAPERWORK, YEZ!
INDIRECT SUCCESS (Forcystus and the Devil's Paperwork are no longer a factor in Nexus, and the Administration is back in control of things. And likely doing some serious security audits).

- HAZ HU SEEN ZE ODDER TEAMS? MOST OF ZEM IZ AWFUL!
SUCCESS? (Well, by the metric of 'unable to get very far in the quest', most of the other teams were awful, yes. Technical success?)


Lord Gadigan wrote: Einarr:

Loses -
Nothing

Gains -
'Got Pulled Into the Crisis By Forcystus to Use as a Power Source'
1 Fame
Awesomely-Relaxing Spa- (Item, Property, Fire & Water, 3,850,000 Gold)

Einarr is freed from this thread.


Lord Gadigan wrote: Nira:

1 Bonus Week



Retained.

3 Fame



Retained.

'Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'
'Triumphed in the Trial of Powers in the Crisis Across Infinite Nexii'



Retained.

Supreme Overcrash: Those Deadly, Deadly Blues- (Technique Ability, Musician) Possessor may use 'Supreme Overcrash: Those Deadly, Deadly Blues' in conjunction with a 'Ranged Overdrive', 'Overdrive', or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has an Instrument equipped. Said action gains +2,000,000 Ranged Attack, gains +2,000,000 Magical Attack, gains the elements Water & Darkness, gains '1 hit against 77,000,000,000, gains a 100% chance of inflicting Instant Death, ignores the Instant Death Immunity of Undead, ignores Resistance and Immunity to Confusion: Depression, changes all Fire element actions of its targets to have the element Fire replaced with the elements Water & Darkness as a non-stacking debuff, and checks its status effect infliction chances an additional time if it fails to inflict them. Said action sets its user's MP to 0 for the remainder of the thread.



Retained.

Unstatted Loot:

HAMMER! (I remember a type-line for this, but I can't find it anywhere!)



Requesting reminder details on this one since the hammer I remember you doing tons of stuff with was on Vashna.

2 Bottled Unbroken Rain- (Item, Material, Universe, 500 XP) (Type-line includes XP??)



Yes, this item has an XP value instead of a Gold value.

Retained.

Theoretical Loot/Awards:

Fame / Awards / ??? from the Heaven Architects fight. Not sure if her rolls there did/didn't warrant anything.



'Defeated by the Heaven Architects After Attempting a Bascaradine Bartending Challenge
Another 2 Fame

Reviewing your stuff you brought into the quest.


The Nottest of Daves wrote: Enrica will nebulously be converting herself over to a Knightly Order, once the Aether/Nobility/Phantom/Steam orders are more described.


Draconics wrote:
Requesting reminder details on this one since the hammer I remember you doing tons of stuff with was on Vashna.



"Fortunately for Nira, her attempt to make one heck of a problem-striking hammer succeeds with gusto, delivering a work not only custom-crafted by a Battle Arena member, but crafted using Flameforge-associated techniques, which are massively in vogue with Nexus-aware parties given the nature of current events. While the boy's robes are of slightly higher quality and more in line with what the clients usually buy, Nira's trendy edge gives her flaw-excised weapon enough of a push to land her a slightly higher score."

I missed one part, this did consume her:
More than Just a Whale of a Problem (Weapon)
That she brought with her.

Logs here (currently in the private thread): viewtopic.php?p=159136#p159136

Essentially, it was the crafting challenge result she made.


Lord Gadigan wrote: Nira loses:

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

Bascaradine's insurence policy then provides a replacement for it because it's one of their products and they can just straight-replace it more easily than giving you Gold.

So you don't actually end up losing it in the net end result.

Looks like the Cautious loot style paid off and you came out of this with a net win of a new Overcrash and some Fame.

Bascaradine, for your part in events, also offers, should you desire such, to remove one of your 'An <X> No Longer' abilities. You at least got them some advertising.

Reviewing the hammer.


Celas wrote: Dexima's retiring and his Fated One slot is going to a Knight!

Celas will accept his honorary position as a Knight of Void!


Draconics wrote: Nira is going to opt for the removal of "A Killer No More"

The lady can now be a Death Meister!


Wriggle Nightsparrow wrote: General note: VR, when asked privately if she had any sub-goals, listed "Renderize some noteworthy individuals".

While Darston doesn't personally support Renderization much and will be petitioning the VR to remove Gonzo Forcystus from existence entirely on account of how supremely dangerous, crafty, and treacherous he is along with the general hate she's going to get for carrying a tenuously controlled existence-destroying entity around, team VR definitely accomplished that. We got the Lich King and some other folks too.


Lord Gadigan wrote: I think I got the private threads visible. Let me know if you had one that isn't.

These are mostly missing big blocks of info. Again, I or someone else is going to have to archive-trawl at some point.

Still, I think the secret threads worked a whole lot better here than they did before, even if a lot of stuff didn't hit them. Teams were doing stuff in separate chats, and there are people excited to see what other teams were doing.


Lord Gadigan wrote: *Nira's Problem-Striking Flameforged Hammer- (Weapon, Force, Fire & Physical & Chaos & Fury, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Ranged Attack, +250,000 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, +2 Fame, Wielder may spend an action to cure any one (negative status effect or debuff) from a source below Level 80, Wielder must be level 40 or greater


Lord Gadigan wrote: Nira keeps that and is freed from the thread.


Lord Gadigan wrote: Renderizing Forcystus and getting the Nihilarchitects Losh are both large resource victories that hit at side objectives.

Give Darston and Lili each a Seal Piece and 2 Fame. Lili gets Basic Formus Synch if she doesn't have it. Darston is getting Basic Illusion Synch if he doesn't have it. 60 bonus weeks for the class if they do. That's making it out regardless of what happens with the rest of their loot.


Pathaky wrote: Nole, after much deliberation, accepts an honorary position as a Knight of one of the Wonder-Orders.


Draconics wrote:
Lord Gadigan wrote:*Nira's Problem-Striking Flameforged Hammer- (Weapon, Force, Fire & Physical & Chaos & Fury, 250,000,000 Gold) +250,000 Melee Attack, +250,000 Ranged Attack, +250,000 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, +2 Fame, Wielder may spend an action to cure any one (negative status effect or debuff) from a source below Level 80, Wielder must be level 40 or greater



Force => Hammer?


Lord Gadigan wrote: Getting miniblurbs on the preexisting Knightly Orders out.

Knights Temporis
Tier: 2
Element: Time
Purpose: Dedicated to eliminating villains who have powers over Time that they use to advance their evil schemes.

Knights Purificationist
Tier: 1
Element: Fury
Purpose: Eliminate all traces of infectious/pervasive/corruptive evils so that they cannot regain roots and spread further.

Knights of the White Lily
Tier: 1
Element: Wood
Purpose: Cultivate and utilize rare plants to treat all manner of maladies, both physical and spiritual.

Knights of the Golden Blade
Tier: 1
Element: Wealth
Purpose: To use their wealth to lay claim to areas and items to gain a metaphysical hold that makes them more difficult to be taken or tainted by dark forces; to use wealth to finance attacks against bastions of evil.

The Knights Graceblade
Tier: 2
Element: Good
Purpose: To act as archetypal ur-Paladins, operating as honerable heroes who never let fear of evil being too great prevent them from doing their duty and never consider tasks beneath them; to avoid collateral damage when battling vile forces.

Knights Reclimatus
Tier: 1
Element: Phantom
Purpose: Redeem evil beings, with a specific focus on individuals who were possessed/corrupted by outside evil presences without their consent/unwillingly converted into aggressive undead

The Knights of the Seventeen Seals
Tier: 1
Element: Warding
Purpose: Seal away evil forces that otherwise cannot be defeted or threaten with the ability to return somewhere else if destroyed.

Knights of the Outward Eye
Tier: 1
Element: Warding
Purpose: Utilize divination to prevent sealed evils from escaping their prisons and to prevent dark forces from infiltrating otherwise-safe lands.

Knights of the Wall of Blades
Tier: 1
Element: War
Purpose: Use mighty weapons aimed with purpose to suppress the spread of evil and progressively gain ground for the forces of good.

The Knights of New Dawning
Tier: 1
Element: Light
Purpose: Claim victories against forces that good, heroic types previously fought and lost against.

Knights Celestialis
Tier: 1
Element: Astral
Purpose: Use astral magic coupled with upper-planar power to deliver powerful strikes against fortified bastions of evil.

Knights Most-Valiant
Tier: 1
Element: Glory
Purpose: Serve as the source of legends of good vanquishing evil in honorable ways that are spread across the planes, both to improve allied morale and to alter multiversal spawn-table tendencies so that 'good will be victorious' becomes a prevalent theme.

Knights of the Order of the Noble Ratcatcher
Tier: 1
Element: Basic
Purpose: Notice and root out small threats that might otherwise be overlooked to grow into larger problems.

Knights Divinitas
Tier: 1
Element: Faith
Purpose: Serve as agents of the gods of good, forming a unified bastion of faith that combines the powers of deities otherwise spread across different pantheons to battle against the gods of evil and lords of the lower planes.

Knights Curiatis,
Tier: 2
Element: Life
Purpose: Heal ailments, curse plagues, and undo the damage done by evil's forces.

Knights Dyschronus
Tier: 2
Element: Time
Purpose: Undo past disasters, losses, and victories of evil.

Knights Peregrine
Tier: 2
Element: Spatial
Purpose: Swoop in from out of nowhere with exotic powers at their disposal to suddenly and decisively solve problems that cannot normally be fixed.

Knights Mentalis
Tier: 1
Element: Memory
Purpose: Soothe the minds of those mentally damaged by evil; edit memories to eliminate trauma; destroy memetic hazards.

Knights of the Woven Tapestry
Tier: 2
Element: Fate
Purpose: Reweave fate so that horrid futures are averted and boons are granted to those who would otherwise be at the mercy of destiny's whim.

Knights Numinous
Tier: 1
Element: Aether
Purpose: Hunt villains that escape into pathways not normally travellable, such as etheral planes, mirror realms, or the shadows of mindscapes.

Knights Empyrean
Tier: 2
Element: Spatial
Purpose: Unify the heavens and the mortal realms so that the power of the arch-angels and their kin can be brought to bear to assist mortals and geomantically drive away evil.

Knight Replicant
Tier: 1
Element: Dopple
Purpose: Assist small bastions of goodly people who would otherwise be overwhelmed by massive numbers of monsters or fiends.


Lord Gadigan wrote: [5:00 PM] Gadigan: Confirmed on Graceblade dropping to T2

This is a result of the subtype tier shuffle.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: More knights:

Knights Principalis
Tier: 1
Element: Void
Purpose: Ensure that the concepts, principles, and divine forces that reality uses as its foundation-points are not subverted by evil forces and bent to twisted ends.

Knights Oracular
Tier: 2
Element: Knowledge
Purpose: Reveal the secrets that vile forces attempt to hide; prevent evil forces from developing new means to hide themselves from good's sight.

Knights Necromantus
Tier: 1
Element: Phantom
Purpose: Use ancestral magic and necromancy towards benevolent ends, helping civilization and fighting against those who would use such powers for evil.

Knights Potentiallis
Tier: 2
Element: Wonder
Purpose: Expand the boundaries of what is possible so that the potential futures of reality are expanded in positive directions that were previously impossible.

Knights Miraculous
Tier: 2
Element: Wonder
Purpose: Perform miracles to give help those in situations that seem impossible to win.

Knights of the Banishing Bell
Tier: 1
Element: Aether
Purpose: Unsummon evil summoned beings, undo rituals to bring dark powers into the worlds, and prevent the forces of evil from harnessing Eidolons to their ends.

Knights Paramount
Tier: 1
Element: Nobility
Purpose: Rule over kingdoms justly and serve as the benevolent leaders of civilization.

Knights of the Spinning Cog
Tier: 1
Element: Steam
Purpose: Invent and mass produce objects and clockworks that both serve to better civilian life and defend against enemy forces.

Knights of Steel and Circuitry
Tier: 1
Element: Metal
Purpose: Improve goodly civilization through the development of technology; create robotic soldiers and AI administrators to help prevent corruption in government bodies and military forces.

Knights of the Empty Conflux
Tier: 1
Element: Void
Purpose: Destroy base-element entities devoted to spreading Harkala's influence and reach.

Knights of the Unseen Pathway
Tier: 1
Element: Void
Purpose: Break into worlds overtaken by evil and rescue innocents or heroes stuck there.

Knights of the Balanced Soul
Tier: 1
Element: Void
Purpose: Serve as mentally and spiritually grounded champions who resist corruption, possession, madness, and other types of taint to combat adversaries that would otherwise be too dangerous for normal heroes to approach.

Knights Inviolable
Tier: 1
Element: Warding
Purpose: Serve as defensive supplements to teams of allied others, acting as a bulwark that prevents their allies from coming to harm in battle.

Knights Transient
Tier: 1
Element: Aether
Purpose: Undo lingering evil magics, geomantic corruptions, and effects that have persisted beyond the lifespan of their evil creators.

Knights Fundamental
Tier: 3
Element: Primordium
Purpose: Safeguard the fundamental nature of existence from harm from reality-warping beings and entities that can shift universal laws to malign ends.

Knights Cyclical
Tier: 2
Element: Life
Purpose: Reincarnate lost heroes of good and safeguard the passage of souls to afterlife or back to life; eliminate spirit-eating lower-planar beings and undead.

Order of the Knights Expurgatis
Tier: 2
Element: Destruction
Purpose: Combat and eliminate unique, notable threats to the forces of good.

Knights with Swords, Shields, Armor, and Horses
Tier: 1
Element: Basic
Purpose: Drive off troublesome bandits, slay dangerous dragons, and rescure captured royalty while adhering to the tenets of chilvalrous conduct.

Knights of the Glowing Ladder
Tier: 1
Element: Ki
Purpose: Help others to master their powers, better themselves, and become heroes.

Knights of the Compass Rose
Tier: 1
Element: Civilization
Purpose: Bring civilization and law to regions ruled by savagery, terror, or evil tyrants.

Most Revered and Exquisite Knights of the Immaculate Bastion
Tier: 1
Element: Grandeur
Purpose: Create awe-inspiring yet also defensively-effective bases for the forces of good; promote the spawning of effective Knights of the Orders through refined Geomancy.

Knights of the Cosmic Palette
Tier: 1
Element: Color
Purpose: Tame and repurpose wild monsters to become helpful to civilization and the forces of good.

Knights Clarion
Tier: 1
Element: Sonic
Purpose: Broadcast messages that would otherwise be suppressed by oppressive forces.

Knights Vibrant
Tier: 2
Element: Life
Purpose: Defeat beings that bring destruction and apocalypse in vast or permanent ways.

Sage-Knights of the Radiant Spire
Tier: 2
Element: Knowledge
Purpose: Discover and preserve the knowledge of powers and techniques that expand the repertoire of the forces of good to combat and protect themselves from their foes in esoteric ways.

Knights of the Unforgotten
Tier: 1
Element: Memory
Purpose: Preserve the knowledge of fallen heroes of old so that efforts may be taken to return them to life or respawn them.

Knights of Eternal Green
Tier: 1
Element: Nature
Purpose: Stop the expansion of forces based in pollution, stagnation, environmental destruction, and decay.

Knights of the Dove
Tier: 1
Element: Civilization
Purpose: Promote diplomacy as a means of solving conflict, end wars, and preserve times of peace

Knights of the Frog Prince
Tier: 1
Element: Marsh
Purpose: Locate benevolent monsters, horrors, and sentinent animals; help them find ways to help others without causing surprise or revulsion or assist in relocating them to areas where they can do good without seeming strange.

Knights of the Eternal City
Tier: 1
Element: Civilization
Purpose: Rebuild, fortify, and improve areas destroyed by conflict, disaster, or predation.

Knights of the Reclaimant Order
Tier: 2
Element: Treasure
Purpose: Acquire powerful items held, utilized, or horded by villains, by means both direct and involving subterfuge.

Knights of the Sacred Hammer
Tier: 2
Element: Treasure
Purpose: Destroy evil magic items and artifacts.

Kn1g[]///...s of [empty_value_not_found_error]
Tier: 0
Element: Null
Purpose: Deal with reality glitches that are not able to be handled by more conventional orders; prevent incurses of Tsayikk-related elements

Knights Sagacious
Tier: 1
Element: Mystic
Purpose: Use magic to better people's lives and fight against evil

Knights of the Burning Ember
Tier: 1
Element: Hope
Purpose: Serve as an example in dark times, prove that no evil is too great to be opposed, help sew the seeds of rebellion against tyrants

Knights of the Dusk Blossom
Tier: 1
Element: Toxin
Purpose: Use stealth and carefully-prepared plans to surgically eliminate unique leaders of evil organizations

Knights of the Meticulous Count
Tier: 2
Element: Numerals
Purpose: Ensure the accuracy of records at the disposal of the Knightly Orders, improve the efficiency of operations and logistics, safeguard against internal corruption and embezzlement

Knights Eternally Loyal
Tier: 1
Element: Civilization
Purpose: Suppress terrorist forces, prevent criminal gangs from seizing power, and prevent bloody uprisings

Knights of the Heavenly Garden
Tier: 1
Element: Wood
Purpose: Defeat evil and threatening plant monsters; ensure safety in places of verdent green

KNIGHTS: WHOA-HO-HO-YEAH, IT'S THE KNIGHTS, THE KNIGHTS WITH THE NAME, THE NAME THAT'S WHAT I JUST SAAAAAAAAID, PLUS THIS OHHHH YEAAAAH
Tier: 1
Element: Tacky
Purpose: Confuse and distract the forces of evil; reveal the true power of synchronized song and dance routines

Fluffy Bunny Knight Crusaders!
Tier: 1
Element: Cute Pets
Purpose: Train small, cute animals to be able to defend themselves (and their owners, where applicable) against evil forces

Knights of the Savage Land
Tier: 1
Element: Beast
Purpose: Protect civilization and the wilderness from one another, stopping both environmental destruction caused by excess greed and the predation of beasts on peaceful folk

Knight of the Distant Stars
Tier: 1
Element: Astral
Purpose: Stop threats that travel through outer space; assist in establishing peaceful contact between different planets

Knights of the Adamant Forge
Tier: 1
Element: Metal
Purpose: Develop and test new weapons and armors for the Knightly Orders to use

Knights of Joy
Tier: 1
Element: Pleasure
Purpose: Increase the overall level of happiness across the universe and help end causes of mass suffering

Dragonrider Knights
Tier: 1
Element: Draco
Purpose: Cooperate with dragon partners to form effective teams that combat evil

Magical Sugarsprite Knights
Tier: 1
Element: Candy
Purpose: Work alongside fellow magical girls to spread friendship, eliminate evil (particularly in the forms of rot, decay, and associated dark elements), and cook up tasty treats

Knights of the Primordial Forge
Tier: 1
Element: Animae
Purpose: Bring life to the unliving to aid in the greater aims of the Knightly Orders as a whole

Knights of Heaven
Tier: 1
Element: Light
Purpose: Work alongside upper-planar beings to fight against the forces of the lower planes

Knights of the Illuminated Mind
Tier: 1
Element: Truth
Purpose: Combat illusion, lies, and sources of deception

Knights of the Silver Screen
Tier: 1
Element: Glitz
Purpose: Promote the reputation of good, help good appear more appealing than evil to the masses, expose evil at its darkest points

Knights of the Constable Guard
Tier: 1
Element: Order
Purpose: Assist local law enforcement forces in cases where they are overwhelmed or faced with threats whose esoteric powers they are unable to deal with using internal resources

Knights Doshtacular
Tier: 1
Element: Wealth
Purpose: Fund/bankroll/provide-esoteric-resources-for positive ventures that would otherwise fail due to a lack of resources

Knights of the Valiant Blaze
Tier: 1
Element: Fire
Purpose: Use the power of fire to eliminate evil forces

Knights of the Purifying Fire
Tier: 1
Element: Fire
Purpose: Use power over fire and holy magic to cure afflictions, burn away curses, stop contagious undead, and eliminate the plagues that issue forth from foul Gilbezber

Knights Clad in Eternal Red
Tier: 1
Element: Fire
Purpose: Eliminate evil beings that use fire to twisted ends, with a focus on demons and efreet

Lamplighter Knights
Tier: 1
Element: Light
Purpose: Maintain geomantic bastions that prevent evil from encroaching upon threatened realms; maintain the sanctity of fortresses that are surrounded by lands of darkness

Tradewind Knights
Tier: 1
Element: Commerce
Purpose: Stop banditry, theft, and other threats to property and trade; help preserve economic stability

Knights of the Golden Vault
Tier: 1
Element: Wealth
Purpose: Guard wealth and treasure so that it does not fall into the hands of the unworthy; provide reliable, trustworthy banking services

Knights Immaculate
Tier: 1
Element: Beauty
Purpose: Increase the overall beauty of the multiverse; fight against forces that utilize Agony and curses

Knights of the Celestial Gate
Tier: 2
Element: Spatial
Purpose: Prevent the forces of good from being cut off from one another; maintain safe access between the planes; stop threats to planar travel

Knights of the Celestial Court
Tier: 2
Element: Law
Purpose: Serve as instruments of heavenly justice who reward the good and mete out punishment against the wicked; prevent laws from being subverted by devilish or daemonic forces

Knights Innumerable
Tier: 1
Element: Dopple
Purpose: Serve as backup for the other knightly orders as is needed

Incognito Knights
Tier: 1
Element: Dopple
Purpose: Locate individuals who are pretending to be good but actually working towards wicked ends in secret; replace those individuals with other capable people (or replicas) capable of accomplishing their outward goals

Knights Polymorphic
Tier: 2
Element: Form
Purpose: Undo transmutation-based curses; hunt down and eliminate evil transmuters and flesh-crafters

Knights of Unbound Freedom
Tier: 2
Element: Chaos
Purpose: Eliminate tyrants and cruel slavemasters

Knights of the Clover
Tier: 2
Element: Fortune
Purpose: Use control of Fortune to eliminate overly-lucky scoundrels who otherwise use their good fortune to escape justice

Cosmic Miraculous Doctor-Knights
Tier: 1
Element: Azoth
Purpose: Heal maladies that afflict the elements; prevent elements utilized by the Knights from falling under the sway of corruptive forces

Knights of the Atom
Tier: 1
Element: Atomic
Purpose: Use super-science for the side of justice, fight against alien conquerers, robots run-amok, and the horrors of mad science

Knights of the Golden Word
Tier: 2
Element: Law
Purpose: Use law-magic to promote order, good, justice, and civilization; combat enemy litigamancers and stop beings of chaos who destroy the structure of law

Knights Ever-Changing
Tier: 2
Element: Flux
Purpose: Battle against stagnation, stasis, pointless waste, and the dynamism-stifling powers of Fulsome Industry

Knights of Destiny
Tier: 2
Element: Fate
Purpose: Establish and strengthen prophecies of good heroes rising up to defeat menaces, threats, and great evils

Faceted Knights
Tier: 2
Element: Crystal (2)
Purpose: Help create reservoirs of base elements currently under Harkala's power that are protected from her control, utilizing Kriele's sources and elemental crystal to achieve a process similar to Bascaradine's employee-reprocessing

Almighty Knights of the Highest Heaven
Tier: 3
Element: Divine
Purpose: Guide thier worshippers to the service of good; cooperate with and assist other good divinities; fight and defeat the gods of evil

Muse-Knights of Boundless Fantasy
Tier: 3
Element: Dream
Purpose: Combat reality-warpers and beings that exist beyond conventional means of interaction with the rest of existence using their dreamshaping powers; improve the many worlds through reshaping their foundations

Knights Eternal
Tier: 3
Element: Eternity
Purpose: Deadlock unstoppable foes in eternal combat until methods of defeating them in a lasting manner can be found; combat and defeat beings capable of defeating the other knightly orders

Knights Unconquerable
Tier: 3
Element: Infinity
Purpose: Defeat massive evils in one-on-one combat

Knights of the Righteous Legion
Tier: 1
Element: War
Purpose: Lead armies in combating the armies of evil; expand the kingdoms of good and seize territory from the forces of darkness

Jester Knights
Tier: 1
Element: Moon
Purpose: Trick evil forces into being the sources of their own downfall

Knights Vampiric
Tier: 1
Element: Blood
Purpose: Promote the siring of willing augmented undead possessing carefully-cultivated strains of empowering necromancy that do not confer weaknesses or taint

Leech-Knights
Tier: 1
Element: Blood
Purpose: Drain power from dark forces; acquire unique powers held by evil individuals through draining powers

Knights of the Deep Red Sea
Tier: 1
Element: Blood
Purpose: Fight abominations, horrors, and sea-monsters

Knights of the Sacred Veil
Tier: 1
Element: Illusion
Purpose: Keep the forces of evil from uncovering knowledge that would help them gain advantages over the forces of good

Knights of the Holy Lineage
Tier: 2
Element: Evolution
Purpose: Guide successive generations of individuals to mold the creation of ever-more-capable heroes

Knights Indomitable
Tier: 2
Element: Will
Purpose: Free individuals from hostile mind control, Defeat evil psychics, enchanters, and other dominion-users

Knights Tactical
Tier: 2
Element: Innovation
Purpose: Develop innovative new plans to catch the forces of evil off-guard and exploit previously unseen weaknesses in their composition

Knights of the Square and Compass
Tier: 2
Element: Mystery
Purpose: Only inducted members are permitted to know the goals of this order

Knights Ever-Greater
Tier: 3
Element: Progress
Purpose: Oppose villains with adaptive powersets and best them at their own game by out-adapting them


Draconics wrote: Now that I've seen the order listings, I'm gonna swap both characters to ones that more match their goals.

Draconics:
Kn1g[]///...s of [empty_value_not_found_error]
Tier: 0
Element: Null
Purpose: Deal with reality glitches that are not able to be handled by more conventional orders; prevent incurses of Tsayikk-related elements

Zweirugi:
Knights Eternal
Tier: 3
Element: Eternity
Purpose: Deadlock unstoppable foes in eternal combat until methods of defeating them in a lasting manner can be found; combat and defeat beings capable of defeating the other knightly orders


Geddoe42 wrote: Geddoe will stay
Almighty Knights of the Highest Heaven
Tier: 3
Element: Divine
Purpose: Guide thier worshippers to the service of good; cooperate with and assist other good divinities; fight and defeat the gods of evil


Lord Gadigan wrote: Knights Luminous
Tier: 1
Element: Light
Purpose: Defeat powerful/numerous Darkness-related monsters, notable Darkness-wielders, and Umbramancers

Knights in Shining Armor
Tier: 1
Element: Light
Purpose: Hunt notorious monsters and murderers

Knights of the Olive Branch
Tier: 1
Element: Hope
Purpose: Stop the machninations of War-element beings and the spread of elemental War

Knights of the Holy Maiden
Tier: 1
Element: Faith
Purpose: Support the church of Kriele and defeat the machinations of the minions of Harkala

Honorable Order of Baker-Knights
Tier: 1
Element: Candy
Purpose: Create magical confections that nourish in addition to tasting good; eliminate famine; solve problems related to poisoned or otherwise-tained food supplies

Knights of the Egg
Tier: 2
Element: Life
Purpose: Sculpt new forms of life that can flourish and assist in protecting or improving the quality of life of civilizations they are placed near; revitalize wastelands and other areas of lifeless ruin

Knights of the Arcane Blade
Tier: 1
Element: Mystic
Purpose: Hunt down and defeat those who use the power of magic for evil; stop run-amok spells and magical effects

Knights of the Deep Earth
Tier: 1
Element: Crystal (2)
Purpose: Hunt down underground menaces and aberrations that lurk within lightless realms and domains of elemental earth; oppose Harkala's worm-knights

Knights of Industry
Tier: 1
Element: Steam
Purpose: Accelerate the technological development of the kingdoms of good so that they can better contribute to the overall efforts of similar kingdoms in resisting the realms of darkness

Knights Fantastical
Tier: 1
Element: Hope
Purpose: Spread the influence of Fanstasmics, make Fantasmics more common, Oppose Daemons and other beings of ordered evil

Knights Akashic
Tier: 1
Element: Memory
Purpose: Prevent forces or beings from altering the past retroactively or creating false histories for malign ends


Lord Gadigan wrote: Regarding Dinsmore - I got a question if Dinsmore could be converted into a Knight. Given that Dinsmore was created in a special slot that could hold a BA Member or Enigma Man and is actively part of one of the Knightly Orders, the answer is yes.

Dinsmore, however, will have to go through the same process as Enrica if Dinsmore takes up the offer. This means reverting to Level 1 without abilities. Unique abilities can potentially be transferred off to another PC for holding.

Edit: Alternatively, Dinsmore could stick around as a BA member in a Knight organization.


Aeromage wrote: Snippet regarding Knights:

[9:57 PM] Gadigan: Knights cannot Combo.
Knights can do all the fights Enigma Men can. I may add more for them later


Draconics wrote: The deal was made that Zweirugi would learn Expert Diviner prior to jumping into the final fight and it was going to be sorted out later. Zweirugi was throwing 360 weeks effectively at it, and ideally learning all he could to get to there. Below is the summary of his buying all the ability in-stock as of now.

START!:
200 Bonus Weeks
160 Diviner Bonus Weeks

Pre-reqs (Cost -> 87 weeks):

Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Knowledge of Common Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN, Possessor gains +10 MIN for each base element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 50,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Requires: Studious
Cost: 60,000 Gold, 2 Weeks

Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 600,000 Gold, 4 Weeks

Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
Requires: Basic Book Training
Cost: 10,000 Gold, 2 Weeks

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.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Tool Training
Cost: 60,000 Gold, 2 Weeks

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
Requires: Drill Usage
Cost: 120,000 Gold, 2 Weeks

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
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 2 Weeks

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.
Requires: Pericing Drillstrike
Cost: 150,000 Gold, 2 Weeks

Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Requires: Basic Tool Training
Cost: 40,000 Gold, 2 Weeks

Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Requires: Core Sampling, Careful Tool Use
Cost: 150,000 Gold, 2 Weeks

Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 20,000 Gold, 1 Week

Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks

Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Requires: Basic Necromancy Attunement
Cost: 60,000 Gold, 1 Week

Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Requires: Basic Necromancy Attunement
Cost: 20,000 Gold, 1 Week

Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Requires: Basic Necromancy Attunement, 3 other Necromancer abilities
Cost: 125,000 Gold, 2 Weeks

Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Requires: Has Experienced the Influence of Necromantic Magics
Cost: 70,000 Gold, 2 Weeks

Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Requires: Observer of Black Flickers, Has Experienced the Influence of Necromantic Magics, Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks

Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Requires: Basic Necromancy Attunement, 3 Swordsman abilities, Level 3
Cost: 190,000 Gold, 3 Weeks

Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Makes Horses Nervous- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5% against Steeds
Requires: Creepy
Cost: 80,000 Gold, 2 Weeks

Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Requires: Apprentice Necromancy Attunement, 10 other Necromancer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Requires: Basic Merchant Proficiency, 3 other Merchant abilities
Cost: 1,250,000 Gold, 2 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks

Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks




Diviner abilities (Costs 158 weeks):
(Note: these are all those obtainable in-stock sans ones Zweirugi already has or require other out of stock abilities)

Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Requires: Apprentice Divination Attunement, Filter-Out Sensort Overstimulation, Diviner's Eyes, Excellent at Counting Large Numbers of Things Quickly, Apprentice Merchant Proficiency
Cost: 700,000 Gold, 2 Weeks

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks

Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Requires: Apprentice Divination Attunement
Cost: 500,000 Gold, 5 Weeks

Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Requires: Basic Appreciation of Feng Shui, Zonal Perception, Diviner
Cost: 400,000 Gold, 2 Weeks

Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Requires: Basic Divining Attunement
Cost: 40,000 Gold, 2 Weeks

Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks

Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
Requires: Basic Spirit Form User or Basic Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Requires: Improved Detective's Truth, Deputize Assistant, Detective's Evasion, Uncounterable Accusation
Cost: 225,000 Gold, 4 Weeks

Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Requires: Detective's Eye
Cost: 120,000 Gold, 3 Weeks

Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Requires: Basic Detective Skills
Cost: 40,000 Gold, 3 Weeks

Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Requires: Basic Detective Skills
Cost: 60,000 Gold, 2 Weeks

Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks

Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Requires: Detective's Eye
Cost: 40,000 Gold, 3 Weeks

Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Detective
Cost: 150,000 Gold, 2 Weeks

Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks

Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement
Cost: 150,000 Gold, 2 Weeks

Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Requires: Basic Divining Attunement
Cost: 50,000 Gold, 2 Weeks

Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Requires: Divining Casting I
Cost: 100,000 Gold, 2 Weeks

Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Requires: Basic Divining Attunement
Cost: 60,000 Gold, 3 Weeks

Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Requires: Zonal Perception, Magical Echolocation, Diviner
Cost: 2,000,000 Gold, 2 Weeks

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
Requires: Base MIN of 5 or higher
Cost: 300,000 Gold, 2 Weeks

Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Focused Divining Casting- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divining
Requires: Divining Casting II, Apprentice Divining Attunement
Cost: 60,000 Gold, 2 Weeks

Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Requires: Predict Future through Cards, Predict Future with a Crystal Ball, Predict Future with Dice, Predict Future with Bones, Read Tea Leaves, Read Palms, Predict Future from the Stars
Cost: 800,000 Gold, 2 Weeks

Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Improved Stat Scanning, Diviner
Cost: 500,000 Gold, 4 Weeks

Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Requires: Detective's Eye
Cost: 80,000 Gold, 2 Weeks

Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Requires: Predict Attacks, Level 20
Cost: 400,000 Gold, 2 Weeks

Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks

Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Apprentice Divining Attunement, Diviner's Skill
Cost: 300,000 Gold, 2 Weeks

Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Requires: Detective's Investigation
Cost: 138,000 Gold, 3 Weeks

Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Requires: Auto Zonescan, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Requires: Apprentice Divination Attunement, Filter-Ouy Sensort Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Requires: Dowsing Stance
Cost: 90,000 Gold, 1 Week

Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Requires: Diviner, Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Requires: Auto-Scan, Danger Sense
Cost: 200,000 Gold, 2 Weeks

Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Requires: Diviner, Geomancer
Cost: 1,000,000 Gold, 2 Weeks

Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Requires: Adept Divining Attunement, Auto-Scan
Cost: 5,000,000 Gold, 2 Weeks

Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Requires: Apprentice Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Requires: No Prerequisites
Cost: 400,000 Gold, 2 Weeks

Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Requires: Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Requires: Diviner, Necromancer
Cost: 1,000,000 Gold, 2 Weeks

Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Requires: Basic Divining Attunement
Cost: 280,000 Gold, 3 Weeks

Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Requires: Detective's Accusation
Cost: 210,000 Gold, 2 Weeks

Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Requires: Apprentice Divination Attunement, Improved Understanding of Area Mana Patterns
Cost: 300,000 Gold, 2 Weeks



This leaves Zweirugi with 115 weeks left. The Expert ability itself is/was:
Templated (Doesn't actually exist yet):
Expert Divining Attunement- (Passive Ability, Diviner) Divining 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 Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Divining Attunement, 100 other Diviner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

So 75 weeks left assuming the cost of that is counted. He has effectively 71 Diviner abilities meaning that with those 75 weeks he needs 29 abilities. (Assuming 2 weeks per that's 17 weeks left (not counting what he then got from final rewards))

((One proposal I'll make since this wasn't Bascaradine mischief but a normal-learning, was a special case, and likely don't want to hold the thread up on this: convert the estimated 58 weeks for the 29 non-existent abilities into Non-convertible Diviner-only weeks, and let him spend the gold and 40 weeks for the Expert. Zweirugi then has the Expert ability, had 17 Bonus Weeks to spare going into the Final Fight, 70% of the training of the Diviner tree to reflect what he learned, and the last 30% he HAS to commit to Diviner when it opens up in the future since those weeks can't change.))


Lord Gadigan wrote:
((One proposal I'll make since this wasn't Bascaradine mischief but a normal-learning, was a special case, and likely don't want to hold the thread up on this: convert the estimated 58 weeks for the 29 non-existent abilities into Non-convertible Diviner-only weeks, and let him spend the gold and 40 weeks for the Expert. Zweirugi then has the Expert ability, had 17 Bonus Weeks to spare going into the Final Fight, 70% of the training of the Diviner tree to reflect what he learned, and the last 30% he HAS to commit to Diviner when it opens up in the future since those weeks can't change.))



Yeah, this works. Good idea.


Celas wrote: Stating Celas's honorary membership choice as:

Knights of the Balanced Soul
Tier: 1
Element: Void
Purpose: Serve as mentally and spiritually grounded champions who resist corruption, possession, madness, and other types of taint to combat adversaries that would otherwise be too dangerous for normal heroes to approach.


The Nottest of Daves wrote: Enrica will be joining the

Incognito Knights
Tier: 1
Element: Dopple
Purpose: Locate individuals who are pretending to be good but actually working towards wicked ends in secret; replace those individuals with other capable people (or replicas) capable of accomplishing their outward goals


Lord Gadigan wrote: A new Knight is solely the element of their starting Order.


Pathaky wrote: Nole'll officially join with the:

Knights Miraculous
Tier: 2
Element: Wonder
Purpose: Perform miracles to give help those in situations that seem impossible to win.


Draconics wrote: Trying to see further if and how I can clean this up at all. Below, IF the templates are approved, would be the minimum number of abilities Draconics needed to pick up to have the technique for Evil element attacks.

Basic Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 50 points
Requires: Basic Evil Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 500 points
Requires: Basic Weaponization of Evil
Cost: 100,000 Gold, 2 Weeks

Improved Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 5,000 points
Requires: Apprentice Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks

Elemental Attack-Conversion: Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil.
Requires: Improved Weaponization of Evil
Cost: 500,000 Gold, 2 Weeks

Nonsynchrnous Elemental Attack-Conversion: Evil - (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element.
Requires: Elemental Attack-Conversion: Evil
Cost: 500,000 Gold, 2 Weeks


Draconics wrote: Nira's and Einarr's sheets have been updated! (This is under the assumption that Nira's Hammer is a Hammer)


Lord Gadigan wrote: Nira's Hammer is confirmed as being a Hammer.


Lord Gadigan wrote:
Was Sword-Vashna- (Passive Ability, Friendship) Possessor may choose for possessor's name to include 'Sword-Vashna', 'Sword Vashna', and/or ', the Sword of Vashna'
Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60
Attuned to the Forge of Aeons- (Passive Ability, Geomancer) Temporary items created by possessor are worth 80,000,000 additional Gold, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects
Fiend Traits

Purchased abilities:
Formshift: Fiend- (Stance Ability, Prophet of the Darkest Abysses) Possessor's subtype becomes Fiend
Requires: Fiend Traits
Cost: 300,000 Gold, 12 Weeks

Apprentice Prophet of the Darkest Abysses Knowledge- (Passive Ability, Prophet of the Darkest Abysses) Possessor's Fiend pets and summons gain +5,000 HP, +5,000 MP, +1,000 to damage dealt, and +500 to all stats
Requires: Basic Prophet of the Darkest Abysses Knowledge, 3 other Prophet of the Darkest Abysses abilities
Cost: 1,250,000 Gold, 2 Weeks

Assumption of the Essence of the Fiend- (Passive Ability, Prophet of the Darkest Abysses) Possessor may, at the beginning of a thread, choose to become the subtype Fiend
Requires: Formshift: Fiend, Apprentice Prophet of the Darkest Abysses Knowledge
Cost: 700,000 Gold, 2 Weeks

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

Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks

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

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks

Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks

Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks

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

Warlock’s Bond- (Passive Ability, Warlock) Possessor may, at the beginning of a thread, choose an equipped pet to be the target of possessor’s Warlock Bond, which acts as a buff that is on possessor. Possessor, so long as possessor has possessor’s Warlock Bond’s target equipped and alive, gains +10 to all stats, +40 MP, and +10 to the stats of all of possessor’s pets.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 3 Weeks

Horrid Pacts- (Passive Ability, Warlock) All of possessor's Dark Magic summons that are Horrors or Darkspawn obtain '+800 HP and +450 Damage to all Darkness element attacks' as a non-stacking buff that is applied at the time of their summoning, Dark Magic spells that possessor casts that summon Horrors or Darkspawn cost possessor 40 less MP to cast
Requires: Basic Dark Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks

Element-Corrupting Essence- (Passive Ability, Warlock) Possessor, at the beginning of each round, has a 20% chance of inflicting Stat Drain on each opposing, non-Darkness-element, non-Acid-element Elemental below Level 40, to a max of 200 such Elementals, should possessor desire such, with possessor being able to choose opposing Elementals to exclude from this effect.
Requires: Apprentice Dark Magic Attunement
Cost: 400,000 Gold, 4 Weeks

Land-Corrupting Presence- (Passive Ability, Warlock) Possessor, at the beginning of each round, may choose one Zone created by a source below Level 20 and attach an non-stacking effect to said zone that has a 20% chance of afflicting each individual in said zone who is not either possessor or an ally of possessor with Hexed at the start of each round.
Requires: Element-Corrupting Essence
Cost: 200,000 Gold, 2 Weeks

Warlock’s Presence- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +80 to all stats of individuals who are targets of possessor’s Warlock’s Bond, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Land-Corrupting Presence, Warlock’s Bond
Cost: 150,000 Gold, 2 Weeks

Warlock’s Dominion- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect providing +350 to all stats of individuals who are targets of possessor’s Warlock’s Bond and +350 to possessor’s stats, with said effect not stacking on individuals multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Layline Creation- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +80 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Warlock’s Presence
Cost: 475,000 Gold, 2 Weeks

Dark Layline Attunement- (Passive Ability, Warlock) Possessor’s Land-Corrupting Presence may additionally place a second, non-stacking, effect on a zone that it could place another effect on, with said placed effect causing all Dark Magic spells cast that are both equipped by possessor and cast by possessor within said Zone to cost 400 less MP and, should they provide a bonus to Magical Attack, to provide an additional +160 Magical Attack, with said effect not stacking on spells multiple times either from the same zone or from different zones.
Requires: Dark Layline Creation
Cost: 450,000 Gold, 2 Weeks

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

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Demon Traits- (Passive Ability, Demonologist) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Demon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Requires: Demon Traits
Cost: 110,000 Gold, 2 Weeks

Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Demonologist Knowledge, 3 other Demonologist abilities
Cost: 125,000 Gold, 2 Weeks

Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Requires: Demonic Wrath
Cost: 130,000 Gold, 2 Weeks

Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Requires: Demon Traits, Level 40
Cost: 5,000,000 Gold, 2 Weeks

Basic Demon Calling Amplification- (Passive Ability, Demonologist) Possessor's summoned Demons gain +50 to all stats
Requires: Basic Demonologist Knowledge
Cost: 63,000 Gold, 2 Weeks

Basic Demon Binding Proficiency- (Passive Ability, Demonologist) Possessor's summoned Demons have a 3% lower chance of being uncontrolled, possessor's offensive actions that inflict Paralysis have a 1% greater chance of inflicting such on demons, to a max of 50%
Requires: Basic Demon Calling Amplification
Cost: 50,000 Gold, 2 Weeks

Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Requires: Demon Traits
Cost: 60,000 Gold, 2 Weeks

Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Requires: Dark Fire Resistance
Cost: 90,000 Gold, 1 Week

Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor
Requires: Apprentice Demonologist Knowledge, 10 other Demonologist abilities
Cost: 125,000 Gold, 4 Weeks

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Devil Traits- (Passive Ability, Pactmaker) Possessor gains Hexed Immunity and Diseased Immunity so long as possessor is a Devil
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Devil Flesh- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +200 Defense
Requires: Devil Traits
Cost: 200,000 Gold, 2 Weeks

Devil Horns- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +100 Melee Attack
Requires: Devil Traits
Cost: 100,000 Gold, 2 Weeks

Apprentice Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Pactmaker Knowledge, 3 other Pactmaker abilities
Cost: 125,000 Gold, 2 Weeks

Devilish Age-Resistance- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains Fatigued: Elderly Immunity
Requires: Devil Traits
Cost: 60,000 Gold, 2 Weeks

Pointy Attack-Beard- (Passive Ability, Pactmaker) If possessor is a Devil, possessor gains +500 Melee Attack and counts as wielding an additional Deadly Weapon
Requires: Devil Traits
Cost: 600,000 Gold, 2 Weeks

Basic Knowledge of Devil Names- (Passive Ability, Pactmaker) Possessor counts as one Level greater for stat-scanning purposes when scanning the stats of Devils, to a max of Level 20
Requires: Basic Pactmaker Knowledge
Cost: 80,000 Gold, 2 Weeks

Write With the Blood of a Nearby Individual- (Passive Ability, Pactmaker) Whenever possessor casts a spell, possessor may deal 500 Flat Darkness element Damage to any individual in the same battle to make said spell cost 500 less MP
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Permanent Writing that Glows Red- (Passive Ability, Pactmaker) Buffs and debuffs with possessor as a source may not be removed by sources below Level 10 (including possessor), said Level rises to 15 but ceases to include possessor is possessor is a Devil
Requires: Basic Pactmaker Knowledge
Cost: 300,000 Gold, 2 Weeks

Pactmaker- (Passive Ability, Pactmaker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Devil pet only, This ability provides +50 HP and +10 to all stats of possessor's Devil pets and summons per Level of possessor
Requires: Apprentice Pactmaker Knowledge, 10 other Pactmaker abilities
Cost: 125,000 Gold, 4 Weeks

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Daemon Traits- (Passive Ability, Puppet Master) Possessor gains Hexed Immunity and Fear Immunity so long as possessor is a Daemon
Requires: No Prerequisites
Cost: 500,000 Gold, 10 Weeks

Daemonic Age-Resistance- (Passive Ability, Puppet Master) If possessor is a Daemon, possessor gains Fatigued: Elderly Immunity
Requires: Daemon Traits
Cost: 60,000 Gold, 2 Weeks

Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Puppet Master Knowledge, 3 other Puppet Master abilities
Cost: 125,000 Gold, 2 Weeks

Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Requires: Daemon Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Requires: Daemon Calling I
Cost: 40,000 Gold, 2 Weeks

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Requires: Basic Puppet Master Knowledge
Cost: 60,000 Gold, 2 Weeks

Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Requires: Daemon Instruction I
Cost: 100,000 Gold, 2 Weeks

Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Requires: Daemon Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Requires: Defensive Daemon Instruction I, Apprentice Puppet Master Knowledge
Cost: 100,000 Gold, 2 Weeks

Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor
Requires: Apprentice Puppet Master Knowledge, 10 other Puppet Master abilities
Cost: 125,000 Gold, 4 Weeks

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Devour- (Active Ability, Dragon Lord) Possessor may use 'Devour' in conjuction with a Melee Attack action. Said action may remove up to one damaged individual below half of possessor's Level who is below Level 80 from battle at a time, with said individual being considered Vanished, with said effect not functioning against individuals immune to Vanished, Said individuals may be returned to battle by caster at the start of any of caster’s actions, the end of any of caster’s actions, or any point that caster could choose to remove a different individual, Any such individual is automatically returned if caster is killed or otherwise defeated by any means besides the infliction of Vanished or Gone on caster, said individuals are considered to be eaten by caster
Requires: Dragon Traits or Beastmaster or Level 20
Cost: 2,000,000 Gold, 6 Weeks

Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +20 to all stats
Requires: Basic Dragon Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +100 to all stats
Requires: Dragon Training I
Cost: 100,000 Gold, 2 Weeks

Apprentice Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +2,500 HP, +2,500 MP, +600 to damage dealt, and +250 to all stats
Requires: Basic Dragon Lord Knowledge, 3 other Dragon Lord abilities
Cost: 625,000 Gold, 2 Weeks

Defensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +50 Defense
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +250 Defense
Requires: Defensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 50 points
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Dragon Training I- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Dragon Training II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Dragon Training II- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Dragon Training I, Apprentice Dragon Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Dragon Lord- (Passive Ability, Dragon Lord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Dragon pet only, This ability provides +250 HP and +50 to all stats of possessor's Dragon pets and summons per Level of possessor
Requires: Apprentice Dragon Lord Knowledge, 10 other Dragon Lord abilities
Cost: 625,000 Gold, 4 Weeks

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Basic Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 1% Astral Resistance
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 5% Astral Resistance
Requires: Basic Astral Resistance
Cost: 200,000 Gold, 2 Weeks

Apprentice Astral Synchronization- (Passive Ability, Cosmic Ruler) Possessor gains +50 to all stats for each Astral element item equipped, Possessor's Astral element pets and summons gain +250 to all stats
Requires: Basic Astral Synchronization, 3 other Cosmic Ruler abilities
Cost: 125,000 Gold, 2 Weeks

Basic Defenses Against Astral- (Passive Ability, Other: Cosmic Ruler) Possessor gains +50 Defense against Astral
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Improved Astral Resistance- (Passive Ability, Other: Cosmic Ruler) Possessor gains 10% Astral Resistance
Requires: Apprentice Astral Resistance, Basic Defenses against Astral
Cost: 500,000 Gold, 2 Weeks

Basic Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +50 to all stats
Requires: Basic Astral Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +10 to all stats
Requires: Basic Command of Astral
Cost: 40,000 Gold, 2 Weeks

Apprentice Command of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Astral
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Astral- (Passive Ability, Other: Cosmic Ruler) Possessor's Astral element allies gain +100 to all stats
Requires: Apprentice Command of Astral, Basic Understanding of the Heart of Astral
Cost: 100,000 Gold, 2 Weeks

Cosmic Ruler- (Passive Ability, Other: Cosmic Ruler) Possessor ignores (1 * (Possessor Level/5), rounded down)% Astral Resistance, Possessor ignores Astral Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Astral Synchronization, 10 other Cosmic Ruler abilities
Cost: 125,000 Gold, 4 Weeks


Pre-reqs (Cost -> 87 weeks):
Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Knowledge of Common Elements- (Passive Ability, Elementalist) Possessor gains +100 MIN, Possessor gains +10 MIN for each base element that possessor possesses as the element of one of possessor's pieces of equipped equipment, to a max of 24 such elements
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 50,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Studious- (Passive Ability, Scholar) Possessor gains +200 MIN
Requires: Apprentice Book Training
Cost: 300,000 Gold, 3 Weeks

Student of Histories- (Passive Ability, Scholar) Possessor obtains +50 MIN if at least 15 rounds have passed in battle and possessor has a Book equipped
Requires: Studious
Cost: 60,000 Gold, 2 Weeks

Knowledge of History- (Passive Ability, Scholar) Possessor gains +400 MIN
Requires: General Knowledge of the Main Universe within the Second Holy Empire
Cost: 600,000 Gold, 4 Weeks

Knowledge of Popular Anime- (Passive Ability, Scholar) Possessor gains +20 MIN
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks

Relevant Quotation- (Technique Ability, Scholar) Possessor may use 'Relevant Quotation' in conjunction with a 'Magical Attack' or 'Cast a Spell' action so long as a Book is equipped and no other technique is used as part of said action. Said action, if a spell is being cast as part of it that contains an element that is possessed by a book equipped by its performer, gains +15 Magical Attack.
Requires: Basic Book Training
Cost: 10,000 Gold, 2 Weeks

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.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Tool Training
Cost: 60,000 Gold, 2 Weeks

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
Requires: Drill Usage
Cost: 120,000 Gold, 2 Weeks

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
Requires: Basic Tool Training, 3 other Architect abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Combat Drill-Wielding
Cost: 130,000 Gold, 2 Weeks

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.
Requires: Pericing Drillstrike
Cost: 150,000 Gold, 2 Weeks

Careful Tool Use- (Passive Ability, Architect) Possessor may reduce quantities of Damage that possessor deals to allies by 300 points if possessor has a Tool equipped
Requires: Basic Tool Training
Cost: 40,000 Gold, 2 Weeks

Careful Scientific Sample-Drilling- (Passive Ability, Architect) Possessor may use 'Core Sampling' in conjuction with an 'Attack with Finesse' action.
Requires: Core Sampling, Careful Tool Use
Cost: 150,000 Gold, 2 Weeks

Painful Implementation- (Technique Ability, Architect) Possessor may use 'Painful Implementation' in conjunction with a ‘Melee Attack’ action, so long as no other technique is used and possessor has a Tool equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Tool Training
Cost: 300,000 Gold, 2 Weeks

Improved Painful Implementation- (Passive Ability, Architect) Possessor's 'Painful Implementation' technique has its chance of inflicting Pain increased to 30%
Requires: Painful Implementation
Cost: 20,000 Gold, 1 Week

Architect- (Passive Ability, Architect) Possessor gains +(500 + 10 * Possessor Level) Melee Attack and +(100 + 10 * Possessor Level) to all stats when possessor has a Tool equipped
Requires: Apprentice Tool Training, 10 other Architect abilities
Cost: 125,000 Gold, 4 Weeks

Basic Necromancy Attunement- (Passive Ability, Necromancer) All Necromancy spells gain +10 Magical Attack and cost 10 less MP, and all Necromancy summons gain +20 HP and +10 to the damage of all their attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Grave-Cold Flesh- (Passive Ability, Necromancer) Possessor gains 1% Ice Resistance
Requires: Basic Necromancy Attunement
Cost: 60,000 Gold, 1 Week

Has Experienced the Influence of Necromantic Magics- (Passive Ability, Necromancer) 1% Darkness Resistance
Requires: Basic Necromancy Attunement
Cost: 20,000 Gold, 1 Week

Apprentice Necromancy Attunement- (Passive Ability, Necromancer) +250 Damage to all damage dealing Necromancy spells, +500 HP and +150 to damage for all Necromancy summons, all Necromancy spells that drain HP or stat points drain an additional 50 HP if they drain HP and 5 additional points of whatever stats they already drain, All Necromancy spells cost 50 less MP
Requires: Basic Necromancy Attunement, 3 other Necromancer abilities
Cost: 125,000 Gold, 2 Weeks

Acclimation to Dark Magics- (Passive Ability, Necromancer) 5% Darkness Resistance
Requires: Has Experienced the Influence of Necromantic Magics
Cost: 70,000 Gold, 2 Weeks

Observer of Black Flickers- (Passive Ability, Necromancer) Possessor may claim Black Flickers
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Autodetect Undead- (Passive Ability, Necromancer) At the start of battle, possessor is informed of the number of opponents possessor faces who are below Level 80 who are Undead
Requires: Observer of Black Flickers, Has Experienced the Influence of Necromantic Magics, Apprentice Divining Attunement
Cost: 200,000 Gold, 2 Weeks

Necrotic Blade- (Stance Ability, Necromancer) +190 Melee Attack if possessor's melee attack is at least partially Darkness element, Possessor's melee attacks drain up to 200 HP from their targets, providing that at least that much damage was dealt, Possessor's melee attacks heal Undead
Requires: Basic Necromancy Attunement, 3 Swordsman abilities, Level 3
Cost: 190,000 Gold, 3 Weeks

Creepy- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5%
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Makes Horses Nervous- (Passive Ability, Necromancer) Possessor's Confusion: Fear infliction chances are increased by 5% against Steeds
Requires: Creepy
Cost: 80,000 Gold, 2 Weeks

Necromancer- (Passive Ability, Necromancer) +500 Damage to all damage dealing Necromancy spells. All Necromancy spells cost 50 less MP. Provides +50 additional Damage to all damage-dealing Necromancy spells, -10 additional MP for all Necromancy spells, and +10 to all stats of Necromancy summons per possessor level. All drain-dealing Necromancy spells inflict 10 additional points of HP or MP drain per possessor level and 1 additional point of stat drain per possessor level.
Requires: Apprentice Necromancy Attunement, 10 other Necromancer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Basic Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 5,000 Gold.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Chest Finder- (Passive Ability, Merchant) Possessor may claim Bonus Chests
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Weapons Salesman- (Passive Ability, Merchant) Character's half-price sales cap increases by 500 Gold for Weapons
Requires: Basic Merchant Proficiency
Cost: 50,000 Gold, 2 Weeks

Apprentice Merchant Proficiency- (Passive Ability, Merchant) Character's half-price sales cap increases by 10,000 Gold.
Requires: Basic Merchant Proficiency, 3 other Merchant abilities
Cost: 1,250,000 Gold, 2 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Basic Spatial Magic Attunement- (Passive Ability, Other: Spatial Mage) All Spatial Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack and cost possessor 10 less MP to cast
Requires: Theoretical Spellcaster, Wanderer, Space-Bending Spell
Cost: 5,000,000 Gold, 2 Weeks

Basic Appreciation of Feng Shui- (Passive Ability, Subspace Architect) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Basic Subspace Architect Knowledge- (Passive Ability, Other: Subspace Architect) Possessor's Large Structure pets and summons gain +500 HP, +500 MP, +50 to damage dealt, and +50 to all stats
Requires: Basic Spatial Magic Attunement, Architect
Cost: 5,000,000 Gold, 2 Weeks



Diviner abilities (Costs 158 weeks):
(Note: these are all those obtainable in-stock sans ones Zweirugi already has or require other out of stock abilities)
Accountant's Wealth-Assessment Gaze- (Passive Ability, Diviner) Possessor pierces 5,000 Defense against Gold Damage against individuals whose stats possessor has scanned
Requires: Apprentice Divination Attunement, Filter-Out Sensort Overstimulation, Diviner's Eyes, Excellent at Counting Large Numbers of Things Quickly, Apprentice Merchant Proficiency
Cost: 700,000 Gold, 2 Weeks

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks

Auto-Translate- (Passive Ability, Diviner) Possessor gains +200 MIN if any individual of a different subtype is present, Translates to and from common languages (both orally and in written form) as an RP effect
Requires: Apprentice Divination Attunement
Cost: 500,000 Gold, 5 Weeks

Auto Zonescan- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the base entity encounter table of the current area of any random quest that possessor is in provided no enemies on said table are above Level 40 or more than double caster's Level
Requires: Basic Appreciation of Feng Shui, Zonal Perception, Diviner
Cost: 400,000 Gold, 2 Weeks

Basic Detective Skills- (Passive Ability, Diviner) Possessor's MIN is treated as being 140 points higher for stat-scanning purposes, +20 MIN
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Fortune Telling- (Passive Ability, Diviner) All Divning buffs that possessor inflicts that raise stats raise them by an additional 20 points
Requires: Basic Divining Attunement
Cost: 40,000 Gold, 2 Weeks

Binocular Vision- (Passive Ability, Diviner) Possessor gains +5% To Hit against individuals in the back row who are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Can Percieve Standard Portal Destinations- (Passive Ability, Diviner) Possessor gains +10 MIN, Possessor gains +10% Dodge on any round that possessor enters a battle from another battle, not counting the first round of battle, as a non-stacking bonus
Requires: Diviner, Knowledge of Portals
Cost: 600,000 Gold, 2 Weeks

Conduct Seance- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a dead target whose corpse is present, In RP threads the corpse doesn't need to be present to contact the dead normally
Requires: Basic Spirit Form User or Basic Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Deputize Assistant- (Active Ability, Diviner) Possessor may spend an action to cause a willing target to count as (Possessor's Level - 5) instead of target's normal Level for stat-scanning purposes (to a max of Level 99), Only one target may benefit from this buff at a time
Requires: Basic Detective Skills
Cost: 60,000 Gold, 3 Weeks

Detective- (Passive Ability, Diviner) Possessor counts as being 5 levels higher for stat-scanning purposes, Possessor gains +400 MIN
Requires: Improved Detective's Truth, Deputize Assistant, Detective's Evasion, Uncounterable Accusation
Cost: 225,000 Gold, 4 Weeks

Detective's Accusation- (Technique Ability, Diviner) Possessor may use Detective's Accusation in conjunction with a Magical Attack action, so long as no other technique is used and it is being used against targets whose stats have been scanned by possessor. This action gains an amount of Defense-Piercing equal to user's MIN (to a max of 10,000 points) and dis-buffs one buff from targets below Level 20
Requires: Detective's Eye
Cost: 120,000 Gold, 3 Weeks

Detective's Eye- (Passive Ability, Diviner) Possessor gains an additional +200 Defense against Traps, gains +40 MIN, and gains +50 Defense Against Individuals Whose Stats Have Been Scanned By Possessor as a conditionally-effective bonus
Requires: Basic Detective Skills
Cost: 40,000 Gold, 3 Weeks

Detective's Evasion- (Passive Ability, Diviner) Possessor gains either +5% Dodge or 20% Dodge (chosen by possessor) against individuals below Level 40 whose stats possessor has scanned
Requires: Basic Detective Skills
Cost: 60,000 Gold, 2 Weeks

Detective's Intuition- (Passive Ability, Diviner) Possessor gains +40 AGI and scans stats as though possessor were 1 level higher
Requires: Basic Detective Skills
Cost: 70,000 Gold, 3 Weeks

Detective's Investigation- (Active Ability, Diviner) Possessor may spend an action to scan target's stats
Requires: Detective's Eye
Cost: 40,000 Gold, 3 Weeks

Detective's Perceptiveness- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Detective
Cost: 150,000 Gold, 2 Weeks

Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 20
Requires: Detective's Intuition
Cost: 100,000 Gold, 2 Weeks

Diviner's Skill- (Passive Ability, Diviner) Possessor's Level is counted as 1 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Basic Divining Attunement
Cost: 150,000 Gold, 2 Weeks

Divining Casting I- (Passive Ability, Diviner) Divining spells cost possessor 20 less MP to cast
Requires: Basic Divining Attunement
Cost: 50,000 Gold, 2 Weeks

Divining Casting II- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast
Requires: Divining Casting I
Cost: 100,000 Gold, 2 Weeks

Dowsing Stance- (Stance Ability, Diviner) Possessor gains +15% To Hit against Water element targets as a bonus that does not stack with other bonuses that provide +#% To Hit but does stack with bonuses that provide #% To Hit
Requires: Basic Divining Attunement
Cost: 60,000 Gold, 3 Weeks

Dungeon Sonar- (Passive Ability, Diviner) If in a Random Dungeon, possessor may, up to once per room, decide to know the contents of the next room provided no Enemy listed on an encounter table for the zone of that random dungeon that possessor is in is of greater Level than possessor or greater than Level 60
Requires: Zonal Perception, Magical Echolocation, Diviner
Cost: 2,000,000 Gold, 2 Weeks

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
Requires: Base MIN of 5 or higher
Cost: 300,000 Gold, 2 Weeks

Focus-Based Fortune Telling- (Passive Ability, Diviner) Possessor's Divining spells cost 50 less MP if possessor has a Magic Item, Crystal, or Trinket equipped, Possessor's Divining spells that provide a Magical Attack bonus provide an additional +20 points if possessor has a Magic Item, Crystal, or Trinket equipped
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Focused Divining Casting- (Passive Ability, Diviner) Divining spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Divining
Requires: Divining Casting II, Apprentice Divining Attunement
Cost: 60,000 Gold, 2 Weeks

Fortuneteller- (Passive Ability, Diviner) Possessor has a 25% chance of, to a max of once per round, being able to perform a 'Cast a Spell', 'Magical Attack', 'Defend', or 'Focus' action as a pre-emptive counter in response to an action conducted by an individual below Level 40 who is an opponent of possessor and whose stats possessor scanned during the last 5 rounds (not including the current round) that is targetting possessor
Requires: Predict Future through Cards, Predict Future with a Crystal Ball, Predict Future with Dice, Predict Future with Bones, Read Tea Leaves, Read Palms, Predict Future from the Stars
Cost: 800,000 Gold, 2 Weeks

Greater Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 5 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Improved Stat Scanning, Diviner
Cost: 500,000 Gold, 4 Weeks

Hear and Decode Radio Waves- (Passive Ability, Diviner) Possessor may see the text of buffs that possessor's opponents that are below Level 60 place on each other
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Hidden-Passage Spotting Art- (Passive Ability, Diviner) Possessor may follow targets below Level 20 or willing targets when they leave battle provided that the initiation of said individuals leaving battle was not sourced from a source that is both over Level 20 and unwilling
Requires: Detective's Eye
Cost: 80,000 Gold, 2 Weeks

Improved Attack Prediction- (Passive Ability, Diviner) Possessor gains 40% Dodge
Requires: Predict Attacks, Level 20
Cost: 400,000 Gold, 2 Weeks

Improved Detective's Truth- (Passive Ability, Diviner) Possessor is informed that possessor's has recieved a fake stat-scan result if possessor has recieved said result from an individual below Level 40
Requires: Detective's Truth
Cost: 100,000 Gold, 2 Weeks

Improved Stat Scanning- (Passive Ability, Diviner) Possessor's Level is counted as 2 higher, to a max of 99, for stat-scanning purposes as an effect that is not counted for purposes of bypassing "Immune to below Level X" effects
Requires: Apprentice Divining Attunement, Diviner's Skill
Cost: 300,000 Gold, 2 Weeks

Investigative Stance- (Stance Ability, Diviner) Possessor treats targets below Level 40 as though their Dodge-raising or Dodge-altering buffs were of half the value that they actually are, Possessor scans stats as though possessor were 2 Levels higher
Requires: Detective's Investigation
Cost: 138,000 Gold, 3 Weeks

Landsense- (Passive Ability, Diviner) At the start of each round, possessor may choose to be provided with the full tables for any random quest or encounter area that possessor is in, provided that no enemies on said tables are above Level 40 or more than double caster's Level
Requires: Auto Zonescan, Geomancer
Cost: 2,000,000 Gold, 2 Weeks

Magic-Detecting Eyes- (Passive Ability, Diviner) Possessor gains +5% To Hit against Magic element targets that are below Level 60
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Magical Echolocation- (Passive Ability, Diviner) Possessor suffers no negative effects from the status effect Impaired: Blind if it comes from a source below Level 60
Requires: Apprentice Divination Attunement, Filter-Ouy Sensort Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Mentally Browse Local Phone Calls- (Passive Ability, Diviner) Possessor may see the text of buffs that are present on possessor's opponents that are below Level 40
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Metal-Detecting Prowess- (Stance Ability, Diviner) Possessor's Dowsing Stance ability treats Metal element targets as though they were Water element
Requires: Dowsing Stance
Cost: 90,000 Gold, 1 Week

Microscopic Vision- (Passive Ability, Diviner) Possessor may ignore the Constant Effect 'Microscopic' on targets
Requires: Diviner, Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Predict Attacks- (Passive Ability, Diviner) Possessor gains 25% Dodge
Requires: Auto-Scan, Danger Sense
Cost: 200,000 Gold, 2 Weeks

Predict Future from the Stars- (Active Ability, Diviner) Possessor may spend an action if anyone has an Active Constellation set to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future through Cards- (Active Ability, Diviner) Possessor may spend an action if possessor has a Card equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with a Crystal Ball- (Active Ability, Diviner) Possessor may spend an action if possessor has an Orb equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Bones- (Active Ability, Diviner) Possessor may spend an action if any individual has died in this battle to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Future with Dice- (Active Ability, Diviner) Possessor may spend an action to have a 50% chance of scanning a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Predict Natural Disasters- (Passive Ability, Diviner) Possessor gains +2,000 Defense against effects attached to Zones by sources below Level 40
Requires: Diviner, Geomancer
Cost: 1,000,000 Gold, 2 Weeks

Read Palms- (Active Ability, Diviner) Possessor may spend an action to scan the stats of a target who has at least one open Weapon slot
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Read Tea Leaves- (Active Ability, Diviner) Possessor may spend an action and consume a charge from a Drink consumable that possessor has equipped to scan a target's stats
Requires: Basic Fortune Telling
Cost: 60,000 Gold, 2 Weeks

Re-Autoscan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of each round
Requires: Adept Divining Attunement, Auto-Scan
Cost: 5,000,000 Gold, 2 Weeks

Speak to Corpses- (Passive Ability, Diviner) Possessor gains +300 MIN if any corpses are present
Requires: Apprentice Necromancy Attunement, Apprentice Divination Attunement
Cost: 300,000 Gold, 2 Weeks

Swift Sensory-Input Processing- (Passive Ability, Diviner) Possessor gains 110% To Hit
Requires: No Prerequisites
Cost: 400,000 Gold, 2 Weeks

Telescopic Vision- (Passive Ability, Diviner) Possessor gains +10% To Hit against individuals in the back row who are below Level 60
Requires: Binocular Vision
Cost: 2,000,000 Gold, 2 Weeks

Track Own Corpse- (Passive Ability, Diviner) Individuals below Level 20 may not destroy or transform possessor's corpse without possessor's permission, Has RP effects
Requires: Diviner, Necromancer
Cost: 1,000,000 Gold, 2 Weeks

Treasure Dowsing- (Stance Ability, Diviner) Possessor's chance of obtaining Treasure from battle increases by 1% if possessor was in Dowsing Stance both at the beginning of battle and at the end of battle
Requires: Basic Divining Attunement
Cost: 280,000 Gold, 3 Weeks

Uncounterable Accusation- (Passive Ability, Diviner) Possessor's attacks and actions involving the Technique Detective's Investigation may not be countered (including pre-emptively) by individuals below Level 40 whose stats have been scanned by possessor
Requires: Detective's Accusation
Cost: 210,000 Gold, 2 Weeks

Unusually Fast Eyesight- (Passive Ability, Diviner) Possessor gains +2% To Hit against individuals whose turn-order-determining stat sum is below possessor's
Requires: Apprentice Divination Attunement, Filter-Out Sensory Overstimulation, Diviner's Eyes
Cost: 300,000 Gold, 2 Weeks

Zonal Perception- (Passive Ability, Diviner) Possessor gains +100 MIN for each Zone, Terrain, or Phantom Terrain present, to a max of +500, Possessor may, in RP threads, generally know the name of the area possessor is in
Requires: Apprentice Divination Attunement, Improved Understanding of Area Mana Patterns
Cost: 300,000 Gold, 2 Weeks

Expert Divining Attunement- (Passive Ability, Diviner) Divining 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 Divining Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Adept Divining Attunement, 100 other Diviner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks



This is all approved and making it out with Zweirugi.


Lord Gadigan wrote:
Adept Geomancy Attunement
Diviner
Adept Divination Attunement
Basic Warlord Knowledge
Apprentice Umbramancy Attunement
Basic Dark Magic Attunement
Basic Demonologist Knowledge
Basic Astral Synchronization
Basic Pactmaker Knowledge
Basic Master of Puppets Knowledge
Basic Dragon Lord Knowledge
Basic Truth Synchronization
Apprentice Truth Synchronization
Analyst of the Absolute
Adept Truth Synchronization



Zwei keeps all that.

401 Bonus Weeks
75 Geomancer Bonus Weeks
58 Diviner Bonus Weeks (NOT-Convertable)
58 Warlord Bonus Weeks
59 Umbramancer Bonus Weeks
52 Warlock Bonus Weeks
51 Demonologist Bonus Weeks
18 Cosmic Ruler Bonus Weeks
40 Warlock Bonus Weeks
40 Demonologist Bonus Weeks
50 Pactmaker Bonus Weeks
50 Master of Puppets Bonus Weeks
52 Dragon Lord Bonus Weeks



And all that.

7 1/12 Holy Imperial Seal



And that.

22 Fame



And that.

8,000,000,000 Gold



Approved, but deduct the cost of the abilities you bought.


Lord Gadigan wrote: The 71,970,000 XP is confirmed as spent.

Here's his awards:

'Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii'
'Defeated The Giant Prophet in the Crisis Across Infinite Nexii'
'Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii'
'Defeated Ghoble Erloze, The Winged Eclipse in the Crisis Across Infinite Nexii'
'Bears the Numeral III'
'Key to the Defeat of Forcystus'
'Purified the Numerals'
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'
'Gained 3 Holy Imperial Seal of Triumph Pieces for Winning the Crisis Across Infinite Nexii for the Heaven Architects'
'Gained 3 Holy Imperial Seal of Triumph Pieces as a Prize from Vashna, Temporary Megaquest Administrator of the Crisis Across Infinite Nexii'
'Gained 1 Holy Imperial Seal of Triumph Piece Defeating Forcystus in the Crisis Across Infinite Nexii'

Confirming Zwei lost no loot.


Lord Gadigan wrote: Zwei gets:

'Honorary Member of the Knights Eternal'

Basic Eternity Synchronization

The option to add Eternity as a personal element or become solely Eternity element.


Lord Gadigan wrote: Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities

Do you have a formal ability for your Numeral yet?

Edit: You do. I just approved it above.
User avatar
Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: *The One Barrister's Hellish Green Law-Suit- (Armor, Clothes, Warding & Law & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 Magical Attack, +6,666,666 CON, +6,666,666 MIN, +66,666,666 HP as a non-stacking bonus, +66,666,666 MP as a non-stacking bonus, 480% Resilience, 30% Physical Resistance, 30% Psychic Resistance, 30% Light Resistance, 30% Darkness Resistance, 30% Magic Resistance, 40% Law Resistance, 40% Chaos Resistance, 30% Human Resistance, 30% Celestial Resistance, 30% Angel Resistance, 30% Deva Resistance, 30% Devil Resistance, 30% Litigamancy Resistance, 30% Contingency Magic Resistance, 30% Summoning Resistance, 30% Binder Magic Resistance, 666% Minor Negative Status Effect Resistance, 600% Moderate Negative Status Effect Resistance, 60% Smitten Resistance, 60% Plague Resistance, 60% Devastated Resistance, 60% Instant Death Resistance, Wearer gains 3 buff slots that may only hold Abjuration buffs, 3 buff slots that may only hold Litigamancy buffs, and 3 buff slots that may only hold Contingency Magic buffs, Wearer's stats cannot be scanned by entities below Level 80, Attempts to scan wearer's stats have a 25% chance of automatically failing, Attacks that target wearer that come from sources below Level 95 that are not greater Level than wearer have a 25% chance of failing against all targets, Wearer's Defense cannot be pierced by sources below Level 99, Wearer's Resistances, Immunities, Reflections, and Absorptions cannot be ignored by sources below Level 99, Wearer Temporarily, as a non-stacking effect that does not key off of Temporary abilities, gains the next Tier ability, to a max of 'Legendary', in the classes 'High Judge', 'Litigamancer', 'Diplomat', 'Ward Crafter', and 'Contingency Mage', This item's also counts as possessing the subtype Robe, Wearer must possess the ability 'Master Diplomat', the ability 'Master Litigamancer', the ability 'Master Law Synchronization', the ability 'Master Evil Synchronization', the ability 'Master Clothier', the ability 'Master Warding Synchronization', the ability 'Master Contingency Mage', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater

Protection Magic isn't the best spell subtype name. I'm declaring it changed to Abjuration. It should have been Abjuration for ages.


Lord Gadigan wrote: And that's it for Zweirugi. He is now freed from the thread as soon as he formally makes his choice about what he's doing with the element offer!


Draconics wrote: Zweirugi's having Eternity added to his type line, even if it's not the most strategically sound choice.

EDIT:
Zweirugi's training survives with 7,828,704,000 Gold


Draconics wrote: Zweirugi is updated.


Lord Gadigan wrote: Everyone on Team VR gains:

'Made it to the Final Battle of the Crisis Across Infinite Nexii'
'Put in a Strong Effort and Almost Won Things for the Veil Render'

2 Fame

30 Gatekeeper Bonus Weeks

===========

Roy:

Roy does not keep the bonus week.

The Librarian Artifact is lost.

The Box of Fates is gone.

Dark Chosen Regalia

goes to Celas, but keeps the Level-boost.

Reaper's Hourglass- (Accessory, Trinket, Darkness & Fate, 94,242,564 Gold) +90,000 Magical Attack, 30% Darkness Resistance, 30% Time Resistance, 30% Fate Resistance, 30% inflicts Instant Death, Wielder must be Level 40 or greater

goes to Celas.

===========

With this, Roy is freed.


Lord Gadigan wrote: Anathema loses her Bonus Week.

Keeps the Seal Piece from the Forcystus fight.

Keeps Elder Geist.

Loses XP from the Forcystus fight.

Loses the Nemesis Mask to the event itself.

Loses the Basic Adversary's Blade Knowledge and Nemesauth Traits.

Keeps the XP from reviving Beak.

Keeps one of the special Worshipper Benefits. Loses the rest.

Loses Priest rank-up and Bonus Weeks.

Loses Healer rank-up and Bonus Weeks.

Keeps Blight Druid rank-up and Bonus Weeks.

Loses Biomancer rank-up and Bonus Weeks.

Loses Warlock rank-up and Bonus Weeks.

Keeps Puppet Master rank-up and Bonus Weeks.

Keeps Deathless One rank-up and Bonus Weeks.

Keeps Ebond Chancellor rank-up and Bonus Weeks.

Loses Caliph of Corrosion rank-up and Bonus Weeks.

Keeps World-Shattering Colossus Cleaver.

Loses One Red Instant.

'Triumphed in the Trial of Concordance'
'Undid the Archon System'

Keeps the XP and bonus weeks for preventing Forcystus from escaping.

Loses the Cloak of Master Detective to Elsie.

The Blood Grail of the Red Sun Prince

goes to Celas.

*The Bald Solution's Sweater- (Armorx.5, Clothes, Technology & Physical, 60,000,000 Gold) +60,000 Melee Attack, +60,000 Defense, 80% Resilience, 180% To Hit, 30% Physical Resistance, 15% Animal Resistance, 15% Human Resistance

goes to Draconics.

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

Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.

Messiah of the Reborn Plague- (Worshipper Benefit, Doctor Beak) Possessor is Immune to Plague. Possessor may spend an action to inflict Plague on each individual in possessor's battlespace that previously was afflicted with Plague or one of its sub-status effects. Possessor's base stats are increased by 1. Possessor is Immune to Smitten: Excommunicated.

World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.

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

Anathema is freed from this.


Lord Gadigan wrote: Nole/Geddoe/Celas/Draconics get:

'Honorary Member of the <Knightly Order>'

Basic <Your Order's Element> Synchronization

The option to add <Your Order's Element> as a personal element or become solely <Your Order's Element> element.

If you already have the Basic Synchronization, rank up in the class and take 60 bonus weeks alongside that.


Lord Gadigan wrote: Nole/Geddoe/Celas/Draconics get:

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


Lord Gadigan wrote: Geddoe gets:

*Key to the City- (Accessory, Trinket, Spatial & Law & Glory & Nobility, 6,500,000,000 Gold) +6,500,000 Magical Attack, +6,500,000 SPI, +65,000,000 MP as a non-stacking bonus, +12 Fame, Wielder is Immune to effects attached to Zones, Terrains, and Phantom Terrains by sources below Level 99, Wielder ignores the Resistances, Immunities, Reflections, and Absorptions of Large Structures below Level 99, Whenever an entity below Level 99 that does not possess an ability or Constant Effect called 'Holy Imperial Authority' would create a Terrain, Phantom Terrain, or Battlespace, wielder may replace said Terrain, Phantom Terrain, or Battlespace with a Terrain or Phantom Terrain of any type with an in-stock Square Mile in the Shop worth under 5,000,000,000 Gold or a Zone of any base element or any non-Universe element that wielder possesses, Wielder may enter any battlespace at the start of a round or before any of wielder's actions so long as no entity of Level 99 or greater in wielder's battlespace or the battlespace wielder would be entering objects, 60% inflicts Dominion on Large Structures, Wielder Pierces 65,000,000 Defense of Large Structures, Wielder may spend an action to defeat a Large Structure below Level 80, Wielder may control the decisions of entities below Level 80 that are below wielder's Level that are either encounters in a Random Dungeon or that were summoned by an effect attached to a Zone, a Terrain, or a Phantom Terrain, Wielder may spend an action to set the terrain to 'City of Discs', Wielder must possess the ability 'Master Subspace Architect Knowledge', the ability 'Master Tool Training', the ability 'Master Magewright Proficiency', the ability 'Master Thief Arts Attunement', the ability 'Master General Knowledge', the ability 'Master Spatial Synchronization', the ability 'Master Litigamancy Attunement', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater

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

Geddoe is freed from this.


Lord Gadigan wrote: Oh, wait. Geddoe isn't freed. I still need to stat his two Artifacts. Whoop.

Edit: And his Ascendant-tree abilities. This probably isn't happening tonight.


Lord Gadigan wrote: To help with future processing when I get to statting this, can you please post:

* Descriptions of your artifacts and what they can do from your logs.
* All of the Ascendant abilities you have already that are statted.


Geddoe42 wrote:
Beat Death in a Gunfight- (Passive Ability, Gunner) The first time each thread that possessor is killed (to a max of once across all copies of this ability), possessor immediately self-resurrects, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self resurrection occurs (or is stopped from occurring)
Sublime Gunslinger- (Passive Ability, Gunner) Gun Weapons equipped by possessor gain +(100 * Possessor Level) additional Ranged Attack, Possessor gains (Possessor Level + 100)% To Hit while wielding a Gun
Fivespace Angle-Bouncing Crossdimensional Gunfight Experience- (Passive Ability, Gunner) Spatial element debuffs may not reduce possessor's To Hit if possessor has a Gun equipped, Possessor may ignore Dodge bonuses from Spatial element buffs if possessor has a Gun equipped
Faced the Reapers and Won- (Passive Ability, Protector) If possessor is wearing Light Armor, possessor obtains (Possessor Level/4, rounded up)% Undead Resistance
Swift Gunslinger's Dodging Riposte- (Passive Ability, Protector) If possessor is wearing Light Armor and wielding a Gun, possessor may, up to (Possessor Level/25, rounded up) times per round, conduct a 'Ranged Attack' or 'Point Blank' action as a counter to an attack that missed possessor
You're coming out of this 12 abilities deeper into this skillset (killing reapers/gunner?)... plus a bonus Overcrash because you managed to flip the 'learn a new ability from your action' trigger after already getting a 97 on trial selection." =Sublime Overcrash: Requiem for the Reaper




*The Manifold Paladin's Regalia
A set of nonbase-element accessories, armor, shield, and blade that empower holy magic and give the wielder a wide range of elemental options
Sublime Paladin, his head suddenly bearing the Crown of Life, and, channeling the power of Life itself, resisting the nastiest part of the Elder undead's attack, preventing Level loss.
Gadigan: That Paladin artifact synchs with 4-6 nonbase elements if I remember right ~ time life destruction were for sure I don't remember the other
[8:56 PM] Gadigan: The heavy armor class too
9:28 PM] Gadigan: Geddoe's artifacts are switching themselves in and out to amplify stuff where most-needed. It's one of the benefits of the paladin one.



*Crown of Primordial Ice
A relic which holds the worlds entombed in eternal cold, comes with various spell aspects and a ruler's staff
A crown of eternal ice appears on his forehead, shining with cold. The shattered stars freeze. They realign, becoming ice-locked in the sky.
Activating his crown, Geddoe freezes the essence link, stopping himself from being forced into burnout by Forcystus's essence-link reversal.
~In reference to ability scynchs - [8:56 PM] Gadigan: The other one is Ice and Sorceress if I recall properly
~I don't have the log for it unless you do from Aim, but you said that the Crown uses Ice to trump space and time and was the reason for me learning ice abilities during the thread.



[4:13 PM] Celas: "Geddoe can freeze the cosmos. He holds dominion over life, over destruction, over space, over time, over fate, and over fortune. His is the numeral XII. Hallelujah."

That's all I recall after looking today. I thought there was more about the staff and something about giant ice golems and that the regalia specifically was nonbase only so harkala couldn't get in


Lord Gadigan wrote: Nole gets a letter:

(11:37:40 PM) lordgadigan: You present
(11:37:42 PM) lordgadigan: ?
(11:40:11 PM) pathaky@hotmail.com: yep
(11:41:23 PM) lordgadigan: Nole feels something sliiiiiiiide into his inventory
(11:41:34 PM) pathaky@hotmail.com: How uh, curious
(11:41:51 PM) pathaky@hotmail.com: He's by no means a big-boy diviner, but he has namerank
(11:42:00 PM) pathaky@hotmail.com: Any indication ,or indicative lack of indication, where from?
(11:42:09 PM) lordgadigan: Forcystus
(11:42:39 PM) pathaky@hotmail.com: Oh that absolute bouquet of dicks
(11:42:51 PM) pathaky@hotmail.com: What's the damage/trickery/bad news?
(11:44:40 PM) lordgadigan: *Processing*
(11:48:20 PM) lordgadigan: It's a letter with a transportation/summoning effect attached.

"Mister Nole,
I hope this message finds you in good status, as I would not wish to face you at less than such.
Consider this a formal invitation to a a duel against me. Just me, mind you; the rest of my team will be otherwise occupied.
I am giving you a chance to fight me, and, if you are prepared enough, kill me.
Rip this card in half to transport yourself to my location for the battle.
I find myself reaching a point where I am about to be occupied with several other conflicts, and I would like the chance to tear the wings from a Holy One before I get down to business.
As a gesture of good will, I will also enchant this card to bring the Arena Member you are closest to along with you to assist your side in the fight.
Two on one! If you think you can defeat me, those would be the odds to fight with (given that under the normal battle rules, you would be fighting me alone).
If you don't think you can defeat me, well, I urge you to consider deeply why you are here when you knew I would be amongst the opposition.
I hope to see you soon.
Cordially,
Forcystus

Addendum: The teleportation effect is not a trap. Feel free to scan it. It won't ring-out you or drop you into the lap of The Enemy."
(11:48:55 PM) pathaky@hotmail.com: Oh jeeze.
(11:49:17 PM) pathaky@hotmail.com: That is, uh, incredibly gutsy.
(11:49:35 PM) pathaky@hotmail.com: But Nole has a hunch there's more to this than WIng-Envy.
(11:50:23 PM) pathaky@hotmail.com: Nole's troubled. He reads it over again and shakes his head slowly, thinking and pondering.
(11:57:43 PM) pathaky@hotmail.com: Yeah, not touching that for now. Nole'll save it.
(11:58:44 PM) lordgadigan: k


Draconics wrote: Roy Updated!

I'm not sure on if anything was going on the Divinity Prison thingamajig and chat is silent, so Anathema isn't updated, but here's her summary! :D If someone on the VR team can confirm the order of the awards too, since I'm not 100% the trial order vs. Forcy escape blocking.

9 Fame

'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
'Won the Trial of Demise and Brought Doctor Beak Back from Storage'
'Revived her Divine Patron'
'Prevented Forcystus from Escaping'
'Triumphed in the Trial of Concordance'
'Undid the Archon System'
'Made it to the Final Battle of the Crisis Across Infinite Nexii'
'Put in a Strong Effort and Almost Won Things for the Veil Render'

66,100,000 XP

1/12 Holy Imperial Seal

30 Bonus Weeks
80 Blight Druid Bonus Weeks
80 Puppet Master Bonus Weeks
80 Deathless One Bonus Weeks
80 Ebon Chancellor Bonus Weeks
30 Gatekeeper Bonus Weeks

Basic Blight Magic Attunement- (Passive Ability, Blight Druid) All Blight Magic spells cast by possessor that possess a Magical Attack bonus gain +10 additional Magical Attack, All Blight Magic spells that possessor casts that drain stat points and drain 10 more points of each such stat

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

Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats

Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.

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

World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.

Messiah of the Reborn Plague- (Worshipper Benefit, Doctor Beak) Possessor is Immune to Plague. Possessor may spend an action to inflict Plague on each individual in possessor's battlespace that previously was afflicted with Plague or one of its sub-status effects. Possessor's base stats are increased by 1. Possessor is Immune to Smitten: Excommunicated.



EDIT:
Unfinished issue:
Divinity Prison!

Anathema drains the essence of the God-Eater into Divinity's Prison, empowering it.
newly re-formed relic, the God-Eating Prison.


No one looted this, so Anathema has it.


Lord Gadigan wrote: *The Manifold Paladin's Regalia- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x18)

*Crown of Life- (Accessory Aspect: The Manifold Paladin's Regalia, Crown, Life, X Gold) +2,800,000 Defense, +2,800,000 SPI, +28,000,000 HP as a non-stacking bonus, Wielder regenerates 2,800,000 HP at the start of each of wielder's actions and at the start of each round, to a max of 12 times per round, 40% Life Resistance, 30% Undead Resistance, 40% Instant Death Resistance, Instant Death Immunity against entities who are wielding an item whose name includes 'Reaperglass', Wielder ignores effects that prevent wielder from applying bonuses that wielder gains against Undead that come from sources below Level 90, Wielder's Level may not be reduced by equal or lower Level sources, Damage dealt to wielder by sources below Level 90 that would be unhealable is instead not unhealable, Wielder is resurrected at the start of each round, Wielder's HP Determining stat cannot be reduced by debuffs or Stat Damage from sources of lower Level than wielder, Wielder's attacks may gain the element Life or solely become the element Life

*Space-Cutting Boots- (Accessory Aspect: The Manifold Paladin's Regalia, Boots, Spatial, X Gold) +2,800,000 Defense, +2,800,000 AGI, +2,800,000 SPI, 40% Spatial Resistance, 40% Spatial Magic Resistance, 15% Nemesauth Resistance, If wielder has this item equipped, wielder may, at the start of each round, at the start of each of wielder's actions, and at the end of each of wielder's actions, choose one unequipped item that wielder is carrying, and, as a non-stacking buff, gain the effects of having that item equipped while it is unequipped, If one of wielder's pets or summons is in a different battlespace from wielder, wielder may, before any of wielder's actions, move said pet or summon to wielder's battlespace so long as no entity of Level 99 or greater objects, Wielder's movement between battlespaces, as well as wielder's pets' and summons' movement between battlespaces, may not be prevented by sources below Level 80 without wielder's permission, Wielder ignores Dodge bonuses that come from Spatial element buffs, Spatial element equipped items, or from Reality Arranger or Spatial Mage abilities, Wielder may spend an action to leave wielder's current battlespace and enter another existing battlespace so long as no entity of Level 99 or greater in either battlespace objects, Wielder's attacks may gain the element Spatial or solely become the element Spatial

*Hands of Fate- (Accessory Aspect: The Manifold Paladin's Regalia, Gauntlet, Fate, X Gold) +2,800,000 Melee Attack, +2,800,000 Defense, +2,800,000 SPI, 260% To Hit, 160% Critical, +160% To Hit, 40% Fate Resistance, 40% Demon Magic Resistance, 30% Demon Resistance, Wielder ignores effects that prevent wielder from applying bonuses that wielder gains against Demons that come from sources below Level 90, Wielder's Critical is increased by 160% against Demons, Arch-Demons, Devils, Arch-Devils, Daemons, Arch-Daemons, and Fiends, Wielder ignores Dodge bonuses from Illusion Magic and Illusion element buffs, Wielder may ignore the effects of Fateweavings from sources below Level 90, Wielder's opponents below Level 80 may not gain bonuses against wielder based on wielder's subtypes or name, Wielder's attacks may gain the element Fate or solely become the element Fate

*Destroyer's Blade- (Weapon Aspect: The Manifold Paladin's Regalia, Sword, Destruction, X Gold) +2,800,000 Melee Attack, +2,800,000 Ranged Attack, +2,800,000 Magical Attack, +2,800,000 Defense, +2,800,000 STR, +2,800,000 CON, +2,800,000 SPI, +28,000,000 HP as a non-stacking bonus, 160% Resilience, 160% Critical, +160% Critical, 40% Destruction Resistance, 30% Devastated Resistance, 30% Base Element Resistance, 15% Serpent Blessed Resistance, Wielder deals double Damage, as a non-stacking effect, to Serpent Blessed, Undead, Demons, and Serpent Blessed killed by wielder may not resurrect themselves if below Level 90, Wielder's attacks that would have their Damage value divided by a spell they incorporate do not have their Damage value divided, Wielder's first attack per round that involves the casting of a Holy Magic spell deals 15% additional Damage as a non-stacking effect, Wielder's attacks may gain the element Destruction or solely become the element Destruction

*Fortune's Ward- (Weapon Aspect: The Manifold Paladin's Regalia, Shield, Fortune, X Gold) +2,800,000 Defense, +2,000,000 Melee Attack, +2,800,000 CON, +28,000,000 HP as a non-stacking bonus, 40% Fortune Resistance, 40% Illusion Resistance, 40% Litigamancy Resistance, 15% Clipboard Resistance, Wielder's chance of hitting an opponent below Level 80 cannot be reduced below 1% by that opponent's Dodge, Wielder's chance of being criticalled by an opponent below Level 80 cannot be raised above 99% by that opponent's Critical Chance, Wielder's chance of dodging an opponent below Level 80 cannot be reduced below 1% by that opponent's To Hit, Wielder's chance of criticalling an opponent below Level 80 cannot be reduced below 1% by that opponent's Resilience, Wielder's opponents below Level 90 may not change wielder's element without wielder's permission, Wielder has a non-stacking, non-modifiable, non-rerollable, non-auto-selectable 15% chance to ignore the effects of offensive actions performed by opponents below Level 80, Wielder's attacks may gain the element Fortune or solely become the element Fortune

*Mantle of Respun Time- (Armor Aspect: The Manifold Paladin's Regalia, Heavy Armor, Time, X Gold) +2,800,000 Defense, +2,800,000 to all stats, Wielder may use any one stat as wielder's turn-order-determining stat, 40% Time Resistance, 40% Chronomancy Resistance, 100% Petrified: Time Stop Resistance, 15% Time Devourer Resistance If wielder has this item unequipped, wielder may, at the start of each round, at the start of each of wielder's actions, and at the end of each of wielder's actions, unequip any one equipped item, and, if wielder does so, immediately equip an item in a slot that said unequipped item formerly occupied, Entities of Level equal to or lower than wielder may not reset battle to earlier points without wielder's permission, Wielder's opponents below Level 80 may not expend their actions from future rounds in advance of those rounds without wielder's permission, If an entity would prevent wielder from gaining an action and would gain an action itself for doing so, and said entity is below Level 90, wielder may instead prevent that entity from gaining said action, regain its own lost action, and prevent that action's reacquisition from being prevented by sources below Level 90, Entities may not use wielder's turn-order-determining stat sum as part of their own turn-order-determining stat sums without wielder's permission, Wielder's attacks may gain the element Time or solely become the element Time

*The Manifold Paladin's Regalia- (Accessoryx5 Aspect: The Manifold Paladin's Regalia, Magic Item, Life & Destruction & Spatial & Time & Fate & Fortune & Good, X Gold) 60% Divine Magic Resistance against sources whose Patron Deity is 'Yaralsias Valcont', 'Harkala Gillingman', 'Maleficus', or 'Iepterro', 15% Fiend Resistance, 15% Evil Resistance, 15% Good Resistance, Smitten: Excommunicated Immunity, Wielder counts as possessing 100 additional Paladin abilities and gains the next tier-name Paladin ability (to a max of Legendary), At the start of each of wielder's actions, wielder, as a non-stacking buff effect, chooses 5 unequipped items that wielder is carrying that wielder could equip and gains the bonuses of those items as though they were equipped until the end of said action, Wielder's attacks may gain the element Good or solely become the element Good


Lord Gadigan wrote: *Crown of Primordial Ice- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x16)

*Crown of Primordial Ice- (Accessory Aspect: Crown of Primordial Ice, Crown, Ice, X Gold) +2,114,308 Defense, +2,098,000 MIN, +2,100,000 SPI, +22,000,000 MP as a non-stacking bonus, 40% Ice Resistance, Ice Immunity against sources below Level 80, 30% Spatial Resistance, 30% Time Resistance, 30% Channeling Resistance, 150% Frozen Resistance, Frozen Immunity against sources below Level 80, 60% Dominion Resistance, 30% may inflict Dominion, 30% Solar Being Resistance, 100% Fire Resistance against sources below Level 80, 100% Burning Resistance against sources below Level 80, Once per round, wielder may choose to have a 45% chance of preventing an action from a source below Level 85 from occurring, this chance is doubled against targets who are Solar Beings or whose name includes 'Solar', 'Sun', or 'Star', Wielder may, at the start of a round or action, as a buff, gain or solely become the element Ice, Wielder may ignore the Ice Resistance and Immunity of sources below Level 79, Arch-Solars below Level 90 may not provide worshipper benefits while in the same battlespace as wielder without wielder's permission, Once per round wielder may choose to have a 90% chance of stopping a source below Level 90 from applying a debuff to wielder, Wielder is Immune to sources below Level 60

*Staff of the Empress of Primordial Ice- (Weapon Aspect: Crown of Primordial Ice, Staff, Ice, X Gold) +2,113,209 Magical Attack, +2,100,100 MIN, +2,112,308 SPI, +21,500,000 MP as a non-stacking bonus, 200% inflicts Frozen, 100% inflicts Frozen: Cubed, Wielder's Frozen infliction chances are increased by 30%, This item additionally possesses the subtype Wand, Wielder may treat Ice as a Tier 2 nonbase element, Wielder may force entities below Level 90 to treat Ice as a Tier 2 nonbase element, Wielder's actions and attacks may gain or solely become the element Ice, Ice element spells cost wielder 2,000,000 less MP to cast as a non-stacking effect, Wielder's Ice element summons gain +200,000 to all stats as a non-stacking bonus

*Allfreeze- (Spell Aspect: Crown of Primordial Ice, Enchantment, Ice, 20,000,000 MP, X Gold) 300% inflicts Frozen, 200% inflicts Frozen: Cubed, 200% inflicts Stat Drain: SPD Drain, 1 hit against all opponents

*Sculpt Primordial Ice- (Spell Aspect: Crown of Primordial Ice, Summoner Magic, Ice, 20,000,000 MP, X Gold) Caster summons up to 20 Golems or Elementals that are Ice element from the enemy list that are below Level 81 and normally fightable for drops, these entities, as a non-stacking buff, gain 'Primordial' before their name, gain +200,000 to all stats, have their Level increased to 60 if it would be below 60, gain Fire Immunity against sources below Level 80, and cannot be unsummoned by sources below Level 80, Max 200 summoned

*Frozen Genesis- (Spell Aspect: Crown of Primordial Ice, Enchantment, Ice, 20,000,000 MP, X Gold) Caster may create a Zone of Ice that cannot be modified or destroyed by sources below Level 80 without caster's permission, Target obtains a buff that makes all buffs and debuffs that it applies during the next two rounds unable to be removed by sources below Level 80

*Cosmic Cryostasis- (Spell Aspect: Crown of Primordial Ice, Astral Magic, Ice, 20,000,000 MP, X Gold) All Empowered Constellations set by caster cannot be modified, unset, relocated, or destroyed without caster's permission by sources below Level 80, All Solar Beings and Arch-Solars in caster's battlespace have a 200% chance of being afflicted with Frozen and an 80% chance of being afflicted with Petrified

*Years Frozen Eternal- (Spell Aspect: Crown of Primordial Ice, Enchantment, Ice & Time, 20,000,000 MP, X Gold) 100% inflicts Frozen: Time stop on targets who do not possess 40% or greater Ice Resistance, Ice Immunity, Ice Absorption, Ice Reflection, 100% or greater Frozen Resistance, Frozen Immunity, Frozen Absorption, or Frozen Reflection, 1 hit against 6,000

*Protoglacier Deluge- (Spell Aspect: Crown of Primordial Ice, Wizard Magic, Ice, 20,000,000 MP, X Gold) +2,000,000 Magical Attack, 100% inflicts Frozen, 200% inflicts Fatigued: Stun, 4 hits against 20,000,000,000


Lord Gadigan wrote: Chased the Reaper Across the Realms- (Passive Ability, Wanderer) If an opposing Undead moves to a different battlespace from the battlespace possessor is in, possessor may follow that Undead into that other battlespace so long as no entity 20 or more Levels greater than possessor in either battlespace objects

Doomhunter- (Passive Ability, Gunner) If possessor is targeting an enemy, boss, pet, or summon with an attack and possessor is wielding a Gun, possessor's Critical chance against said target is increased by a value equal to the highest Instant Death infliction chance of said entity's abilities, with 'inflicts Instant Death' conferring an automatic Critical

Dodging Shot- (Passive Ability, Protector) If possessor is wielding a Gun and wearing a Light Armor, whenever possessor Dodges an attack, possessor may perform, as a counter to said attack, a 'Point Blank' or 'Ranged Attack' action that may only target said attack's performer and/or possessor, with this ability being able to grant up to 12 bonus actions per round

Inspire Resolve In the Face of Death- (Passive Ability, General) Possessor's allies gain +15% Instant Death Resistance


Lord Gadigan wrote: Decorated Officer of Ancient Wars- (Passive Ability, General) Possessor gains +12 Fame, Possessor, if possessor is wearing a Light Armor or an armor whose name includes the words 'Dress Uniform' or 'Parade Uniform', gains an additional Accessory slot that may only hold a Broach or Trinket

Known for Always Wearing a Cloak- (Passive Ability, Magewright) Possessor gains an Accessory slot that may only be used to equip Cloak accessories and that may not be converted into other slot types

Evade Dimensional Instabilities- (Passive Ability, Wanderer) Spatial Magic and Geomancy effects attached to Zones cannot negatively effect possessor based on possessor's entry into them from another battlespace, Spatial and Spatial Magic effects from sources below possessor's Level cannot prevent possessor from entering battlespaces or cause possessor to enter a battlespace other than a battlespace possessor chose to enter instead of said chosen battlespace

Death-Dueling Gunslinger- (Passive Ability, Gunslinger) Possessor's base stats increase by 2 if possessor is in the same battlespace as one or more opposing non-summon Undead and either possessor possesses no unique allies or possessor has at least 40 Leadership spells equipped


Lord Gadigan wrote: Cross-Spatial Commanding Presence- (Passive Ability, General) Possessor's allies in other battlespaces obtain constantly-applied bonuses to their stats that possessor would grant them if they were in the same battlespace as possessor

Precise Countershot- (Passive Ability, Gunslinger) If possessor is wielding a Gun, possessor's 'Ranged Attack' and 'Point Blank' counters gain +50% To Hit

Defies Death- (Passive Ability, General) Possessor ignores the first instance of Instant Death to affect possessor per battle

Scythe-Catching Cloak- (Passive Ability, Magewright) Possessor gains 15% Scythe Resistance if possessor is wearing a Cloak


Lord Gadigan wrote: Sublime Overcrash: Requiem for the Reaper- (Technique Ability, Gunner) Possessor may use 'Sublime Overcrash: Requiem for the Reaper' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, no other technique or Overcrash is being used, and possessor has a Gun equipped. Possessor may, up to once per thread, when possessor would be killed by an action, if possessor is wielding a Gun, has not previously used this Overcrash during this thread, and not in Burnout, gain an unpreventable-by-non-Overcrash-effects, uncounterable-by-non-Overcrash-counters, action that must involve the use of this Overcrash. Said action gains +(10,000 * Possessor's Level) Ranged Attack, may target only one opponent, and causes said target opponent, if either below performer's Level or a Tier 3 or lower subtype, to obtain obtain a non-removable debuff that does not vanish upon death that makes its possessor unable to kill this action's performer.
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Geddoe is now free from this.


Aeromage wrote: Vashna's sheet in the Retired Character Centre is pre-Megaquest. He'll be getting this from the Holy Festival for his 'after' version:

2 Fame

Indirectly Responsible for the Retirement of Noted Blacksmith Laverne Conveltos
Indirectly Responsible for Sally Malton finding her lost cat, Mister Tubbaroo


Geddoe42 wrote: Not sure if I mhad saws it or if it is important for this to end but master divine magic attenument isn’t statted. Does it need to be or is there a template?


Lord Gadigan wrote: Master Divine Magic Attunement- (Passive Ability, Priest) Possessor may choose for entities below Level 80 who do not possesses the ability 'Master Divine Magic Attunement' or a higher-Tier Tier-ability in the class Priest to be unable to cast Divine Magic spells, Possessor gains 20 Spell slots that may not be used for purposes other than carrying spells, may only carry Divine Magic Spells, and may not be converted into other types of slots by individuals below Level 100

Price it like the elemental Masters.


Lord Gadigan wrote: Starting processing of the Roulette Master.

He got lucky on the XP and keeps:

100 times the XP of a Level 79 entity.
200 times the XP of a Level 80 entity.
200 times the XP of a Level 81 entity.
200 times the XP of a Level 85 entity.



He keeps:

4 Fame

He got really lucky on the Gold and keeps all 6,000,000,000.

He also keeps
The Perfect Roulette Master (Passive Ability, Other: Unfettered One) Possessor's base stats are increased by 2


Lord Gadigan wrote: He keeps this:

'Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii'
<Standard Award for beating the Perfect Man>
A standard text event award for beating Gingphatts here.
A standard text event award for beating Orietzev here.


Lord Gadigan wrote: He somehow manages to keep all of the Gingphatts loot:

*Amulet of Gingphatts- (Accessory, Amulet, Destruction & Warding & Fate, 2,000,000,000 Gold) +2,000,000 CON, +20,000,000 HP, Wielder's actions may use Constitution as their Prime Attribute, Wielder's actions use twice the designated stat as their Prime Attribute as a non-stacking effect if they are using Consitution as their sole Prime Attribute, Wielder's Melee Attack capping is based on Constitution, Wielder's Melee Attack capping uses twice the relevant stat as a non-stacking effect if it is using Constitution as the sole relevant stat, Wielder may perform a 'Powerful Attack' action up to 5 times per round as a counter to an offensive action that targets wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Warlord Knowledge' or 'Expert Hammer Training'

*Double-Faced Hammer of Gingphatts the Unstoppable- (Weapon, Hammer, Destruction & Fate, 2,500,000,000 Gold) +2,500,000 Melee Attack, +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, +250,000 Defense against Constitution Damage, Wielder's turn-order-determining stat becomes Constitution, Wielder's Prime Attribute for 'Melee Attack', 'Powerful Attack', and 'Melee Overdrive' actions becomes Constitution, Wielder's per-item Melee Attack bonus capping becomes based on Constitution and uses double the relevant stat as a non-stacking effect, Wielder may ignore the Resistances, Immunities, and Absorptions of entities below Level 80 when conducting attacks that use Constitution as a Prime Attribute, Wielder may break any non-unique items wielded by the targets of wielder's attacks that use Constitution as a Prime Attribute that are worth 250,000,000 Gold or less, Wielder must be Level 60 or greater and must possess either the ability 'Expert Hammer Training' or 'Expert Force Magic Attunement'

*Gingphatts Gigaplate- (Armor, Grand Armor, Warding & Earth & Physical, 2,000,000,000 Gold) +2,000,000 Defense, +2,000,000 Melee Attack, +2,000,000 CON, +20,000,000 HP as a non-stacking effect, 162% Resilience, +162% Reslience, Wearer's Resilience cannot be ignored by sources below Level 99, Wearer's Defense cannot be pierced by sources below Level 99, Damage dealt to wearer by counters by sources below Level 80 is halved, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must possess the ability 'Expert Grand Armor Mastery' or 'Expert Warding Synchronization'

*Crest of Gingphatts- (Accessory, Other: Elder Symbol, Warding, 2,500,000,000 Gold) +2,500,000 CON, +25,000,000 HP as a non-stacking bonus, Wielder is Immune to CON Damage, Wielder gains Stat Drain: CON Drain and Stat Drain: HP Drain Immunity, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Runescribe Proficiency'


Lord Gadigan wrote: He also keeps all of the loot from Vlad:

*Final Decision- (Weapon, Gun, Formus & Destruction, 2,500,000,000 Gold) +2,500,000 Ranged Attack, 60% inflicts Instant Death, Wielder's 'Ranged Attack' and 'Ranged Overdrive' actions apply a non-stacking debuff that causes their targets' next Tier 1 or Tier 2 Nonbase element action to have a 50% chance of failing if its performer is below Level 99, Wielder's counters deals double Damage (to a max of 250,000,000 additional Damage per round), Wielder must be Level 60 or greater and must possess either the ability 'Expert Gun Training' or 'Expert Thief Arts Attunement'

*Orietzev Executive Suit (Custom Tailored for Vladimir)- (Armor, Clothes, Darkness & Technology, 2,500,000,000 Gold) +2,500,000 Defense, +25,000,000 HP as a non-stacking bonus, Venom Immunity, Moderate Status Effect Immunity against sources below Level 99, Wielder gains +2,500,000 uncapped Defense against sources with less Gold than wielder, Wielder must be Level 60 or greater and must possess either the ability 'Expert Clothing Mastery' or 'Expert Hypertech Attunement'

*Orietzev Signet Ring: Vladimir- (Accessory, Ring, Blood & Wealth & Glory, 2,500,000,000 Gold) +2,500,000 to all stats, +160% Critical, +160% Dodge, +160% To Hit, Wielder's actions may not be prevented by sources below Level 95, Buffs and debuffs with wielder as a source may not be removed by sources below Level 80 without wielder's permission, Wielder's actions and buffs and debuffs with wielder as a source cannot be replicated by sources below Level 80 without wielder's permission, Wielder must be Level 60 or greater and must possess either the ability 'Expert Blood Synchronization' or 'Expert Wealth Synchronization'

*Homeworld Resource Contract Portfolio- (Accessory, Book, Wealth & Law & Fate & Spatial & Knowledge, 2,500,000,000 Gold) +25,000,000 MP as a non-stacking bonus, Wielder may, at the end of each round, wielder may replicate replicate the effect of any ability performable by a entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Wielder must be Level 60 or greater and must possess either the ability 'Expert Contingency Magic Attunement' or 'Expert Book Training'

Hot gosh. Man's on a roll.


Lord Gadigan wrote: Bonus weeks end up a mixed bag.

He keeps:

44 Force Mage Bonus Weeks
88 Cyberneticist Bonus Weeks
40 Covenant Scribe Bonus Weeks

He loses:

20 Bonus Weeks
19 Alienist Bonus Weeks
22 Soldreidrethanoi Bonus Weeks
20 Power Trooper Weeks
28 Hunter Bonus Weeks
5 Bard Bonus Weeks
13 Diabolist Bonus Weeks
23 Geomancer Bonus Weeks
32 Illusionist Bonus Weeks
3 Umbramancer Bonus Weeks
9 Shaman Bonus Weeks
9 Sigil Tracer Bonus Weeks
2 Technomancer Bonus Weeks
28 Exemplar of Malevolence Bonus Weeks
28 Exemplar of Benevolence Bonus Weeks
16 Wildshaper Bonus Weeks
3 Metamorph Bonus Weeks
28 Rider Bonus Weeks


Lord Gadigan wrote: Loses:

some Alienist, Blazing Sultan, Commander, Technomancer, and Elementalist bonus weeks.

Keeps:

He also gets 2 Fame


Lord Gadigan wrote: Keeps the Redscar award.


Lord Gadigan wrote: 'Valiantly Fought The Enemy in the Crisis Across Infinite Nexii'
'Defeated by The Enemy, but Performed Well Enough to Allow His Allies Survival through William Senior'

2 Fame


Lord Gadigan wrote: Keeps

Basic Warlord Knowledge
Basic Contract Magic Attunement
Apprentice Grand Armor Mastery


Lord Gadigan wrote: Keeps

Basic Steed User- (Passive Ability, Rider)- All Steed transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses


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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Airplane Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Sky
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Boat Sailing- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Ocean
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain 10% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Vessel User
Cost: 100,000 Gold, 2 Weeks

Basic Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel Transformations gain 120% To Hit and 20% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Piloting
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Vessel User, 3 other Captain abilities
Cost: 125,000 Gold, 2 Weeks

Can Safely Perform Atmospheric Re-Entry in a Properly Equipped Spacecraft- (Passive Ability, Captain) Possessor's Vessel Transformations gain 20% Resilience
Requires: Basic Spaceship Piloting, Basic Airplane Piloting, Basic Boat Sailing
Cost: 100,000 Gold, 2 Weeks

Sea Legs- (Passive Ability, Captain) 15% Confusion Resistance while transformed into a Vessel while in a Zone of Water, 10% Confusion Resistance while transformed into a Vessel or in a Zone of Water
Requires: Basic Vessel User
Cost: 90,000 Gold, 2 Weeks

Skiff Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Skiff' gain +30 to all stats
Requires: Basic Boat Sailing
Cost: 60,000 Gold, 2 Weeks

Spaceship Pilot- (Passive Ability, Captain) Possessor's Vessel transformations gain +250 AGI while the terrain or phantom terrain is Space, Possessor's Vessel transformations gain +5% Dodge while the terrain or phantom terrain is space
Requires: Apprentice Vessel User
Cost: 250,000 Gold, 2 Weeks

Captain- (Passive Ability, Captain) All of possessor's Vessel transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vessel User, 10 other Captain abilities
Cost: 125,000 Gold, 4 Weeks

Improved Spaceship Combat Training- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI, 140% To Hit, and 40% Dodge while the Terrain or Phantom Terrain is Space
Requires: Improved Spaceship Piloting
Cost: 300,000 Gold, 2 Weeks

Improved Spaceship Piloting- (Passive Ability, Captain) Possessor's Vessel transformations gain +100 AGI and 30% Dodge while the Terrain or Phantom Terrain is Space
Requires: Basic Spaceship Combat Training, Apprentice Vessel User
Cost: 300,000 Gold, 2 Weeks

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
Requires: No Prerequesites
Cost: 100,000 Gold, 2 Weeks

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)
Requires: Can Navigate Via the Stars, Basic Vessel Use
Cost: 300,000 Gold, 2 Weeks

Pole-Raft Captain- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +50 AGI if possessor is wielding a Polearm
Requires: Basic Boat Sailing, Basic Polearm Training
Cost: 60,000 Gold, 2 Weeks

Sailor- (Passive Ability, Captain) +30 to all stats while transformed into a Vessel while in a Zone of Water, +30 to all stats while transformed into a Water element Vessel, +30 to all stats while transformed into a Vessel while the terrain or phantom terrain is Ocean or River-Land
Requires: Sea Legs
Cost: 170,000 Gold, 3 Weeks

Can Sail Well Under Darkness- (Passive Ability, Captain) Possessor's Vessel transformations gain +2% Dodge while in a Zone of Darkness
Requires: Sailor, Basic Zonal Acclimation of Darkness OR Thief
Cost: 90,000 Gold, 2 Weeks

Stealthy Rafting- (Passive Ability, Captain) Possessor's Vessel transformations whose name includes 'Raft' gain +1% Dodge against opponents who have not yet acted
Requires: Pole-Raft Captain, Can Sail Well Under Darkness
Cost: 300,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Vehicle User, 3 Thief abilities
Cost: 120,000 Gold, 3 Weeks

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
Requires: Vehicle-Based Smuggler, 3 Captain abilities
Cost: 190,000 Gold, 3 Weeks

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
Requires: Basic Vehicle User, 3 other Driver abilities
Cost: 125,000 Gold, 2 Weeks

Stunt Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +5% Dodge
Requires: Basic Vehicle User
Cost: 40,000 Gold, 3 Weeks

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
Requires: Stunt Driver
Cost: 190,000 Gold, 3 Weeks

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
Requires: Basic Vehicle User, 2 Thief abilities
Cost: 60,000 Gold, 2 Weeks

Car Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Car' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Carriage/Buggy/Coach Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Carriage', 'Coach', or 'Buggy' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Chariot Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have 'Chariot' in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Truck Driver- (Passive Ability, Driver) All Vehicle transformations equipped by possessor gain +50 to all stats if they have Truck in the name
Requires: Basic Vehicle User
Cost: 60,000 Gold, 2 Weeks

Driver- (Passive Ability, Driver) All of possesser's Vehicle transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Vehicle User, 10 other Driver abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Upgraded Form User- (Passive Ability, Cyberneticist) All Upgraded Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Shapeshifed Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 10,000 Gold, 1 Week

Basic Bolstering of Shapeshifted Toughness- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations gain +2,000 HP
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Basic Bolstering of Shapeshifted Offense- (Passive Ability, Metamorph) Possessor's Shapeshifted Form transformations' abilities' Damage values increase by 1,000 points
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Basic Fangs and Claws Mastery- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +75 damage to all damage-dealing one and two hit attacks
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 2 Weeks

Apprentice Shapeshifted Form User- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor 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
Requires: Basic Shapeshifted Form User, 3 other Metamorph abilities
Cost: 125,000 Gold, 2 Weeks

Deathshift (Beginner) (Passive Ability, Metamorph)- Once per thread, if possessor is non-transformed, has a Shapeshifted Form equipped, and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming into said Shapeshifted Form, if possessor de-transforms from all transformations during the remainder of the thread, then possessor dies immediately
Requires: Basic Shapeshifed Form User
Cost: 80,000 Gold, 2 Weeks

Quick Transformations- (Active Ability, Metamorph) Possessor may, once per round as an action, transform into or out of a Shapeshifted Form provided that possessor's current form's Agility as at least 11 times the Agility of each of possessor's foes; possessor, once per round, after performing this action, gains another action
Requires: Basic Shapeshifed Form User
Cost: 30,000 Gold, 1 Week

Retain Shapeshifted Characteristics (Minor) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +50 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Basic Shapeshifted Form User
Cost: 100,000 Gold, 2 Weeks

Reverse Deathshift (Beginner)- (Passive Ability, Metamorph) Once per thread, if possessor is transformed into a Shapeshifted Form and is killed by damage from an attack that does damage no greater than possessor's max Defense plus max HP, possessor has a 1% chance of immediately tranforming out of said Shapeshifted Form, if possessor re-transforms into the same form during the remainder of the thread, then possessor dies immediately
Requires: Deathshift (Beginner)
Cost: 80,000 Gold, 2 Weeks

Transformed Comfort- (Passive Ability, Metamorph) All Shapeshifted Form transformations equipped by possessor gain +50 to all stats until possessor leaves them for the first time so long as possessor began the current thread in them
Requires: Basic Shapeshifed Form User
Cost: 50,000 Gold, 2 Weeks

Metamorph- (Passive Ability, Metamorph) All of possesser's Shapeshifted Form transformations gain +25 to all stats per possessor level
Requires: Apprentice Shapeshifted Form User, 10 other Metamorph abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Retain Shapeshifted Characteristics (Lesser) (Passive Ability, Metamorph) Possessor may, when de-transforming from any Shapeshifted Form gain, as a buff that does not stack, +250 to any one stat, provided that said stat is the highest stat said Shapeshifted Form naturally possessed (or was tied for said position)
Requires: Apprentice Shapeshifted Form User, Retain Shapeshifted Characteristics (Minor)
Cost: 200,000 Gold, 2 Weeks

Form of Fox- (Stance Ability, Metamorph) +30 AGI
Requires: Basic Shapeshifted Form User
Cost: 10,000 Gold, 1 Week

Form of Hedgehog- (Stance Ability, Metamorph) Possessor deals 500 Flat Physical element damage to any individual who conducts an offensive action against possessor
Requires: Animal Traits
Cost: 200,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Improved Acclimation to Animal Forms- (Passive Ability, Wildshaper) Possessor, while in a Natural Form transformation, gains 20% Confusion Resistance on rounds during which or directly after rounds during which possessor transformed into a Natural Form transformation
Requires: Basic Natural Form User
Cost: 40,000 Gold, 2 Weeks

Increased Animal Fierceness- (Passive Ability, Wildshaper) Possessor's Natural Form transformations deal 50 additional Damage
Requires: Basic Natural Form User
Cost: 20,000 Gold, 2 Weeks

Quick Prey-Animal Scampering Maneuvers- (Passive Ability, Wildshaper) If possessor's most recent action was a 'Switch Rows' action in which possessor moved to the back row, possessor gains +5% Dodge as a constantly-applied bonus from this ability (not a buff)
Requires: Basic Natural Form User
Cost: 50,000 Gold, 2 Weeks

Tenacious Animal Forms- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats while their HP is below 50% of their Max HP
Requires: Increased Animal Fierceness OR Quick Prey-Animal Scampering Maneuvers
Cost: 60,000 Gold, 2 Weeks

Cornered Animal Defenses- (Passive Ability, Wildshaper) Possessor's Natural Form transformations gain +200 to all stats, deal 200 additional Damage, and gain +200 Defense while they are afflicted with a debuff that prevents them from leaving their current battlespace
Requires: Tenacious Animal Forms
Cost: 60,000 Gold, 2 Weeks

Apprentice Natural Form User- (Passive Ability, Wildshaper) All Natural Form transformations equipped by possessor 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
Requires: Basic Natural Form User, 3 other Wildshaper abilities
Cost: 125,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Mech User- (Passive Ability, Mech Jockey) All Mech transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks

Mech Pilot- (Passive Ability, Mech Jockey) All Vehicle or Mech transformations equipped by possessor gain +50 to all stats if they have 'Mech' in the name
Requires: Basic Mech User
Cost: 60,000 Gold, 2 Weeks

Tweak Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +1 to all stats
Requires: Basic Mech Use, Basic Engineer Proficiency
Cost: 20,000 Gold, 1 Week

Apprentice Mech User- (Passive Ability, Mech Jockey) All of possessor's Mech 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
Requires: Basic Mech User, 3 other Mech Jockey abilities
Cost: 125,000 Gold, 2 Weeks

Customize Mech- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +100 to all stats
Requires: Apprentice Mech Use, Apprentice Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Missile Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

Gun Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Gun' in its name
Requires: Tweak Mech, Engineer
Cost: 60,000 Gold, 2 Weeks

Weapon Installer- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +20 to all stats and deal 200 additional Damage for each Upgrade possessor has equipped that provides a benefit to Mech transformations that has 'Laser', 'Gun', 'Beam', 'Bade', 'Drill', 'Sword', 'Weapon', or 'Missile' in its name
Requires: Gun Installer, Missile Installer
Cost: 60,000 Gold, 2 Weeks

Basic Spiritual Mech Empowerment- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain (possessor's de-transformed SPI / 10, Max 60) to all stats
Requires: Basic Mech Use, 5 Base SPI
Cost: 30,000 Gold, 2 Weeks

My Soul Burns Bright! My Mech Shoots HARDER!- (Passive Ability, Mech Jockey) Possessor's Mech transformations deal 12,000 additional Damage if possessor's detransformed self possesses any SPI-increasing positive status effects or buffs
Requires: Basic Spiritual Mech Empowerment
Cost: 600,000 Gold, 2 Weeks

This Mech Fights On Through The Power Of My Soul- (Passive Ability, Mech Jockey) Possessor's Mech transformations gain +5,000 HP, regenerate 2,000 HP at the start of each round and have a 15% chance of automatically resurrecting themselves when killed if killed by a source below Level 20 that is lower Level than possessor's detransformed self
Requires: My Soul Burns Bright! My Mech Shoots HARDER!
Cost: 1,000,000 Gold, 2 Weeks

Mech Jockey- (Passive Ability, Mech Jockey) All of possesser's Mech transformations gain +(25* Possessor Level) to all stats and +(100 * Possessor Level) to the Damage values of their abilities
Requires: Apprentice Mech User, 10 other Mech Jockey abilities
Cost: 125,000 Gold, 4 Weeks

Gun-and-Run- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the front row, spend an action to move to the back row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% To Hit until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks

Assault- (Active Ability, Mech Jockey) Possessor may, while in an a Mech transformation and in the back row, spend an action to move to the front row and then, as part of said action, perform an action that is one of said transformation's abilities that generates an attack, and, after said action, obtain -5% Dodge until the end of the round as a debuff
Requires: Mech Pilot
Cost: 200,000 Gold, 2 Weeks

Skilled at Maneuvering Mechs in Battle- (Passive Ability, Mech Jockey) Possessor's 'Assault' and 'Gun-and-Run' abilities do not inflict debuffs on possessor
Requires: Assault, Gun-and-Run, Mech Jockey
Cost: 300,000 Gold, 1 Week
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Keeps

Basic Holy Form User- (Passive Ability, Exemplar of Benevolence) All holy Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Fiendish Form User- (Passive Ability, Exemplar of Malevolence) All Fiendish Form transformations equipped by possessor gain +50 to all stats, +200 damage to all damaging attacks, +1,000 HP, +500 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 40,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Dark Transformation User- (Passive Ability, Nemesis)- All Dark Transformation transformations equipped by possessor gain +25 to all stats, +100 damage to all damaging attacks, +500 HP, +250 MP, and have attacks that cost 5 less MP to a minimum of 0
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +10 to all stats
Requires: Basic Dark Transformation User
Cost: 60,000 Gold, 2 Weeks

Dark Transformation Morphing II- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +250 to all stats
Requires: Dark Transformation Morphing I
Cost: 60,000 Gold, 2 Weeks

Defensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 Defense
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Apprentice Dark Transformation User- (Passive Ability, Nemesis) All of possessor's Dark Transformation 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
Requires: Basic Vessel User, 3 other Nemesis abilities
Cost: 125,000 Gold, 2 Weeks

Offensive Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations deal 500 additional Damage
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Shadowed Transformation- (Passive Ability, Nemesis) Possessor counts as 1 Level higher (to a max of Level 40 as an effect that does not bypass Level-based immunities) for purposes of avoiding having its stats successfully scanned on the round after possessor transforms into a Dark Transformation if said transforming occurred while possessor was in a Zone of Darkness
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Speed-Focused Dark Transformation Morphing I- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +200 to their turn-order-determining stat sum for turn-order-determining purposes
Requires: Dark Transformation Morphing II
Cost: 60,000 Gold, 2 Weeks

Void's Breath Calls from Within- (Passive Ability, Nemesis) Possessor's Voidstruck infliction chances are increased by 10% if possessor has a Dark Transformation equipped or is in a Dark Transformation
Requires: Apprentice Dark Transformation User, Offensive Dark Transformation Morphing I
Cost: 300,000 Gold, 2 Weeks

Shadow-Fed Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations regenerate 5,000 HP at the start of each round if in a Zone of Darkness
Requires: Basic Darkness Synchronization, Shadowed Transformation
Cost: 90,000 Gold, 2 Weeks

Shadow-Empowered Transformation- (Passive Ability, Nemesis) Possessor's Dark Transformation transformations gain +500 to all stats if in a Zone of Darkness
Requires: Shadow-Fed Transformation, Apprentice Darkness Synchronization, Apprentice Dark Transformation User
Cost: 90,000 Gold, 2 Weeks

Inner Shadows Bursting Forth- (Passive Ability, Nemesis) Possessor may create a Zone of Darkness when possessor enters a Dark Transformation transformation
Requires: Shadow-Empowered Transformation, Void's Breath Calls from Within
Cost: 300,000 Gold, 2 Weeks

Enthroned by Darkness- (Passive Ability, Nemesis) Possessor and possessor's allies may not be afflicted with Charm by sources below Level 25 if possessor is in a Dark Transformation and possessor is in a Zone of Darkness
Requires: Basic Leadership Attunement, Shadow-Empowered Transformation
Cost: 200,000 Gold, 2 Weeks

Nemesis- (Passive Ability, Nemesis) All of possessor's Dark Transformation transformations gain +(25* Possessor Level) to all stats
Requires: Apprentice Dark Transformation User, 10 other Nemesis abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Wizard Magic Attunement- (Passive Ability, Wizard) All Wizard Magic spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Spellcasting Technique- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 70,000 Gold, 1 Week

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
Requires: Spellcasting Technique
Cost: 100,000 Gold, 2 Weeks

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
Requires: Defensive Spellcasting
Cost: 50,000 Gold, 1 Week

Combat Spellcasting- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions may not be countered by individuals below Level 10, Possessor gains +400 Magical Attack
Requires: Can Cast Spells While in Close Combat, Apprentice Wizard Magic Attunement, Apprentice Combat Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Subtle Spellcasting- (Passive Ability, Wizard) Possessor's 'Cast a Spell' actions may not be countered by individuals below Level 15 who have under 5,000 MIN
Requires: Basic Wizard Magic Attunement, Apprentice Thief Arts Attunement
Cost: 200,000 Gold, 2 Weeks

Knowledge of Basic Magic Theory- (Passive Ability, Wizard) +5 Magical Attack, +30 MIN, Spells cost possessor 20 less MP to cast
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

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
Requires: Knowledge of Basic Magic Theory, Basic Wizard Magic Attunement
Cost: 400,000 Gold, 2 Weeks

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
Requires: Knowledge of Basic Magic Theory
Cost: 500,000 Gold, 2 Weeks

Basic Understanding of Spatial Gate Magic- (Passive Ability, Wizard) Possessor gains 15% Dodge if possessor possesses a Gate Magic buff
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic, Apprentice Gate Magic Attunement
Cost: 5,000,000 Gold, 2 Weeks

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
Requires: Apprentice Wizard Magic Training, 10 other Wizard abilities
Cost: 125,000 Gold, 4 Weeks

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%
Requires: Basic Understanding of Linking Magic Types, Understanding of Common Practices of Theoretical Magic
Cost: 5,000,000 Gold, 2 Weeks

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.
Requires: Basic Understanding of Temporal Wizard Magic
Cost: 700,000 Gold, 2 Weeks

Fast General Spellcasting- (Passive Ability, Wizard) Possessor may use the technique 'Fast Casting' in conjunction with 'Cast a Spell' actions
Requires: Fast Casting
Cost: 200,000 Gold, 1 Week

Uninterruptable Casting- (Passive Ability, Wizard) Possessor's actions that involve possessor casting Wizard Magic spells may not be pre-emptively countered by individuals below Level 40 who are below possessor's Level
Requires: Fast Casting, Wizard
Cost: 1,000,000 Gold, 2 Weeks

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
Requires: Fast General Spellcasting
Cost: 200,000 Gold, 2 Weeks

Formula-Based Casting- (Passive Ability, Wizard) Wizard Magic spells whose name includes 'Formula of' cost possessor 500 less MP to cast
Requires: Apprentice Wizard Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Basic Forceful Violation of Localized Scientific Laws through Magic- (Passive Ability, Wizard) Possessor may ignore effects attached to Zones of Technology by sources below Level 10 if possessor has at least 3 Wizard Magic spells equipped
Requires: Apprentice Wizard Magic Attunement, Basic Magic Synchronization
Cost: 100,000 Gold, 2 Weeks

Basic Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 50 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 20,000 Gold, 2 Weeks

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
Requires: Understanding of Common Practices of Theoretical Magic, 15 other abilities from 'Spell-based classes'
Cost: 500,000 Gold, 4 Weeks

Theoretical Spellcaster- (Passive Ability, Wizard) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least three of which are non-'Wizard Magic' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Magic, Scholar, 30 abilities from 'Spell-based Classes', 5 Base MIN OR 60 other abilities from 'Spell-based classes'
Cost: 5,000,000 Gold, 4 Weeks

Accurate Magic- (Passive Ability, Wizard) Possessor's 'Magical Attack' actions gain +1% To Hit if possessor casts a Wizard Magic spell as part of them
Requires: Spellcasting Technique
Cost: 200,000 Gold, 2 Weeks

Improved Mana-Saving Techniques- (Passive Ability, Wizard) Spells cost possessor 250 less MP to cast
Requires: Apprentice Wizard Magic Attunement, Basic Mana-Saving Techniques
Cost: 100,000 Gold, 2 Weeks

Increased MP- (Passive Ability, Wizard) Possessor gains +50 MP
Requires: Basic Wizard Magic Attunement
Cost: 10,000 Gold, 1 Week

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.
Requires: Apprentice Wizard Magic Attunement
Cost: 600,000 Gold, 4 Weeks

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
Requires: Basic Understanding of Spatial Gate Magic, Broaden Casting
Cost: 5,000,000 Gold, 2 Weeks

Magical Broadening Mastery- (Passive Ability, Wizard) Possessor's Broaden Casting ability increases the total number of targets by 5 if the number of targets being hit before its application was at least 10 already.
Requires: Broaden Casting
Cost: 400,000 Gold, 2 Weeks

Wizard Magic Casting I- (Passive Ability, Wizard) Wizard Magic spells cost possessor 20 less MP to cast
Requires: Basic Wizard Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Wizard Magic Casting II- (Passive Ability, Wizard) Wizard Magic spells cost possessor 200 less MP to cast
Requires: Wizard Magic Casting I
Cost: 100,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Mutative Power- (Passive Ability, Transmuter) Possessor gets +25 to all stats, +200 HP, +200 MP, and +20 Defense
Requires: Basic Transmutation Attunement
Cost: 35,000 Gold, 1 Week

Automutationist- (Passive Ability, Transmuter) Possessor may claim Automutation Spheres
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

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
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Form- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Form:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

Mutative Head- (Passive Ability, Transmuter) Possessor may begin a thread affected by one of possessor's equipped Transmutation spells that begins with 'Transmute Head:' that possessor is able to cast on possessor, with all relevant costs of casting said spell paid by possessor at the beginning of the thread before said spell's effects are applied
Requires: Basic Mutative Power
Cost: 160,000 Gold, 3 Weeks

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
Requires: Basic Mutative Power
Cost: 360,000 Gold, 3 Weeks

Form which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Form:' to this ability, and possessor's 'Mutative Form' ability may treat said spell as being equipped
Requires: Mutative Form
Cost: 100,000 Gold, 2 Weeks

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
Requires: Mutative Self-Augmentation
Cost: 150,000 Gold, 2 Weeks

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
Requires: Mutative Arms
Cost: 100,000 Gold, 2 Weeks

Head which Holds Mutative Energy- (Passive Ability, Transmuter) Possessor may attach a Transmutation spell that begins with 'Transmute Head:' to this ability, and possessor's 'Mutative Head' ability may treat said spell as being equipped
Requires: Mutative Head
Cost: 100,000 Gold, 2 Weeks

Polymorph Expert- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' may affect willing allies of higher level than caster
Requires: Apprentice Transmutation Attunement
Cost: 210,000 Gold, 3 Weeks

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:'
Requires: Mutative Arms
Cost: 300,000 Gold, 3 Weeks

Polymorphic Power Equalization Capability- (Passive Ability, Transmuter) Possessor's spells that begin with 'Polymorph:' ignore the section 'Does not work on targets above Level X' when targeting willing allies who allow said section to be ignored
Requires: Polymorph Expert
Cost: 205,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Activate Technomagical Device- (Active Ability, Technomancer) Possessor may spend an action to change an item that possessor is carrying or has equipped from being 'Technomagically Inactive' to 'Technomagically Active' should possessor meet any other listed requirements for doing so
Requires: Basic Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Technomantic Gadgeteering- (Passive Ability, Technomancer) Possessor gains +200 to all stats if possessor has at least 2 Magic-element Gadgets equipped
Requires: Basic Hypertech Attunement, Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Apprentice Technomancy Attunement- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Technomancy Attunement, 3 other Technomancer abilities
Cost: 125,000 Gold, 2 Weeks

Theoretical Mage-Scientist- (Passive Ability, Technomancer) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Wizard Magic spell and at least one of which is a Hypertech spell, equipped
Requires: Theoretical Scientist, Theoretical Spellcaster, Apprentice Technomancy Attunement
Cost: 5,000,000 Gold, 4 Weeks

Knowledge of the Basics of Technomantic Theory- (Passive Ability, Technomancer) +200 MIN
Requires: Understanding of Common Practices of Theoretical Magic, Understanding of Common Practices of Theoretical Science, Basic Hypertech Attunement, Basic Wizard Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Understanding of the Connectivity of Electricity and Magic- (Passive Ability, Technomancer) Possessor gains +300 to all stats if possessor is Electrical & Magic element
Requires: Basic Hypertech Attunement, Basic Electrical Synchronization, Basic Magic Synchronization
Cost: 300,000 Gold, 3 Weeks

Technomancy Casting I- (Passive Ability, Technomancer) Technomancy spells cost possessor 20 less MP to cast
Requires: Basic Technomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Technomancy Casting II- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast
Requires: Technomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Technomancy Casting- (Passive Ability, Technomancer) Technomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Technomancy
Requires: Technomancy Casting II, Apprentice Technomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Technomancer- (Passive Ability, Technomancer) All Technomancy spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Technomancy spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Technomancy Attunement, 10 other Technomancer abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 10 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Sigil-Based Agility Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Constitution Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Mind Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Spirit Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Sigil-Based Strength Boosting- (Passive Ability, Sigil Tracer) All Sigil Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Sigil Magic Attunement
Cost: 100,000 Gold, 1 Week

Apprentice Sigil Magic Attunement- (Passive Ability, Sigil Tracer) All Sigil Magic spells cast by possessor that buff stats of individuals other than possessor do so by 50 more points per each such stat, and all Sigil Magic spells cast by possessor take take 1 less action to cast, to a minimum of 1 action
Requires: Basic Sigil Magic Attunement, 3 other Sigil Tracer abilities
Cost: 125,000 Gold, 2 Weeks

Sigil Magic Casting I- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 20 less MP to cast
Requires: Basic Sigil Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Sigil Magic Casting II- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast
Requires: Sigil Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Sigil Magic Casting- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Sigil Magic
Requires: Sigil Magic Casting II, Apprentice Sigil Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Sigil Maker- (Passive Ability, Sigil Tracer) Possessor gains +20 to all stats for each Sigil possessor has equipped
Requires: Basic Magewright Proficiency, Basic Sigil Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Sigil Tracer- (Passive Ability, Sigil Tracer) Sigil Magic spells cost possesser 500 less MP to cast and Sigil Magic buffs with possessor as a source that already possess a duration of at least 5 rounds have their duration increased by 5 rounds
Requires: Apprentice Sigil Magic Attunement, 10 other Sigil Tracer abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Shamanic Agility Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Agility do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Constitution Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Constitution do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 10 more points, and all Shaman Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Shamanic Mind Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Mind do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Spirit Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Spirit do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Basic Shamanic Strength Boosting- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff Strength do so by 50 more points, to a max of 250 additional points across all such buffs on any target
Requires: Basic Shaman Magic Attunement
Cost: 100,000 Gold, 1 Week

Apprentice Shaman Magic Attunement- (Passive Ability, Shaman) All Shaman Magic spells possessor casts that buff stats buff each such stat by 50 more points, and all Shaman Magic spells cost possessor 50 less MP to cast
Requires: Basic Shaman Magic Attunement, 3 other Shaman abilities
Cost: 125,000 Gold, 2 Weeks

Shaman Magic Casting I- (Passive Ability, Shaman) Shaman Magic spells cost possessor 20 less MP to cast
Requires: Basic Shaman Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shaman Magic Casting II- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast
Requires: Shaman Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Focused Shaman Magic Casting- (Passive Ability, Shaman) Shaman Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shaman Magic
Requires: Shaman Magic Casting II, Apprentice Shaman Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Shaman- (Passive Ability, Shaman) Shaman Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Shaman Magic spells cost possessor (50 * Possessor Level) less MP to cast, Shaman Magic spells that possessor casts that buff stats do so by an additional (50 * Possessor Level) points as an effect that stacks up to (Possessor Level) times
Requires: Apprentice Shaman Magic Training, 10 other Shaman abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Can Increase the Solidity of Shadows- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +200 additional Magical Attack, Possessor gains +500 Defense and +1,000 HP if possessor is Darkness element
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Can Power Shadow Magic Through the Presence of Darkness- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 500 less MP to cast if possessor is Darkness element or if possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 100,000 Gold, 3 Weeks

Darkness-Based Casting- (Passive Ability, Umbramancer) All Shadow Magic spells cost possessor 500 less MP to cast while possessor is in a Zone of Darkness
Requires: Basic Shadow Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Hears the Whispers of Shadows- (Passive Ability, Umbramancer) Possessor gains +300 MIN while not in a Zone of Light
Requires: Basic Shadow Magic Attunement
Cost: 250,000 Gold, 2 Weeks

Shadow Magic Casting I- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 20 less MP to cast
Requires: Basic Shadow Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Shadow Magic Casting II- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast
Requires: Shadow Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Umbral Augmentation- (Passive Ability, Umbramancer) Umbramancy spells cast by possessor that apply buffs to Umbrals increase all stats that they increase by 50 points per stacked instance, to a max of 50 such stacked instances across all buffs per entity
Requires: Umbramancy Casting II
Cost: 300,000 Gold, 2 Weeks

Apprentice Shadow Magic Attunement- (Passive Ability, Umbramancer) All Shadow Magic spells possessor casts that posssess a Magical Attack bonus gain +250 additional Magical Attack, and all Shadow Magic spells cost possessor 50 less MP to cast
Requires: Basic Shadow Magic Attunement, 3 other Umbramancer abilities
Cost: 125,000 Gold, 2 Weeks

Bathed In Shadow- (Passive Ability, Umbramancer) Whenever possessor casts an Umbramancy spell, possessor may obtain a non-stacking buff that gives its possessor the element Darkness
Requires: Apprentice Umbramancy Attunement
Cost: 400,000 Gold, 2 Weeks

Focused Shadow Magic Casting- (Passive Ability, Umbramancer) Shadow Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Shadow Magic
Requires: Shadow Magic Casting II, Apprentice Shadow Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Umbramancer- (Passive Ability, Umbramancer) Possessor's Damage-dealing actions that involve the casting of Shadow Magic spells deal 500 additional Damage, Shadow Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Shadow Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Shadow Magic Attunement, 10 other Umbramancer abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +10 Magical Attack, All Ritual Magic spells possessor casts take 1 less action to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ritual Magic Casting I- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 20 less MP to cast
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ritual Magic Casting II- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 200 less MP to cast
Requires: Ritual Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Ritual Magic Attunement- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +40 Magical Attack, All Ritual Magic spells possessor casts take 2 less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor 50 less MP to cast
Requires: Basic Ritual Magic Attunement, 3 other Ritualist abilities
Cost: 125,000 Gold, 2 Weeks

Basic Fast Ritual Casting- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts take 3 less actions to cast, to a minimum of 1
Requires: Basic Ritual Magic Attunement
Cost: 500,000 Gold, 2 Weeks

Basic Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +100 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 5
Requires: Basic Ritual Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Ritual Enchantment- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that give items Enhancements that are Enchantments cost 200 less MP and 200 less XP
Requires: Basic Ritual Magic Attunement, Basic Enchantment Attunement
Cost: 150,000 Gold, 2 Weeks

Basic Ritual Summoning- (Passive Ability, Ritualist) Possessor's Ritual Magic summons gain +20 to all stats
Requires: Basic Ritual Magic Attunement, Basic Summoner Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Craft Ritual Circles from Blood- (Passive Ability, Ritualist) Possessor may pay 100 HP when casting a Ritual Magic spell that creates a Circle Effect to have said spell cost 100 less MP, Ritual Magic spells that create Circle Effects cost possessor 100 less MP on rounds after rounds during which at least 2,000 HP worth of Damage was taken from attacks across all individuals in the battle that possessor is currently present in
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Improved Spellcasting Power from Ritual Circles- (Passive Ability, Ritualist) Possessor gains +100 Magical Attack, +50 MIN, and +50 SPI whenever possessor possesses a Ritual Magic Circle Effect
Requires: Basic Ritual Circle Construction
Cost: 100,000 Gold, 2 Weeks

Improved Ritual Circle Construction- (Passive Ability, Ritualist) Possessor's Ritual Magic spells that create Circle Effect have said effects provide possessor with +200 to all stats as a non-stacking buff and cannot be removed by opposing sources below Level 10
Requires: Improved Spellcasting Power from Ritual Circles, Apprentice Ritual Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Knowledge of Common Ritual Chants- (Passive Ability, Ritualist) Ritual Magic spells cost possessor 300 less MP to cast
Requires: Basic Ritual Magic Attunement, Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Ritualist's Mana-Channeling Stance- (Stance Ability, Ritualist) Each turn possessor spends casting Ritual Magic spells counts as 2, but it cost 25 XP per turn casting until the number of turns required to cast the spell is reached
Requires: Basic Ritual Magic Attunement
Cost: 50,000 Gold, 3 Weeks

Ritual Summoning through Blood Circles- (Passive Ability, Ritualist) All of possessor's Ritual Magic summons that are summoned while possessor possesses a Ritual Magic Circle Effect that benefitted from the MP-cost-reduction of possessor's 'Craft Ritual Circles from Blood' ability gain +50 to all stats
Requires: Craft Ritual Circles from Blood, Basic Ritual Summoning
Cost: 100,000 Gold, 2 Weeks

Ritualist- (Passive Ability, Ritualist) All Ritual Magic spells possessor casts that possess a Magical Attack bonus gain +(10 * Possessor Level) additional Magical Attack, All Ritual Magic spells possessor casts take (Possessor Level / 5, rounded up) less actions to cast, to a minimum of 1, and all Ritual Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Ritual Magic Attunement, 10 other Ritualist abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +10 Magical Attack and cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Cryokinesis Powers- (Passive Ability, Mentalist) Possessor's Ice-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Electrokinesis Powers- (Passive Ability, Mentalist) Possessor's Electrical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Psychokinesis Powers- (Passive Ability, Mentalist) Possessor's Physical-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Pyrokinesis Powers- (Passive Ability, Mentalist) Possessor's Fire-element Psychic Power spells that provide a Magical Attack bonus provide an additional +40 Magical Attack
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Telepathy Powers- (Passive Ability, Mentalist) Possessor's Psychic-element Psychic Power may inflict buffs even if possessor is afflicted with Impaired: Mute
Requires: Basic Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

Psychic Power Casting I- (Passive Ability, Mentalist) Psychic Power spells cost possessor 20 less MP to cast
Requires: Basic Psychic Power Attunement
Cost: 50,000 Gold, 2 Weeks

Psychic Power Casting II- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast
Requires: Psychic Power Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Psychic Power Attunement- (Passive Ability, Mentalist) All Psychic Power spells gain +250 Magical Attack and cost 50 less MP
Requires: Basic Psychic Power Attunement, 3 other Mentalist abilities
Cost: 125,000 Gold, 2 Weeks

Improved Cryokinesis Powers- (Passive Ability, Mentalist) Ice-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Cryokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Electrokinesis Powers- (Passive Ability, Mentalist) Electrical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Electrokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychokinesis Powers- (Passive Ability, Mentalist) Physical-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Psychokinesis Powers
Cost: 60,000 Gold, 2 Weeks

Improved Psychometry Powers- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +50, Possessor counts as 1 Level higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Apprentice Psychic Power Attunement, Basic Psychometry Powers
Cost: 60,000 Gold, 2 Weeks

Improved Pyrokinesis Powers- (Passive Ability, Mentalist) Fire-element Psychic Power spells cast by possessor that provide a Magical Attack bonus provide an additional +100 Magical Attack
Requires: Apprentice Psychic Power Attunement, Basic Pyrokinesis Powers
Cost: 60,000 Gold, 2 Weeks

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
Requires: Apprentice Psychic Power Attunement, 10 other Mentalist abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Cryokineticist- (Passive Ability, Mentalist) Ice-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Cryokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Electrokineticist- (Passive Ability, Mentalist) Electrical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Electrokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Focused Psychic Power Casting- (Passive Ability, Mentalist) Psychic Power spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Psychic Power
Requires: Psychic Power Casting II, Apprentice Psychic Power Attunement
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 125,000 Gold, 2 Weeks

Mental Focus- (Passive Ability, Mentalist) All Psychic Power spells gain +15 Magical Attack and cost 20 less MP, 5% Mindblasted Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Mental Levitation- (Passive Ability, Mentalist) +50 AGI, 3% Dodge, 5% Earth Resistance
Requires: Basic Psychic Power Attunement
Cost: 75,000 Gold, 2 Weeks

Mind-Grab- (Passive Ability, Mentalist) Whenever possessor conducts a 'Meditate' action, possessor may obtain one item from a willing ally
Requires: Trade, Basic Telekinesis Powers
Cost: 100,000 Gold, 2 Weeks

Psychokineticist- (Passive Ability, Mentalist) Physical-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Psychokinesis Powers
Cost: 200,000 Gold, 2 Weeks

Psychometrist- (Passive Ability, Mentalist) Possessor's equpped Psychic element items that provide bonuses to stats have said bonuses increasted by +200, Possessor counts as 2 Levels higher for stat-scanning purposes when targetting targets who formerly possessed items currently possessed by possessor (with this effect not bypassing 'Immune to under Level X' effects)
Requires: Mentalist, Improved Psychometry Powers, Diviner
Cost: 200,000 Gold, 2 Weeks

Pyrokineticist- (Passive Ability, Mentalist) Fire-element 'Psychic Power' spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack
Requires: Mentalist, Improved Pyrokinesis Powers
Cost: 200,000 Gold, 2 Weeks

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
Requires: Basic Psychic Power Attunement
Cost: 40,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Self-Veiling- (Passive Ability, Illusionist) Possessor's stats cannot be scanned by individuals below Level 10
Requires: Form Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Fake Agility- (Passive Ability, Illusionist) Possessor gains +250 AGI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Constitution- (Passive Ability, Illusionist) Possessor gains +250 CON if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Mind- (Passive Ability, Illusionist) Possessor gains +250 MIN if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Spirit- (Passive Ability, Illusionist) Possessor gains +250 SPI if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Fake Strength- (Passive Ability, Illusionist) Possessor gains +250 STR if possessor's stats have not been scanned yet during this thread by any opponent
Requires: Basic Illusion Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Focused Illusion Magic Casting- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Illusion Magic
Requires: Illusion Magic Casting II, Apprentice Illusion Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Form-Blurring Stance- (Stance Ability, Illusionist) Possessor gains +10% Dodge while in this stance
Requires: Basic Unreality Sculpting
Cost: 300,000 Gold, 3 Weeks

Illusion Magic Casting II- (Passive Ability, Illusionist) Illusion Magic spells cost possessor 200 less MP to cast
Requires: Illusion Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Mask Immunities- (Passive Ability, Illusionist) When possessor enters the 'Mask True Power' Stance, possessor may voluntarily change the values of possessor's Resistances to any values lower than or equal to what they would be without said stance activated and may choose to lose any Immunities, Reflections, or Absorbtions that possessor possesses that are constantly present. Possessor may, when taking the action naturally allowed by the 'Mask True Power' stance, set said Resistance values to any point within the allowed range and may toggle on or off any of said Resistances, Immunities, Absorbtions, or Reflections
Requires: Mask True Power
Cost: 200,000 Gold, 3 Weeks

Natural Blur- (Passive Ability, Illusionist) Possessor gains 15% Dodge until possessor's stats have been scanned by an opponent
Requires: Form-Blurring Stance
Cost: 200,000 Gold, 2 Weeks

Shadow Misdirection- (Passive Ability, Illusionist) Possessor may choose for effects that would forcibly shift possessor's row that come from sources below Level 20 to not do so
Requires: Convincing Liar, Basic Shadow Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Skilled at Unreality Sculpting- (Passive Ability, Illusionist) All of possessor's Illusion Magic summons have 5,000 more HP, 200 more of each stat, last 1 round longer if they last over 1 round already, and require 500 more of the relevant stats to dispel
Requires: Basic Unreality Sculpting, Level 15
Cost: 300,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Assault Matrix Training- (Passive Ability, Matrix Keeper) This character gains +6 Ranged Attack and +6 Magical Attack when an Assault Matrix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Tool Training- (Passive Ability, Architect) This character gains +6 Melee Attack when a Tool is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +10 additional Magical Attack, and all Hypertech spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Research Skills- (Passive Ability, Scientist) Possessor counts as 1 Level higher for stat-scanning purposes, to a max of Level 20
Requires: Basic Hypertech Attunement
Cost: 60,000 Gold, 2 Weeks

Utilize Researched Knowledge- (Passive Ability, Scientist) Possessor deals 110% Damage to targets below Level 20 whose stats possessor has scanned, to a max of 1,000,000 additional damage
Requires: Basic Research Skills
Cost: 40,000 Gold, 2 Weeks

Apprentice Hypertech Attunement- (Passive Ability, Scientist) All Hypertech spells possessor castst that possess a Magical Attack bonus gain +50 additional Magical Attack, and all Hypertech spells cost possessor 50 less MP to cast
Requires: Basic Hypertech Attunement, 3 other Scientist abilities
Cost: 125,000 Gold, 2 Weeks

Has Reasearched Power Armor Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Power Armor Armor possessor has equipped, to a max of +1,000 MIN, Possessor gains +100 Defense if possessor has Power Armor equipped
Requires: Basic Research Skills, Basic Power Armor Mastery
Cost: 200,000 Gold, 2 Weeks

Has Researched Common Technologies- (Passive Ability, Scientist) Possessor gains +100 MIN for each Upgrade, Bioaugmentation, Gadget, or Invention possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Engineer Proficiency, Basic Crafter Proficiency, Mechanical Knowledge, Basic Smith Proficiency
Cost: 200,000 Gold, 3 Weeks

Has Reasearched Weapons Development- (Passive Ability, Scientist) Possessor gains +100 MIN for each Assault Matrix, Gun, or Tool Weapon possessor has equipped, to a max of +1,000 MIN
Requires: Basic Research Skills, Basic Assault Matrix Training, Basic Gun Training, Basic Tool Training
Cost: 200,000 Gold, 2 Weeks

Knowledge of Basic Hyperspace Theory- (Passive Ability, Scientist) Possssor gains +100 MIN if the Terrain or Phantom Terrain is Space
Requires: Advanced Understanding of Common Practices of Theoretical Science, Knowledge of Portals, Wanderer
Cost: 200,000 Gold, 2 Weeks

Scientist- (Passive Ability, Scientist) All Hypertech spells possessor casts that possess a Magical Attack bonus gain +(50* Possessor Level) additional Magical Attack, and all Hypertech spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Hypertech Attunement, 10 other Scientist abilities
Cost: 125,000 Gold, 4 Weeks

Researcher- (Passive Ability, Scientist) Possessor counts as being 1 Level higher for stat-scanning purposes, to a max of Level 60, Possessor gains +100 unmodified MIN
Requires: Scientist, 10 abilities with 'Research' in the name
Cost: 500,000 Gold, 5 Weeks

Theoretical Scientist- (Passive Ability, Scientist) Possessor gains +1,000 MIN, Possessor gains an additional +500 MIN if possessor has at least five spells, at least one of which is a Hypertech spell and at least three of which are non-'Hypertech' spells of different subtypes, equipped
Requires: Advanced Understanding of Common Practices of Theoretical Science, Scholar, Researcher
Cost: 5,000,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Trick Shooter- (Passive Ability, Gunslinger) Possessor gains +80 Ranged Attack when using spells with ‘Trick Shot' in their name
Requires: Basic Gunslinging Attunement
Cost: 240,000 Gold, 3 Weeks

Accurate Shots- (Passive Ability, Gunslinger) Possessor gains +5% to Hit when a Gun is equipped
Requires: Trick Shooter
Cost: 260,000 Gold, 2 Weeks

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
Requires: Basic Gunslinging Attunement, 3 other Gunslinger abilities
Cost: 125,000 Gold, 2 Weeks

Bullet Trajectory Expert- (Passive Ability, Gunslinger) In the (1/X) portion of the spell Trick Shot: Ricochet Bullet and the spell Trick Shot: Magic Gunman, X is considered to be 2 lower, to a minimum of 1
Requires: Trick Shooter, Mathematical Knowledge
Cost: 390,000 Gold, 3 Weeks

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
Requires: Apprentice Gunslinging Attunement
Cost: 70,000 Gold, 2 Weeks

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
Requires: Basic Gunslinging Attunement
Cost: 80,000 Gold, 2 Weeks

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
Requires: Fast Draw, Gunslinging Casting I
Cost: 80,000 Gold, 2 Weeks

Gunslinging Casting I- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 20 less MP to cast
Requires: Basic Gunslinging Attunement
Cost: 50,000 Gold, 2 Weeks

Gunslinging Casting II- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 200 less MP to cast
Requires: Gunslinging Casting I
Cost: 100,000 Gold, 2 Weeks

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
Requires: Apprentice Gunslinging Attunement, 10 other Gunslinger abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Unified Knowledge of Guns and Gunslinging- (Passive Ability, Gunslinger) Possessor may count Gunner abilities possessor possesses as Gunslinger abilities (including for prerequisite purposes), Possessor may count Gunslinger abilities possessor possesses as Gunner abilities (including for prerequisite purposes)
Requires: Gunner, Gunslinger, Trick Shooter, Shot Master, Fast Reload, Close Shooting, Shot on the Run
Cost: 5,000,000 Gold, 2 Weeks

Adept Gunslinging Attunement- (Passive Ability, Gunslinger) Gunslinging spells cost possessor 10,000 less MP to cast, Gunslinging spells cast by possessor that provide a Ranged Attack bonus provide an additional +500 Ranged Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Gunslinging Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Gunslinger, 50 other Gunslinger Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks


Lord Gadigan wrote: Keeps

Zonal Link Established: Zone of Electrical- (Passive Ability, Geomancer) Possessor may create a Zone of Electrical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Electrical Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Ice- (Passive Ability, Geomancer) Possessor may create a Zone of Ice at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Ice Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Psychic- (Passive Ability, Geomancer) Possessor may create a Zone of Psychic at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Psychic Synchronization
Cost: 100,000 Gold, 1 Week

Zonal Link Established: Zone of Physical- (Passive Ability, Geomancer) Possessor may create a Zone of Physical at the beginning of battle if no other Zones are present
Requires: Basic Zonal Linking, Basic Physical Synchronization
Cost: 100,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Air- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Air' ability may create a Zone of Air even if other zones are present
Requires: Zonal Link Established: Zone of Air, Apprentice Geomancy Attunement, Wind Duke
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Darkness- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Darkness' ability may create a Zone of Darkness even if other zones are present
Requires: Zonal Link Established: Zone of Dakness, Apprentice Geomancy Attunement, Ebony Chancellor
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Earth- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Earth' ability may create a Zone of Earth even if other zones are present
Requires: Zonal Link Established: Zone of Earth, Apprentice Geomancy Attunement, Mountain King
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Fire- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Fire' ability may create a Zone of Fire even if other zones are present
Requires: Zonal Link Established: Zone of Fre, Apprentice Geomancy Attunement, Blazing Sultan
Cost: 300,000 Gold, 1 Week

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
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Radiant Hierophant
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Technology- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Technology' ability may create a Zone of Technology even if other zones are present
Requires: Zonal Link Established: Zone of Technology, Apprentice Geomancy Attunement, Heir to the Future
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Water- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Water' ability may create a Zone of Water even if other zones are present
Requires: Zonal Link Established: Zone of Water, Apprentice Geomancy Attunement, Ocean Prince
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Electrical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Electrical' ability may create a Zone of Electrical even if other zones are present
Requires: Zonal Link Established: Zone of Electrical, Apprentice Geomancy Attunement, Lightning Lord
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Ice- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Ice' ability may create a Zone of Ice even if other zones are present
Requires: Zonal Link Established: Zone of Ice, Apprentice Geomancy Attunement, Snow Queen
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Psychic- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Psychic' ability may create a Zone of Psychic even if other zones are present
Requires: Zonal Link Established: Zone of Light, Apprentice Geomancy Attunement, Mind Lord
Cost: 300,000 Gold, 1 Week

Strengthened Zonal Link: Zone of Physical- (Passive Ability, Geomancer) Possessor's 'Zonal Link Established: Zone of Physical' ability may create a Zone of Physical even if other zones are present
Requires: Zonal Link Established: Zone of Physical, Apprentice Geomancy Attunement, Kinetic Emperor
Cost: 300,000 Gold, 1 Week

Accustomed to Cold- (Passive Ability, Geomancer) 1% Ice Resistance
Requires: Basic Gate Magic Attunement, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

Geomancy Casting I- (Passive Ability, Geomancer) Geomancy spells cost possessor 20 less MP to cast
Requires: Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Geomancy Casting II- (Passive Ability, Geomancer) Geomancy spells cost possessor 200 less MP to cast
Requires: Geomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Empowered by Late Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Late Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Midnight- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Midnight
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Empowered by Early Night- (Passive Ability, Geomancer) Possessor gains +50 to all stats while in a Chronogeomantic Zone of Early Night
Requires: Basic Chronomantic Geomancy Skills
Cost: 70,000 Gold, 2 Weeks

Adept Geomancy Attunement- (Passive Ability, Geomancer) Geomancy spells cost possessor 10,000 less MP to cast, Geomancy spells cast by possessor that provide a Magical Attack bonus provide an additional +500 Magical Attack, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Geomancy Spells, and may not be converted into other types of slots by individuals below Level 100
Requires: Geomancer, 50 other Geomancer Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks


Lord Gadigan wrote: Keeps

Basic Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +20 additional Magical Attack
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Defensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Defense
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Basic Force Projection- (Passive Ability, Force Mage) Possessor gains +50 Ranged Attack, +50 Magical Attack, and +50 Defense
Requires: Basic Force Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Offensive Force Projection- (Passive Ability, Force Mage) Possessor gains +200 Ranged Attack and +200 Magical Attack
Requires: Basic Force Projection
Cost: 100,000 Gold, 2 Weeks

Focused Force Magic Casting- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Force Magic
Requires: Force Magic Casting II, Apprentice Force Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Force Magic Casting I- (Passive Ability, Force Mage) Force Magic spells cost possessor 20 less MP to cast
Requires: Basic Force Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Force Magic Casting II- (Passive Ability, Force Mage) Force Magic spells cost possessor 200 less MP to cast
Requires: Force Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Force Magic Attunement- (Passive Ability, Force Mage) All Force Magic spells cast by possessor that possess a Magical Attack bonus gain +250 additional Magical Attack
Requires: Basic Force Magic Attunement, 3 other Force Mage abilities
Cost: 125,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 10% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ethereal Magic Casting I- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 20 less MP to cast
Requires: Basic Ethereal Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Ethereal Magic Casting II- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast
Requires: Ethereal Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Knowledge of Ethereal Pathways- (Passive Ability, Veilwalker) Possessor's 'Switch Rows' actions may not be countered by sources below Level 20
Requires: Basic Ethereal Magic Attunement
Cost: 400,000 Gold, 2 Weeks

Phantom Body- (Passive Ability, Veilwalker) Individuals below Level 15 cannot inflict minor status effects on possessor
Requires: Semi-Ethereal Constitution, Apperentice Veilwalker Knowledge
Cost: 100,000 Gold, 2 Weeks

Semi-Ethereal Agility- (Passive Ability, Veilwalker) Possessor gains +200 Defense against AGI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Constitution- (Passive Ability, Veilwalker) Possessor gains +200 Defense against CON Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Mind- (Passive Ability, Veilwalker) Possessor gains +200 Defense against MIN Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Spirit- (Passive Ability, Veilwalker) Possessor gains +200 Defense against SPI Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Semi-Ethereal Strength- (Passive Ability, Veilwalker) Possessor gains +200 Defense against STR Damage
Requires: Basic Ethereal Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Apprentice Ethereal Magic Attunement- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +50 additional Magical Attack, All Ethereal Magic spells that possessor casts have a 20% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor 40 less MP to cast
Requires: Basic Ethereal Magic Attunement, 3 other Veilwalker abilities
Cost: 125,000 Gold, 2 Weeks

Focused Ethereal Magic Casting- (Passive Ability, Veilwalker) Ethereal Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Ethereal Magic
Requires: Ethereal Magic Casting II, Apprentice Ethereal Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Phantom Steps- (Passive Ability, Veilwalker) Possessor may not be prevented from leaving battle by sources below Level 20
Requires: Knowledge of Ethereal Pathways, Semi-Ethereal Agility, Apperentice Ethereal Magic Knowledge
Cost: 100,000 Gold, 2 Weeks

Veilwalker- (Passive Ability, Veilwalker) All Ethereal Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Ethereal Magic spells that possessor casts have a (Possessor Level)% greater chance of working in regards to natural chance of 'failing to work', and all Ethereal Magic spells cost possessor (20 * Possessor Level) less MP to cast
Requires: Apprentice Ethereal Magic Attunement, 10 other Veilwalker abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

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
Requires: Basic Enchanter Attunement, Understanding of Common Practices of Theoretical Magic
Cost: 300,000 Gold, 3 Weeks

Infuse Spell Essence: Acid- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Acid to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Air- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Air to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

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
Requires: Infuse Spell Essence
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Earth- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Earth to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Electrical- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Electrical to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Energy- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Energy to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

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
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 3 Weeks

Infuse Spell Essence: Fire- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Fire to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Ice- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Ice to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

Infuse Spell Essence: Light- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Light to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 400,000 Gold, 2 Weeks

Infuse Spell Essence: Triple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add three elements that they could otherwise singularly add to a Spell instead of one element
Requires: Infuse Spell Essence: Double
Cost: 300,000 Gold, 1 Week

Infuse Spell Essence: Multiple- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add any number of elements that they could otherwise singularly add to a Spell (provided said number is at least one) instead of one element
Requires: Infuse Spell Essence: Triple
Cost: 300,000 Gold, 2 Weeks

Infuse Spell Essence: Water- (Passive Ability, Enchanter) Possessor's 'Infuse Spell Essence' actions may add the element Water to a spell instead of Magic
Requires: Infuse Spell Essence
Cost: 200,000 Gold, 1 Week

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
Requires: Basic Enchantment Attunement, 3 other Enchanter abilities
Cost: 125,000 Gold, 2 Weeks

Enchanter (2)- (Passive Ability, Enchanter) Enchantment spells cost possessor (50 + 30 * Possessor Level) less XP and MP to cast, Possessor gains +(50 * Possessor Level) Magical Attack, All buffs and debuffs from Enchantment spells cast by possessor last (Possessor Level / 5) rounds longer if they possess a natural duration of 2 rounds or greater
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks

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
Requires: Apprentice Enchantment Training, 10 other Enchanter abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Accustomed to the Wild- (Passive Ability, Druid) Possessor gains +50 to all stats if in an Encounter Area
Requires: Basic Druid Magic Attunement
Cost: 15,000 Gold, 4 Weeks (2 Weeks if at least 3 other Druid abilities, not counting prerequisites, are possessed)

Apprentice Druid Magic Attunement- (Passive Ability, Druid) +250 Damage to all damage dealing Druid Magic spells, +50 to all stats of allied Plants and Animals, +25 to all stats of allied Aerials, Insects, Elementals, Spirits, and Aquatics, All Druid Magic spells cost 50 less MP
Requires: Basic Druid Magic Attunement, 3 other Druid abilities
Cost: 125,000 Gold, 2 Weeks

Arctic Druid- (Passive Ability, Druid) Possessor gains 15% Ice Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Ice to any non-Fire-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Ice Resistance
Requires: Accustomed to the Wild, Druid, Basic Ice Synchronization OR Envoy of Winter
Cost: 200,000 Gold, 2 Weeks

Attract Animals- (Active Ability, Druid) Possessor may skip a turn to summon 1-5 allies from the list of: Level 1 Rabbit, Kitten, Marmoset, Puppy, Pet Mouse, Hamster, Guinea Pig, Lamb, Dwogglin Pig, Miniature Bear Cub, Pocket Elesheep, or Pomfdumf
Requires: Basic Druid Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Attuned to the Environment- (Passive Ability, Druid) Whenever possessor is in a Zone of any base element or combination of base elements, possessor gains 1% Resistance to said element or elements
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Aura of the Wild- (Stance Ability, Druid) Possessor's Animal allies gain +45 to all stats
Requires: Attract Animals
Cost: 130,000 Gold, 3 Weeks

Basic Druid Magic Attunement- (Passive Ability, Druid) All Druid Magic spells cost 20 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Druid Weather Control- (Passive Ability, Druid) At the start of each round, possessor may attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Apprentice Druid Magic Attunement
Cost: 600,000 Gold, 2 Weeks

Basic Geomantic Druidic Arts- (Passive Ability, Druid) Possessor gains +50 to all stats while a Terrain or Phantom Terrain is present
Requires: Attuned to the Environment, Basic Zonal Linking, Basic Understanding of Linking Magic Types
Cost: 200,000 Gold, 2 Weeks

Call Spirit Animals- (Passive Ability, Druid) Whenever possessor summons an Animal, possessor may give it a non-stacking buff that gives its possessor the subtype Spirit
Requires: Druid, Shaman OR Shrine Maiden
Cost: 2,000,000 Gold, 2 Weeks

Can Sense Zonal Traits- (Passive Ability, Druid) Possessor gains +100 MIN while a Terrain or Phantom Terrain is present, Has RP effects
Requires: Basic Geomantic Druidic Arts
Cost: 100,000 Gold, 2 Weeks

Cave Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Cthonians that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 6,000,000 Gold, 3 Weeks

Druid- (Passive Ability, Druid) Druid Magic spells cast by possessor that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, Druid Magic spells cost possessor (50 + Possessor Level) less MP to cast, Possessor's Plant, Animal, Aerial, Insect, Cthonian, and Aquatic pets and summons gain +(50 * Possessor Level) to all stats as a non-stacking bonus
Requires: Apprentice Druid Magic Training, 10 other Druid abilities
Cost: 125,000 Gold, 4 Weeks

Druid's Poison Resistance- (Passive Ability, Druid) Possessor gains 100% Poison Resistance while possessor has at least 5 Druid Magic spells equipped
Requires: Druid
Cost: 200,000 Gold, 2 Weeks

Druidic Land Attunement- (Passive Ability, Druid) Possessor gains +100 to all stats if a Terrain or Phantom Terrain is present
Requires: Can Sense Zonal Traits
Cost: 300,000 Gold, 2 Weeks

Druidic Land Attunement: Swamp- (Passive Ability, Druid) Possessor gains +200 CON and 10% Resilience if the Terrain or Phantom Terrain is Swamp
Requires: Druidic Land Attunement, Attuned to Terrain: Swamp
Cost: 500,000 Gold, 2 Weeks

Druidic Priest- (Passive Ability, Druid) Possessor may choose to cast non-unique Druid Magic spells as though they were Divine Magic spells instead of Druid Magic spells; Possessor may choose to cast non-unique Divine Magic spells as though they were Druid Magic spells instead of Divine Magic spells
Requires: Druid, Priest, 10 Base CON, 10 Base SPI
Cost: 500,000 Gold, 2 Weeks

Friend of the Trees- (Passive Ability, Druid) All allied Plants gain +20 to all stats, Possessor's Charm-inflicting attacks have a +5% chance of inflicting Charm if used against Plants of a level lower than possessor
Requires: Basic Druid Magic Attunement
Cost: 120,000 Gold, 2 Weeks

Gardener- (Passive Ability, Druid) Possessor's Plant allies gain +200 to all stats as a non-stacking bonus
Requires: No Prerequisites
Cost: 200,000 Gold, 2 Weeks

Hear the Voices of the Forest- (Passive Ability, Druid) +2% Dodge and +2% to Hit if the terrain or phantom terrain is some sort of Forest, Jungle, or Rainforest
Requires: Friend of the Trees
Cost: 160,000 Gold, 2 Weeks

Influence Weather- (Active Ability, Druid) Possessor may spend an action to attach an effect to a Zone of Air that does not stack on the same zone or across zones that adds the element Fire, Electrical, Ice, or Water to said zone's elements
Requires: Basic Druid Weather Control
Cost: 100,000 Gold, 1 Week

Jungle Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Plants that are possessor's allies, pets, or summons also apply those bonuses to Animals that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Beastmaster, Botanist OR Hydromancer
Cost: 6,000,000 Gold, 3 Weeks

Lunar Druid- (Passive Ability, Druid) Possessor's allies who possesses the subtype Shapeshifter as well as the subtype Animal gain +500 to all stats as a non-stacking bonus, Whenever possessor is in a Natural Form transformation that is an Animal, possessor may choose to also count as a Shapeshifter, Possessor may choose to count as a Shapeshifter while in a Chronogeomantic Zone of Night if possessor has at least 5 Druid Magic spells equipped
Requires: Druid, Basic Flux Baron Knowledge, Geomancer, Basic Natural Form User
Cost: 3,000,000 Gold, 2 Weeks

Mountain Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain +200 CON and +5% Resilience
Requires: Druid, Accustomed to the Wild, Teramancer OR Basic Earth Synchronization
Cost: 300,000 Gold, 2 Weeks

Mushroom Druid- (Passive Ability, Druid) Whenever possessor summons a Plant, possessor may give it a non-stacking buff that gives its possessor the subtype Cthonian, Possessor obtains +200 to all stats if possessor possesses an ally that is both a Plant and a Cthonian
Requires: Accustomed to the Wild, Keeper of the Depths, Geomancer OR Basic Earth Synchronization
Cost: 200,000 Gold, 2 Weeks

Nature's Emissary's Countless Faces- (Passive Ability, Druid) Possessor may choose for individuals who have not scanned possessor's stats to treat possessor as though possessor possessed no Druid abilities
Requires: Druid, Illusionist OR Flux Baron OR Adept Druid Magic Attunement
Cost: 1,000,000 Gold, 2 Weeks

Plains Druid- (Passive Ability, Druid) Possessor's Animal pets and summons gain +5% To Hit against opponents who possess no Dodge bonus that comes from buffs
Requires: Druid
Cost: 200,000 Gold, 2 Weeks

Protector of the Land- (Active Ability, Druid) Possessor may choose, at the start of any of possessor's actions, to have any Zone effect or Phantom Terrain count as 5 levels higher for purposes of removal, this effect does not stack with any other active abilities that provide a similar bonus or itself
Requires: Attuned to the Environment, Apprentice Geomancy Attunement, Apprentice Druid Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Replace Organs With Specialized Plant Growths- (Passive Ability, Druid) Whenever one of possessor's allies (including possessor) is afflicted with Wounded by a source that is not either 10 or more Levels greater than possessor or greater than Level 60, possessor may give said target a buff that causes its possessor to ignore the status effect Wounded from sources below Level 60 and that causes its possessor to gain the subtype Plant
Requires: Druid, Biomancer OR Adept Healer Magic Attunement
Cost: 7,000,000 Gold, 2 Weeks

Resist Plants- (Passive Ability, Druid) Possessor gains 5% Plant Resistance; Plants below Level 15 cannot inflict minor negative status effects on possessor
Requires: Resist Unnatural Magic, Basic Botanist Knowledge, Druid
Cost: 300,000 Gold, 2 Weeks

Resist Unnatural Magic- (Passive Ability, Druid) Possessor gains +500 Defense against Forbidden Magic, Necromancy, Blight Magic, Biomancy, Technomancy, Enchantment, Dark Magic, Demon Magic, Celestial Magic, Rune Magic, Glyph Magic, Artifice, and Golomancy.
Requires: Protector of the Land
Cost: 200,000 Gold, 2 Weeks

Reweave Spells into Beasts- (Active Ability, Druid) Possessor may spend an action to remove a Druid Magic Spell that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon an Animal from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Spell drops from, Max 200 summoned
Requires: Druid, Summoner
Cost: 300,000 Gold, 2 Weeks

Sky Druid- (Passive Ability, Druid) Possessor's Druid abilities that provide bonuses to Animals that are possessor's allies, pets, or summons also apply those bonuses to Aerials that fall into the same categories (out of allies, pets, and summons)
Requires: Accustomed to the Wild, Keeper of the Depths, Aeromancer OR Basic Air Synchronization
Cost: 6,000,000 Gold, 3 Weeks

Storm Druid- (Passive Ability, Druid) Possessor gains 15% Electrical Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Electrical to any non-Earth-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Electrical Resistance
Requires: Influence Weather, Accustomed to the Wild, Sky Druid, Basic Electrical Synchronization OR Wizard OR Aeromancer
Cost: 200,000 Gold, 2 Weeks

Swamp Druid- (Passive Ability, Druid) Possessor's Plant and Animal pets and summons gain 60% Poison Resistance and 50% Diseased Resistance
Requires: Druidic Land Attunement: Swamp, Accustomed to the Wild
Cost: 300,000 Gold, 2 Weeks

Tender of Gardens- (Passive Ability, Druid) Possessor gains +600 SPI, Possessor's Plant allies gain +1,000 to all stats and +2,000 Defense as a non-stacking bonus, Druid Magic spells that summon Plants cost possessor 5,000 MP less to cast
Requires: Gardener, Druid
Cost: 2,000,000 Gold, 2 Weeks

Trackless Passage- (Passive Ability, Druid) If possessor leaves a battlespace while a terrain or phantom terrain is present and possessor has at least 3 Druid Magic spells equipped, possessor may not be followed out of the battlespace by opponents below Level 40 unless possessor chooses such.
Requires: Druidic Land Attunement
Cost: 300,000 Gold, 2 Weeks

Treestaff- (Active Ability, Druid) Possessor may spend an action to remove a Staff that possessor is carrying or has equipped that drops from an entity on the Enemy List that is normally fightable for drops from the thread and summon a Plant from the Enemy List that is normally fightable for drops that is lower Level than possessor that is equal Level to or lower Level than the entity that said Staff drops from, Max 200 summoned
Requires: Druid, Sage
Cost: 300,000 Gold, 2 Weeks

Totemic Druid- (Passive Ability, Druid) At the start of each thread, possessor chooses an Animal from the Enemy List that is normally fightable for drops as an effect that is not a buff; Whenever possessor possesses one of said Animal as an ally, possessor obtains +2,000 to all stats
Requires: Shaman, Druid
Cost: 1,000,000 Gold, 2 Weeks

Understand Natural Disruptions- (Passive Ability, Druid) Possessor is given the full text of all effects present on Zones or Terrains (but not Phantom Terrains) that come from sources that are not 20 or more Levels above possessor that are not above Level 60
Requires: Druid, Diviner, Accustomed to the Wild
Cost: 2,000,000 Gold, 2 Weeks

Volcanic Druid- (Passive Ability, Druid) Possessor gains 15% Fire Resistance, Druid Magic spells cast by possessor gain +200 additional Magical Attack, Possessor may pay 20,000 MP to add the element Fire to any non-Ice-element Druid Magic spell that possessor casts, Possessor's Plant and Animal allies gain 15% Fire Resistance
Requires: Accustomed to the Wild, Druid, Basic Fire Synchronization OR Pyromancer
Cost: 200,000 Gold, 2 Weeks

Wisdom of Nature- (Passive Ability, Druid) Possessor gains +200 MIN if a Plant, Animal, Aquatic, Aerial, or Cthonian is present
Requires: Basic Druid Magic Attunement
Cost: 200,000 Gold, 2 Weeks
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Keeps

Auto-Scan- (Passive Ability, Diviner) Possessor scans the stats of all individuals in battle at the beginning of battle
Requires: Detective or Diviner
Cost: 3,000,000 Gold, 30 Weeks


Lord Gadigan wrote: Keeps


Basic Channeling of Divine Mercy- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack and Heal bonus gain +50 additional Magical Attack for purposes of non-offensive actions
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Basic Channeling of Divine Wrath- (Passive Ability, Priest) Divine Magic spells cast by possessor that possess a Magical Attack bonus gain +50 additional Magical Attack
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Channel Divine Magic through Holy Symbol- (Passive Ability, Priest) Possessor gains +50 Magical Attack and +50 SPI if possessor has a Holy Symbol equipped
Requires: Basic Divine Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Empowered by Signs of Faith- (Passive Ability, Priest) Possessor gains +200 to all stats while under the effect of an Empowered Sign of Faith, Possessor may possess one buff classified as an Empowered Sign of Faith at a time
Requires: Apprentice Divine Magic Attunement
Cost: 160,000 Gold, 3 Weeks

Holy Channeling- (Passive Ability, Priest) Divine Magic spells gain +25 Magical Attack and cost 20 less MP if they do not share their caster's element or 50 less MP if they do, Possessor must be a devout follower of some deity for this ability to take effect
Requires: Basic Divine Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Holy Symbol Maker- (Passive Ability, Priest) Possessor gains +20 to all stats for each Holy Symbol possessor has equipped
Requires: Basic Magewright Proficiency, Basic Divine Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Liturgist- (Passive Ability, Priest) Possessor may give +50 to the stats of up to 5 targets, This bonus increases to +200 if possessor shares status as being a Devout Worshipper of at least one deity with said individuals, Possessor is able to allocate or re-allocate the targets of this effect at the start of battle and at the start of every round
Requires: Basic Divine Magic Attunement
Cost: 70,000 Gold, 2 Weeks

Loaves and Fishes Replication Technique- (Technique Ability, Priest) Possessor may use 'Loaves and Fishes Replication Technique' in conjunction with a 'Metacombine' action so long as no other technique is used, possessor has at least three Divine Magic spells equipped, and only Food items worth under 500,000 Gold that are non-unique are used as part of said action. Said action targets all allies of its caster, not including its caster.
Requires: Manna From the Heavens, Chef, Crafter, Metacombine
Cost: 600,000 Gold, 2 Weeks

Manna From the Heavens- (Passive Ability, Priest) At the start of each round, possessor may create up to 5 Temporary Food consumables that are in-stock in the shop and are worth under 100,000 Gold, with said items vanishing at the end of the round; Said items may immediately be given to either possessor or any of possessor's willing allies
Requires: Priest, Basic Chef Proficiency
Cost: 500,000 Gold, 2 Weeks

Minor Aura of Divine Protection- (Passive Ability, Priest) Possessor gains +50 Defense if possessor has at least 5 Divine Magic spells equipped
Requires: Channel Divine Magic Through Holy Symbol, Blessed Aura
Cost: 60,000 Gold, 1 Week

Observer of Holy Relics- (Passive Ability, Priest) Possessor gains +50 to all stats when possessor has a Holy Symbol or an item that provides bonuses to Diving Magic spells or wielders of Divine Magic spells
Requires: Basic Divine Magic Attunement, Basic Magewright Proficiency
Cost: 80,000 Gold, 2 Weeks

Priestly Bling Mastery- (Passive Ability, Priest) Possessor gains +50 to all stats if possessor has at least 5 Holy Symbols equipped
Requires: Channel Divine Magic Through Holy Symbol, Bearer of Holy Relics, Basic Jeweler Proficiency
Cost: 50,000 Gold, 2 Weeks

Servant of a Favored Sort- (Passive Ability, Priest) If possessor has a Patron Deity and possesses the <Class Name, Tier 3> ability for any of said deity's listed Preferred Classes, possessor, as a non-stacking bonus, gains +5,000 HP, +5,000 MP, and +200 to all stats
Requires: Priest
Cost: 500,000 Gold, 2 Weeks

Walk on Water- (Passive Ability, Priest) Effects attached to terrain or phantom terrain that is Ocean, River, Lake, Sea, or Pond that come from sources below Level 60 may not inflict Drowning or Suffocation on possessor
Requires: Priest, Wanderer
Cost: 600,000 Gold, 2 Weeks

Writer of Holy Texts- (Passive Ability, Priest) Possessor gains +200 MIN and +200 SPI, Poessor gains +5,000 MP if possessor has a Book and 5 Divine Magic spells equipped
Requires: Priest, Sage
Cost: 250,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +10 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +10 Magical Attack, and all Demon Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Accustomed to Demonic Fire- (Passive Ability, Diabolist) Possessor gains 10% Fire Resistance against Demons
Requires: Basic Demon Magic Attunement
Cost: 300,000 Gold, 3 Weeks

Basic Demon Augmentation- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +200 to all stats
Requires: Basic Demon Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Basic Ritual Demon Summoning Practices- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +100 to all stats, All demon Magic spells cost possessor 500 less MP to cast
Requires: Basic Demon Magic Attunement, Basic Ritual Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Demon Magic Casting I- (Passive Ability, Diabolist) Demon Magic spells cost possessor 20 less MP to cast
Requires: Basic Demon Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Demon Magic Casting II- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast
Requires: Demon Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Demon Magic Attunement- (Passive Ability, Diabolist) All of possessor's Demon Magic summons gain +50 to all stats, all Demon Magic spells cast by possessor that possess a Magical Attack bonus gain +50 Magical Attack, and all Demon Magic spells cost possessor 50 less MP to cast
Requires: Basic Demon Magic Attunement, 3 other Diabolist abilities
Cost: 125,000 Gold, 2 Weeks

Focused Demon Magic Casting- (Passive Ability, Diabolist) Demon Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Demon Magic
Requires: Demon Magic Casting II, Apprentice Demon Magic Attunement
Cost: 60,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Vengeful- (Passive Ability, Warlock) Possessor deals 500 additional Damage to individuals who have previously dealt Damage to possessor during the thread
Requires: No Prerequisites
Cost: 300,000 Gold, 2 Weeks

Proficient in Heating Cauldrons Efficiently- (Passive Ability, Warlock) Possessor may choose for Potion consumables that possessor uses to deal 500 more Fire-element damage that they otherwise would, even if they would not already deal Fire-element damage.
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Apprentice Dark Magic Attunement- (Passive Ability, Warlock) Possessor's damage-dealing Dark Magic spells deal an additional 250 damage, Possessor's Dark Magic spells cost 50 less MP
Requires: Basic Dark Magic Attunement, 3 other Warlock abilities
Cost: 125,000 Gold, 2 Weeks

Empowered by the Darkness- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Zone of Darkness cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Basic Dark Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Midnight’s Power- (Passive Ability, Warlock) Dark Magic spells cast by possessor while possessor is in a Chronogeomantic Zone of Midnight cost 40 less MP, gain +40 additional Magical Attack, and deal 40 more points of stat damage to each stat that they already would deal stat damage to.
Requires: Empowered by Darkness
Cost: 120,000 Gold, 2 Weeks

Baleful Brewer- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 5% chance of inflicting Poison.
Requires: EITHER Basic Alchemy Attunement OR Level 10, Basic Dark Magic Attunement
Cost: 90,000 Gold, 2 Weeks

Can Distill Potions from Tears- (Passive Ability, Warlock) Possessor may choose for any Potion consumables that possessor uses to gain a 15% chance of inflicting Confusion: Depression.
Requires: Baleful Brewer, Proficient in Heating Cauldrons Efficiently
Cost: 260,000 Gold, 3 Weeks

Curse Miser- (Passive Ability, Warlock) Possessor may claim Lingering Curses
Requires: No Prerequisites
Cost: 20,000 Gold, 1 Week

Eerie Grin- (Passive Ability, Warlock) Possessor's chances of inflicting Confusion: Fear are increased by 10%
Requires: Basic Dark Magic Attunement
Cost: 60,000 Gold, 2 Weeks

Warlock- (Passive Ability, Warlock) All Dark Magic spells possessor casts that possess a Magical Attack bonus gain +(50 * Possessor Level) additional Magical Attack, All Dark Magic spells possessor casts that deal stat Damage deal an additional (50 * Possessor Level) points of each type they would deal per action that they are cast in by possessor, All War Magic spells cost possessor (50 * Possessor Level) less MP to cast
Requires: Apprentice Dark Magic Attunement, 10 other Warlock abilities
Cost: 125,000 Gold, 4 Weeks

Augment Curses- (Passive Ability, Warlock) Possessor's chance of inflicting Hexed is increased by 10%
Requires: Apprentice Dark Magic Attunement
Cost: 100,000 Gold, 2 Weeks

Augment Curses: Luck-Draining- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Ill Fortune.
Requires: Apprentice Dark Magic Attunement
Cost: 200,000 Gold, 2 Weeks

Augment Curses: Vengeful Curses- (Passive Ability, Warlock) Whenever possessor would inflict Hexed as part of an action that involves Dark Magic, possessor may choose to also inflict Hexed: Backlash.
Requires: Augment Curses, Vengeful
Cost: 300,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Taunt- (Active Ability, Warrior) Possessor may spend an action so that target individual below Level 20 may not perform any action that does not target possessor until they have targeted possessor with an offensive action, with said effect being a non-stacking debuff.
Requires: Basic Combat Arts Attunement OR Basic Thief Arts Attunement OR Basic Leadership Attunement
Cost: 5,000,000 Gold, 2 Weeks

Apprentice Combat Arts Attunement- (Passive Ability, Warrior) +250 Damage to all damage dealing Combat Arts spells, All Combat Arts spells cost 50 less MP
Requires: Basic Combat Arts Attunement, 3 other Warrior abilities
Cost: 125,000 Gold, 2 Weeks

Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 1% of possessor's Max HP or lower
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Expanded Crisis Zone- (Passive Ability, Warrior) Possessor counts as being in a Crisis Zone when at 5% of possessor's Max HP or lower
Requires: Crisis Zone
Cost: 900,000 Gold, 2 Weeks

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
Requires: Basic Combat Arts Attunement
Cost: 50,000 Gold, 2 Weeks

Athletic- (Passive Ability, Warrior) Possessor gains +100 STR, +100 CON, and +100 AGI
Requires: 2 Base STR, 2 Base CON, 2 Base AGI
Cost: 60,000 Gold, 3 Weeks

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
Requires: Athletic
Cost: 200,000 Gold, 2 Weeks

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
Requires: Apprentice Combat Arts Attunement
Cost: 400,000 Gold, 3 Weeks

Armed to the Gills- (Passive Ability, Warrior) Possessor may bring 2 unequipped weapons into threads
Requires: Weapon Juggling
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Combat Arts Magic Attunement, 10 other Warrior abilities
Cost: 125,000 Gold, 4 Weeks

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
Requires: Adept Combat Arts Attunement, Armed to the Gills
Cost: 3,000,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 50 additional HP and MP and deal 10 more damage with each of their damage-dealing attacks
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Biomancy Casting I- (Passive Ability, Biomancer) Biomancy spells cost possessor 20 less MP to cast
Requires: Basic Biomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Biomancy Casting II- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast
Requires: Biomancy Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Biomancy Attunement- (Passive Ability, Biomancer) All of possessor's Biomancy summons have 250 additional HP and MP and deal 50 more damage with each of their damage-dealing attacks
Requires: Basic Biomancy Attunement, 3 other Biomancer abilities
Cost: 125,000 Gold, 2 Weeks

Focused Biomancy Casting- (Passive Ability, Biomancer) Biomancy spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Biomancy
Requires: Biomancy Casting II, Apprentice Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Increase Disease Potency- (Passive Ability, Biomancer) Instances of Diseased with possessor as their source cause the life of 25,000 additional points of HP whenever they would cause a loss of HP
Requires: Increase Virulence
Cost: 2,000,000 Gold, 2 Weeks

Mutagenic Spell- (Active Ability, Biomancer) Possessor may use Mutagenic Spell in conjunction with a Magical Attack, so long as a Biomancy spell is being cast as part of said attack. This attack may shift up to 40 points from one of a willing target's stats to another one of said target's stats, stacks 5 times across all versions of Mutagenic Spell
Requires: Basic Biomancy Attunement
Cost: 60,000 Gold, 2 Weeks

Talent in Bioaugmenting Agility- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Agility do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Constitution- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Constitution do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Mind- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Mind do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Talent in Bioaugmenting Spirit- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Spirit do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 1,000,000 Gold, 4 Weeks

Talent in Bioaugmenting Strength- (Passive Ability, Biomancer) All Biomancy spells that possessor casts that buff Strength do so by 50 additional points, to a max of 500 additional points across all buffs on each individual
Requires: Basic Biomancy Attunement
Cost: 100,000 Gold, 2 Weeks

Biomancer- (Passive Ability, Biomancer) Possesor's Biomancy summons gain +(500 * Possessor Level) HP and MP and deal (100 * Possessor Level) additional Damage with their Damage-dealing attacks, Biomancy spells cast by possessor have their minor status effect infliction chances increased by +(Possessor Level)%
Requires: Apprentice Biomancy Training, 10 other Biomancer abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Accustomed to Being On Stage- (Passive Ability, Bard) Possessor gains +20 to all stats if at least 20 other individuals are in the same battle as possessor
Requires: Basic Bardic Music Attunement
Cost: 60,000 Gold, 2 Weeks

Regularly Practices Singing- (Passive Ability, Bard) Possessor gains +80 SPI for purposes of possessor's actions that involve Bardic Music spells, Possessor's Bardic Music spells cost possessor 300 less MP to cast
Cost: 0 Gold, 5 Weeks

Loud Singing Voice- (Passive Ability, Bard) Bardic Music spells that possessor casts that possess a Magical Attack bonus have said bonus raised by +50 Magical Attack.
Requires: Basic Sound Amplification, Regularly Practices Singing
Cost: 90,000 Gold, 2 Weeks

Weaponized Voice- (Passive Ability, Bard) Possessor may, at the beginning of a thread, choose to count as having an additional Instrument weapon equipped
Requires: Loud Singing Voice
Cost: 300,000 Gold, 3 Weeks

Rev Up Crowd- (Technique Ability, Bard) Possessor may use Rev Up Crowd in conjunction with a Magical Attack action, so long as no other technique is being used and a Bardic Music spell is being cast as part of said attack. Possessor's allies gain +40 to all stats as a buff that stacks 5 times and lasts 20 rounds when said technique is used, with this effect not being counted as part of the Bardic Music spell.
Requires: Accustomed to Being On Stage
Cost: 90,000 Gold, 2 Weeks

Sexy Voice- (Passive Ability, Bard) Possessor may choose to add '5% inflicts Charm' to any action of possessor's that includes a Bardic Music spell
Requires: Basic Bardic Music Attunement
Cost: 140,000 Gold, 2 Weeks

Good at Tuning Instruments- (Passive Ability, Bard) Possessor's Instrument weapons have any Magical Attack bonus they possess increased by 100 points while they are wielded by possessor and any stat bonus they provide to their wielder that is not part of a conditional increased by 100 points
Requires: Basic Bardic Music Attunement
Cost: 120,000 Gold, 2 Weeks

Trained In Clown Arts- (Passive Ability, Bard) Whenever possessor would be afflicted with a debuff, possessor may choose a target and have a 5% chance of inflicting Confusion: Overwhelmed by Laughter on said target
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Sexy Singing Voice- (Passive Ability, Bard) Charm infliction chances (including those of its sub-status effects) that are present on Bardic Music spells cast by possessor are raised by 5%
Requires: Sexy Voice
Cost: 300,000 Gold, 5 Weeks


Lord Gadigan wrote: Keeps

Basic Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +10 additional Magical Attack, All Astral Magic spells cost possessor 10 less MP to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Beneath an Astral Sign- (Passive Ability, Astromancer) Posessor may, at the beginning of battle, choose to cast a spell that only produces the effect of setting a single Empowered Constellation, if possessor does so, possessor may not voluntarily set any Empowered Constellations besides said Empowered Constellation
Requires: Basic Astral Magic Attunement
Cost: 80,000 Gold, 2 Weeks

Attuned to Constellations- (Passive Ability, Astromancer) Possessor gains +50 to all stats while possessor has at least 1 Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 60,000 Gold, 3 Weeks

Apprentice Astral Magic Attunement- (Passive Ability, Astromancer) All Astral Magic spells possessor casts that possess a Magical Attack bonus gain +250 additional Magical Attack, All Astral Magic spells cost possessor 50 less MP to cast
Requires: Basic Astral Magic Attunement, 3 other Astromancer abilities
Cost: 125,000 Gold, 2 Weeks

Draws Power from the Sky of Night- (Passive Ability, Astromancer) Possessor gains +100 to all stats and gains 2,000 MP that may only be used to cast Astral Magic spells while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Empowered by Night, Attuned to Constellations
Cost: 80,000 Gold, 2 Weeks

Star Charter- (Passive Ability, Astromancer) Posessor gains +20 MIN while in a Zone of Darkness, a Zone of Light, or a Zone of Astral Magic or while possessor has at least one Empowered Constellation set
Requires: Basic Astral Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Beneath Favorable Stars- (Passive Ability, Astromancer) Possessor gains +5% To Hit, +5% Critical, +5% Dodge, and +5% Resilieince that may not be used to raise said abilities above 50%, while possessor is in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation Set
Requires: Draws Power from the Sky of Night, Beneath an Astral Sign, Star Charter
Cost: 120,000 Gold, 2 Weeks

Minor Space Acclimation- (Passive Ability, Astromancer) Possessor gains 5% Voidstruck Resistance, 5% Suffocation Resistance, 5% Frozen Resistance, and 1% Darkness Resistance
Requires: No Prerequisites
Cost: 80,000 Gold, 6 Weeks

Interstellar Navigator- (Passive Ability, Astromancer) Possessor and possessor's Vessel transformations gain +100 to each of their turn-order-determining stats for turn-order-determining purposes while the Terrain or Phantom Terrain is Space
Requires: Star Charter, Minor Space Acclimation, Basic Gate Magic Attunement, Basic Vessel User
Cost: 60,000 Gold, 3 Weeks

Charter of Astrogeomantic Power- (Passive Ability, Astromancer) Possessor is considered to be 5 levels higher for stat-scanning purposes when scanning the stats of Astral element individuals or while the Terrain or Phantom Terrain is Space and possessor has at least one Empowered Constellation set
Requires: Draws Power from the Sky of Night, Interstellar Navigator
Cost: 130,000 Gold, 2 Weeks

Lesser Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 20 points as a non-stacking effect
Requires: Attuned to Constellations
Cost: 60,000 Gold, 2 Weeks

Astral Magic Casting I- (Passive Ability, Astromancer) Astral Magic spells cost possessor 20 less MP to cast
Requires: Basic Astral Magic Attunement
Cost: 50,000 Gold, 2 Weeks

Astral Magic Casting II- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast
Requires: Astral Magic Casting I
Cost: 100,000 Gold, 2 Weeks

Improved Constellation Empowerment: Agility- (Passive Ability, Astromancer) Non-stacking Agility increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Constitution- (Passive Ability, Astromancer) Non-stacking Constitution increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Mind- (Passive Ability, Astromancer) Non-stacking Mind increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Spirit- (Passive Ability, Astromancer) Non-stacking Spirit increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Improved Constellation Empowerment: Strength- (Passive Ability, Astromancer) Non-stacking Strength increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 50 points as a non-stacking effect
Requires: Lesser Constellation Power Boost
Cost: 50,000 Gold, 2 Weeks

Astromancer- (Passive Ability, Astromancer) Possessor's Damage-dealing actions that involve the casting of Astral Magic spells deal 500 additional Damage, Astral Magic spells cost possessor (50 + 30 * Possessor Level) less MP to cast, Astral Magic spells cast by possessor gain +(50 * Possessor Level) additional Magical Attack
Requires: Apprentice Astral Magic Attunement, 10 other Astromancer abilities
Cost: 125,000 Gold, 4 Weeks

Twin-Constellation Link- (Passive Ability, Astromancer) Posssessor may have two Empowered Constellations set at a time
Requires: Lesser Constellation Power Boost, Beneath an Astral Sign, Astromancer
Requires: 500,000 Gold, 3 Weeks

Constellation Power Boost- (Passive Ability, Astromancer) Non-stacking stat-point increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 300 points as a non-stacking effect
Requires: Twin-Constellation Link, Astral Magic Casting II, Improved Constellation Empowerment: Strength, Improved Constellation Empowerment: Agility, Improved Constellation Empowerment: Constitution, Improved Constellation Empowerment: Mind, Improved Constellation Empowerment: Spirit
Cost: 200,000 Gold, 2 Weeks

Judgment of the Signs- (Passive Ability, Astromancer) All minor and moderate status effect infliction chances coming from possessor's Empowered Constellations are increased by 5%
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Shielded by the Stars- (Passive Ability, Astromancer) Non-stacking Defense increases (including passively-applied ones) coming from possessor's Empowered Constellations are increased by 500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Tap Into Astrogeomantic Power- (Passive Ability, Astromancer) Possessor gains +200 SPI and gains 2,000 MP if possessor is both in a Chronogeomantic Zone of Night and has at least 1 Empowered Constellation set or the Terrain or Phantom Terrain is Space
Requires: Charter of Astrogeomantic Power, Beneath Favorable Stars
Cost: 140,000 Gold, 2 Weeks

Wielder of Astrological Weapons- (Passive Ability, Astromancer) Damage dealt by possessor's Empowered Constellations is increased by 30,000 points as a non-stacking effect, Weapons created by possessor's Empowered Constellations have their attack bonuses increased by 2,500 points as a non-stacking effect
Requires: Constellation Power Boost
Cost: 500,000 Gold, 2 Weeks

Focused Astral Magic Casting- (Passive Ability, Astromancer) Astral Magic spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Astral Magic
Requires: Astral Magic Casting II, Apprentice Astral Magic Attunement
Cost: 60,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Aimed Shot- (Active Ability, Hunter) This character may use Aimed Shot in conjunction with a Ranged Attack, so long as no other technique is used and a bow is equipped. This character gains +25 Ranged Attack for purposes of this attack, gains +5% Critical, Gains +20% to hit, and has a 5% chance that this attack does double damage.
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks

Archery Casting I- (Passive Ability, Hunter) Archery spells cost possessor 20 less MP to cast
Requires: Basic Archery Attunement
Cost: 50,000 Gold, 2 Weeks

Archery Casting II- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast
Requires: Archery Casting I
Cost: 100,000 Gold, 2 Weeks

Apprentice Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +250 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +5% Critical
Requires: Basic Archery Attunement, 3 other Hunter abilities
Cost: 125,000 Gold, 2 Weeks

Focused Archery Casting- (Passive Ability, Hunter) Archery spells cost possessor 200 less MP to cast if the only subtype of spell possessor has equipped is Archery
Requires: Archery Casting II, Apprentice Archery Attunement
Cost: 60,000 Gold, 2 Weeks

Hunter of Beasts- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Animals
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Birds- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aerials
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Fish- (Passive Ability, Hunter) This character gains +50 Ranged Attack when a Bow is equipped against Aquatics
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of Men- (Passive Ability, Hunter) Possessor gains +50 Ranged Attack when a Bow is equipped against Humans
Requires: Basic Bow Training, Basic Archery Attunement
Cost: 40,000 Gold, 2 Weeks

Hunter of the Wildlands- (Passive Ability, Hunter) Possessor gains +5% To Hit against Aerials, Aquatics, and Animals if possessor has a Bow equipped and a Terrain or Phantom Terrain is present
Requires: Hunter of Beasts, Hunter of Birds, Hunter of Fish
Cost: 300,000 Gold, 2 Weeks

Hunter's Aim- (Passive Ability, Hunter) 104% to Hit with Bows, +5% to Hit with Archery Spells and Hunter techniques
Requires: Basic Archery Attunement, Basic Bow Training
Cost: 40,000 Gold, 2 Weeks

Tracking- (Passive Ability, Hunter) Possessor may follow individuals who are leaving a battle that possessor is present in into other battles that they are entering if no individual in either battle who is Level 20 or greater objects to such and provided that no individual of greater Level than possessor who is present in either battle objects to such
Requires: No Prerequisites
Cost: 60,000 Gold, 2 Weeks

Hunter- (Passive Ability, Hunter) ll Archery spells cast by possessor that possess a Ranged Attack bonus gain +500 additional Ranged Attack, and all actions possessor takes that involve Archery spells gain +10% Critical
Requires: Apprentice Archery Training, 10 other Archer abilities
Cost: 125,000 Gold, 4 Weeks

Hunter of Stars- (Passive Ability, Hunter) This character gains +500 Ranged Attack when a Bow is equipped against Astral Beings
Requires: Hunter, Level 40
Cost: 4,000,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 10 less MP, XP, and Gold to cast
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Build Artificer's Gizmo- (Active Ability, Artificer) Possessor may spend an action, 500 Gold, and 50 XP to create either a Technology-element Invention Consumable or Magic-element Enchanted Item Consumable named '<Possessor's Name>'s Artificer's Gizmo' with a Gold value of 500, 1 Charge, and the text 'Target may obtain +5 or -5 to any one stat as an effect that stacks 5 times'
Requires: Basic Artifice Attunement
Cost: 300,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Electrical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Electrical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Apprentice Artifice Attunement- (Passive Ability, Artificer) All Artifice spells cost possessor 250 less MP, XP, and Gold to cast
Requires: Basic Artifice Attunement, 3 other Artificer abilities
Cost: 125,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Energy Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Energy Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Physical Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Physical Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Confer Technology Resistance- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Confer Technology Resistance'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Artificer's Invention Creation Discovery: Deal Electrical Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Electrical Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 2 Weeks

Invention Creation Discovery Mastery- (Passive Ability, Artificer) Passive Abilities from the Artificer class whose name includes 'Invention Creation Discovery' 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.
Requires: 5 Artificer abilities that are Techniques whose name contains 'Invention Creation Discovery'
Cost: 5,000,000 Gold, 5 Weeks

Artificer's Invention Creation Discovery: Deal Psychic Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Psychic Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 1 Weeks

Artificer's Invention Creation Discovery: Deal Technology Damage- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Basic Technology Damage Effect Addition'
Requires: Build Artificer's Gizmo, Basic Hypertech Attunement
Cost: 90,000 Gold, 1 Weeks

Artificer's Invention Creation Discovery: Unfold Into Clockwork- (Passive Ability, Artificer) When possessor creates an Invention Consumable through an Artifice spell or Artificer ability, possessor may pay 2,000 Gold and 200 XP and give it the 'Artificer's Design' Enhancement 'Unfold Into Clockwork'
Requires: Artificer's Invention Creation Discovery: Deal Technology Damage, Gearwright
Cost: 90,000 Gold, 1 Weeks

Sturdy Crafting- (Passive Ability, Artificer) Items possessed, equipped, or created by possessor cannot be destroyed by Level 1 individuals
Requires: Basic Artifice Attunement
Cost: 60,000 Gold, 2 Weeks

Artificer- (Passive Ability, Artificer) Artifice spells cost possessor (50 * possessor Level) less MP, XP, and Gold to cast
Requires: Apprentice Artifice Training, 10 other Artificer abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Makeup Artist- (Passive Ability, Crafter) Disguises equipped by possessor and possessor's allies that provide a Defense or stat bonus provide an additional +5 points as an effect that does not stack across multiple instances of this ability and that does stack across 200 Disguises on the same wearer
Requires: No Prerequisites
Cost: 40,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 50,000 Gold, 3 Weeks

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
Requires: Basic Crafter Proficiency, 3 other Crafter abilities
Cost: 125,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Stored Spell Charge Preservation- (Passive Ability, Crafter) Stored Spell Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Summoning Stone Charge Preservation- (Passive Ability, Crafter) Summoning Stone Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Trap Charge Preservation- (Passive Ability, Crafter) Trap Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency
Cost: 60,000 Gold, 2 Weeks

Crafter- (Passive Ability, Crafter) Consumables possessor uses that deal Flat HP Damage, Flat MP Damage, Flat HP Healing, or Flat MP Healing deal an additional (1,000 * Possessor Level) points
Requires: Apprentice Crafter Proficiency, 10 other Crafter abilities
Cost: 125,000 Gold, 4 Weeks

Inventor- (Passive Ability, Crafter) Possessor's Invention consumables deal 500 additional Damage
Requires: Has Researched Common Technologies, Basic Invention Charge Preservation, Crafter, Engineer
Cost: 300,000 Gold, 3 Weeks


Lord Gadigan wrote: Keeps

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
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Food Critic- (Passive Ability, Chef) Possessor may choose for any Food 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
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks

Food Taster- (Passive Ability, Chef) Any Food consumable worth below 500,000 Gold that is used on one of possessor's allies that has been used earlier in a thread on possessor has a 50% chance of being unable to generate negative effects for said target or affect said target in a negative manner
Requires: No prerequisites
Cost: 200,000 Gold, 2 Weeks

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
Requires: Basic Chef Proficiency, 3 other Chef abilities
Cost: 125,000 Gold, 2 Weeks

Barbequer's Apprentice- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables tused by possessor that increase STR increase it by an additional 10 points per charge as an effect that stacks 50 times across all consumable applications on said target
Requires: Basic Chef Proficiency
Cost: 50,000 Gold, 2 Weeks

Grillmaster- (Passive Ability, Chef) Food consumables used by possessor that heal HP heal an additional 500 points, Food consumables used by possessor that increase CON increase it by an additional 40 points per charge as an effect that stacks 40 times across all consumable applications on said target
Requires: Apprentice Chef Proficiency, Barbequer's Apprentice
Cost: 100,000 Gold, 2 Weeks

Where My Grills At?- (Passive Ability, Chef) Possessor may, at the start of each round, recover all Food consumables and Crafting Equipment items that were stolen from possessor by individuals below Level 40 and are in the possession of individuals below Level 40
Requires: Grillmaster, Gangsta, Diviner
Cost: 400,000 Gold, 2 Weeks

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
Requires: Basic Chef Training
Cost: 80,000 Gold, 2 Weeks

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
Requires: Apprentice Chef Training, Wine Critic
Cost: 1,400,000 Gold, 2 Weeks

Gourmand- (Passive Ability, Chef) Possessor may choose for any Food 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
Requires: Apprentice Chef Training, Food Critic
Cost: 1,400,000 Gold, 2 Weeks

Enhanced Taste Buds- (Passive Ability, Chef) Food consumables used on possessor that buff stats do so by an additional 30 points per charge as an effect that stacks 20 times across all consumable applications
Requires: Food Taster
Cost: 130,000 Gold, 2 Weeks

Chef- (Passive Ability, Chef) Food items that restore HP or MP that possessor uses restore double the normal amount
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

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
Requires: Apprentice Chef Proficiency, 10 other Chef abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +3 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Tome Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Tome possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Trinket Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Trinket possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Apprentice Magewright Proficiency- (Passive Ability, Magewright) Possessor gains +50 to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Basic Magewright Proficiency, 3 other Magewright abilities
Cost: 125,000 Gold, 2 Weeks

Watchmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Watch' or 'Timepiece' equipped, This ability counts as also being the ability 'Watchmaker'/'Watch-Maker' for prerequisite purposes
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks

Seal Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Seal possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Magic Item Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Magic Item possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Idol Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Idol possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Ioun Stone Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Ioun Stone possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Container Maker- (Passive Ability, Magewright) Possessor gains +20 to all stats for each Container possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 200,000 Gold, 2 Weeks

Enhanced Item Familiarity- (Passive Ability, Magewright) Possessor's items that possess at least one Enhancement provide an additional +50 points to any stat that they provide bonuses to
Requires: Basic Magewright Proficiency, Basic Enchantment Synchronization
Cost: 60,000 Gold, 2 Weeks

Basic Accessory Harmonization- (Passive Ability, Magewright) Possessor gains +50 to all stats for each different subtype of Accessory (to a max of 24 types) possessor has equipped
Requires: Basic Magewright Proficiency
Cost: 100,000 Gold, 2 Weeks

Clockmaker- (Passive Ability, Magewright) Possessor obtains +200 AGI and +200 MIN if possessor has a Trinket, Gadget, or Magic Item equipped whose name includes 'Clock' or 'Timepiece' equipped
Requires: Basic Gearwright Knowledge, Basic Engineer Proficiency, Basic Magewright Proficiency
Cost: 300,000 Gold, 2 Weeks

Magewright- (Passive Ability, Magewright) Possessor gains +(50 * Possessor Level) to all stats for each Glyph, Holy Symbol, Idol, Ioun Stone, Sigil, Tome, Trinket, Magic Item, Container, Seal, or Rune possessor has equipped
Requires: Apprentice Magewright Proficiency, 10 other Magewright abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +3 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Mechanical Knowledge- (Passive Ability, Engineer) All Mechs used by user gain 200 HP and 10 to all stats
Requires: Basic Engineer Proficiency
Cost: 50,000 Gold, 2 Weeks

Upgrade Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Upgrade possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Apprentice Engineer Proficiency- (Passive Ability, Engineer) Possessor gains +50 to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Basic Engineer Proficiency, 3 other Engineer abilities
Cost: 125,000 Gold, 2 Weeks

Bioaugmentation Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Bioaugmentation possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Basic Invention Charge Preservation- (Passive Ability, Engineer) Invention Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Engineer Proficiency
Cost: 60,000 Gold, 2 Weeks

Gadget Designer- (Passive Ability, Engineer) Possessor gains +20 to all stats for each Gadget possessor has equipped
Requires: Basic Engineer Proficiency
Cost: 200,000 Gold, 2 Weeks

Clockwork Engineer- (Passive Ability, Engineer) Possessor's Clockwork pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Gearwright Knowledge
Cost: 300,000 Gold, 3 Weeks

Mechanical Engineer- (Passive Ability, Engineer) Possessor's Machine pets and summons gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Mechanist Knowledge
Cost: 300,000 Gold, 3 Weeks

Vehicular Engineer- (Passive Ability, Engineer) Possessor's Vehicle transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vehicle User
Cost: 300,000 Gold, 3 Weeks

Vessel Engineer- (Passive Ability, Engineer) Possessor's Vessel transformations gain +200 to all stats
Requires: Apprentice Engineer Proficiency, Apprentice Vessel User
Cost: 300,000 Gold, 3 Weeks

Engineer- (Passive Ability, Engineer) Possessor gains +(50 * Possessor Level) to all stats for each Upgrade, Bioaugmentation, or Gadget possessor has equipped
Requires: Apprentice Engineer Proficiency, 10 other Engineer abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Jewelcrafting Proficiency- (Passive Ability, Jeweler) Character gains +2 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Appraisal Skills- (Passive Ability, Jeweler) Possessor's equipped and carried items count as being worth 500 additional Gold
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks

Basic Gem Charge Preservation- (Passive Ability, Jeweler) Gem Consumables possessor uses have a 5% chance of not expending the first charge that they would expend for said use
Requires: Basic Crafter Proficiency, Basic Jeweler Proficiency
Cost: 60,000 Gold, 2 Weeks

Basic Gemcutting Skills- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Jeweler Proficiency
Cost: 80,000 Gold, 2 Weeks

Apprentice Jeweler Proficiency- (Passive Ability, Jeweler) Possessor gains +50 to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Basic Jeweler Proficiency, 3 other Jeweler abilities
Cost: 125,000 Gold, 2 Weeks

Crown-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crown possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Crystal-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Crystal possessor has equipped
Requires: Basic Gemcutting Skills, Basic Appraisal Skills
Cost: 500,000 Gold, 2 Weeks

Gemcutter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Crystal possessor has equipped
Requires: Crystal-Maker
Cost: 500,000 Gold, 2 Weeks

Glasses-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Eyewear possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Lenscrafter- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Eyewear possessor has equipped
Requires: Glasses-Maker, Basic Magewright Proficiency
Cost: 500,000 Gold, 2 Weeks

Necklace-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Amulet possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Ring-Maker- (Passive Ability, Jeweler) Possessor gains +20 to all stats for each Ring possessor has equipped
Requires: Basic Jewelcrafting Proficiency
Cost: 500,000 Gold, 2 Weeks

Watch-Maker- (Passive Ability, Jeweler) Possessor gains +25 to all stats for each Wristwear possessor has equipped
Requires: Basic Jewelcrafting Proficiency, Basic Gearwright Knowledge
Cost: 500,000 Gold, 2 Weeks

Jeweler- (Passive Ability, Jeweler) Possessor gains +(50 * Possessor Level) to all stats for each Ring, Crown, Broach, Eyewear, Crystal, Wristwear, or Amulet possessor has equipped
Requires: Apprentice Jeweler Proficiency, 10 other Jeweler abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Power Armor Mastery- (Passive Ability, Power Trooper) All Power Armor worn by possessor provide +20 additional Defense
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Hazmat Suit Proficiency- (Passive Ability, Power Trooper) Possessor gains +15% Poison Resistance and +30% Diseased Resistance if possessor is wearing a Power Armor
Requires: Basic Power Armor Mastery
Cost: 30,000 Gold, 2 Weeks

Power Armor Wearer I- (Passive Ability, Power Trooper) Possessor gains +5 to all stats when possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Power Armor Wearer II- (Passive Ability, Power Trooper) Possessor gains +25 to all stats when possessor has a Power Armor equipped, Possessor gains +50 Defense when possessor has a Power Armor equipped
Requires: Power Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Apprentice Power Armor Mastery- (Passive Ability, Power Trooper) Possessor gains +100 Defense if possessor has a Power Armor equipped
Requires: Basic Power Armor Mastery, 3 other Power Trooper abilities
Cost: 125,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Apprentice Grand Armor Mastery- (Passive Ability, Gigas Knight) Possessor gains +100 Defense if possessor has a Grand Armor equipped, Grand Armors equipped by possessor reduce possessor's AGI by 100 points less
Requires: Basic Grand Armor Mastery, 3 other Gigas Knight abilities
Cost: 125,000 Gold, 2 Weeks

Lesser Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 5% Physical Resistance if possessor is wearing a Grand Armor
Requires: Apprentice Grand Armor Mastery
Cost: 70,000 Gold, 2 Weeks

Grand Armor Wearer I- (Passive Ability, Gigas Knight) Possessor gains +5 to all stats when possessor has a Grand Armor equipped
Requires: Basic Grand Armor Mastery
Cost: 20,000 Gold, 2 Weeks

Grand Armor Wearer II- (Passive Ability, Gigas Knight) Possessor gains +25 to all stats when possessor has a Grand Armor equipped, Possessor gains +50 Defense when possessor has a Grand Armor equipped
Requires: Grand Armor Wearer I
Cost: 60,000 Gold, 2 Weeks

Weighty Blows- (Passive Ability, Gigas Knight) Possessor gains +50 Melee Attack if wearing Grand Armor and possessor's 'Melee Overdrive' actions gain '15% inflicts Fatigued: Stun' if possessor is wearing Grand Armor
Requires: Grand Armor Wearer II, Apprentice Grand Armor Mastery
Requires: 60,000 Gold, 2 Weeks

Strengthened Through Wearing Extremely Heavy Armor- (Active Ability, Gigas Knight) Possessor gains +200 STR
Requires: Grand Armor Wearer II
Cost: 40,000 Gold, 2 Weeks

Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body- (Passive Ability, Gigas Knight) Possessor gains +2,500 HP if possessor has a Grand Armor equipped
Requires: Grand Armor Wearer II
Cost: 60,000 Gold, 2 Weeks

Gigas Knight- (Passive Ability, Gigas Knight) Possessor gains +(1,000 + (100 * Possessor Level)) Defense if possessor has a Grand Armor equipped
Requires: Apprentice Grand Armor Mastery, 10 other Gigas Knight abilities
Cost: 125,000 Gold, 4 Weeks

Inbuilt Armor-Cannons- (Passive Ability, Gigas Knight) Possessor gains +6,000 Ranged Attack and counts as having two additional Guns equipped while possessor has a Grand Armor equipped
Requires: Gigas Knight, Engineer, Gunner
Cost: 6,000,000 Gold, 2 Weeks

Gigas Shell Body- (Passive Ability, Gigas Knight) Possessor gains 20% Physical Resistance if possessor is wearing a Grand Armor
Requires: Lesser Gigas Shell Body, Gigas Knight, 10 Base CON
Cost: 300,000 Gold, 2 Weeks

Scrap-Attracting Magnetic Fortification-Field- (Passive Ability, Gigas Knight) When possessor has a Grand Armor equipped, whenever a Robot, Machine, Clockwork, or Metal-element individual dies, possessor obtains +500 Defense as a buff that stacks 30 times that vanishes if possessor ceases to have a Grand Armor equipped
Requires: Engineer, Gigas Knight, Scientist
Cost: 5,000,000 Gold, 2 Weeks

Mystically-Inscribed Armor Plates- (Passive Ability, Gigas Knight) Possessor may choose, upon entering a thread with a Grand Armor equipped or upon equipping a Grand Armor, to give said Grand Armor a non-stacking buff that does not stack across multiple different items that provides +500 Defense, provides +5% Resilience, and that gives any Armor that possesses it the element Magic
Requires: Gigas Knight, Magewright
Cost: 500,000 Gold, 2 Weeks

Remechanized Grip-Lock- (Passive Ability, Gigas Knight) Possessor may not have equipped weapons unequipped or stolen by opponents with a lower STR who are below Level 60 and not 20 or more Levels greater than possessor
Requires: Gigas Knight, Engineer
Cost: 200,000 Gold, 2 Weeks

Gigas Stamina- (Passive Ability, Gigas Knight) Possessor gains +25,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Grand Armor Wearer II
Cost: 250,000 Gold, 2 Weeks

Refortified Gigas Body- (Passive Ability, Gigas Knight) Possessor obtains +200 CON and +20,000 HP if possessor is wearing a Grand Armor
Requires: Gigas Shell Body, Skilled at Allowing Very Heavy Armor to Take Blows Instead of Own Body
Cost: 80,000 Gold, 2 Weeks

Proficient In Wearing Very Heavy Armor- (Passive Ability, Gigas Knight) Grand Armor items equipped by possessor reduce possessor's Agility by 250 less points
Requires: Apprentice Grand Armor Mastery
Cost: 60,000 Gold, 2 Weeks

Bulky- (Passive Ability, Gigas Knight) Possessor obtains +100 STR, +100 CON, and +1,000 HP
Requires: Proficient In Wearing Very Heavy Armor
Cost: 70,000 Gold, 2 Weeks

Imposingly Loud Footsteps- (Passive Ability, Gigas Knight) Whenever possessor conducts a 'Switch Rows' or 'Charge' action, possessor may choose to have a 30% chance of inflicting Charm: Impressed or Confusion: Fear on up to 15 targets
Requires: Bulky
Cost: 300,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Disguise Mastery- (Passive Ability, Spy) All Disguises worn by possessor provide +10 additional Defense and +5 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Covert Stance- (Stance Ability, Spy) Possessor's actions may not be countered by individuals of lower Level than possessor who are below Level 80 while possessor is in the back row and has a Disguise equipped
Requires: Basic Disguise Mastery
Cost: 600,000 Gold, 3 Weeks

Good at Playing Pretend- (Passive Ability, Spy) Possessor's transformations gain +50 to all stats, Possessor gains +50 to all stats while possessor has a Disguise equipped
Requires: Basic Disguise Proficiency
Cost: 20,000 Gold, 3 Weeks

Apprentice Disguise Mastery- (Passive Ability, Spy) Possessor gains +50 Defense if possessor has a Disguise equipped, Possessor gains +25 to all stats if possessor has a Disguise equipped
Requires: Basic Disguise Mastery, 3 other Spy abilities
Cost: 125,000 Gold, 2 Weeks

Clown Mode- (Stance Ability, Spy) Possessor's offensive actions gain '5% inflicts Confusion: Overwhelmed by Laughter'
Requires: Makeup Artist, Clown, Basic Disguise Proficiency
Cost: 200,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Angel- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Angel and a Disguise equipped by possessor is changing possessor's subtype to Angel
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Human- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Human and a Disguise equipped by possessor is changing possessor's subtype to Human
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Illuminated- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Illuminated and a Disguise equipped by possessor is changing possessor's subtype to Illuminated
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Robot- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Robot and a Disguise equipped by possessor is changing possessor's subtype to Robot
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Shapeshifter- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Shapeshifter and a Disguise equipped by possessor is changing possessor's subtype to Shapeshifter
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Spirit- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Spirit and a Disguise equipped by possessor is changing possessor's subtype to Spirit
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Basic Ability to Successfully Disguise Oneself as a Undead- (Passive Ability, Spy) Possessor gains +100 Defense and +200 to all stats if possessor's subtype is Undead and a Disguise equipped by possessor is changing possessor's subtype to Undead
Requires: Basic Disguise Mastery
Cost: 100,000 Gold, 2 Weeks

Spy- (Passive Ability, Spy) Possessor gains +(250 + (25 * Possessor Level)) Defense and +(250 + (25 * Possessor Level)) to all stats, if possessor has a Disguise equipped
Requires: Apprentice Disguise Mastery, 10 other Spy abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Whip Training- (Passive Ability, Dominator) Possessor gains +6 Melee Attack when a Whip is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Whip Wielding I- (Passive Ability, Dominator) +5 to all stats when a Whip is equipped
Requires: Basic Whip Training
Cost: 20,000 Gold, 2 Weeks

Whip Wielding II- (Passive Ability, Dominator) +25 to all stats when a Whip is equipped, +50 Melee Attack when a Whip is equipped
Requires: Whip Wielding I
Cost: 60,000 Gold, 2 Weeks

Apprentice Whip Training- (Passive Ability, Dominator) Possessor gains +50 Melee Attack if possessor has a Whip equipped, Possessor gains +20 to all stats if possessor has a Whip equipped
Requires: Basic Whip Training, 3 other Dominator abilities
Cost: 125,000 Gold, 2 Weeks

Kneel, Worm!- (Active Ability, Dominator) Possessor may use Kneel, Worm! in conjunction with a Melee Attack, so long as no other technique is used and a Whip is equipped. Possessor gains +35 Melee Attack and gains a 10% chance of inflicting Confusion: Fear with this attack
Requires: Basic Whip Training
Cost: 70,000 Gold, 2 Weeks

Charming Lash- (Technique Ability, Dominator) Possessor may use 'Charming Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Charm.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks

Painful Lash- (Technique Ability, Dominator) Possessor may use 'Painful Lash' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Whip equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Whip Training
Cost: 300,000 Gold, 2 Weeks

Enthusiastic Slave-Driver Principle- (Passive Ability, Dominator) Possessor's pets and summons gain +200 to all stats while possessor is wielding a Whip
Requires: Charming Lash, Painful Lash
Cost: 200,000 Gold, 2 Weeks

Insubordination-Preventing Whipborn Terror- (Passive Ability, Dominator) Possessor's pets and summons gain 30% Charm Resistance (which is added in a non-stacking manner to any Minor Status Effect Resistance they possess) if possessor is wielding a Whip
Requires: Enthusiastic Slave-Driver Principle
Cost: 200,000 Gold, 2 Weeks

Dominator- (Passive Ability, Dominator) Possessor gains +(50 * Possessor Level) Melee Attack if possessor has a Whip equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Whip equipped
Requires: Apprentice Whip Training, 10 other Dominator abilities
Cost: 125,000 Gold, 4 Weeks

Obey!- (Passive Ability, Dominator) When possessor is wielding a Whip and one of possessor's opponents who was afflicted with an instance of Charm with possessor as its source would recover from said status effect, possessor may deal said opponent 25,000 Flat Physical element Damage, and, if at least 1 point of non-Healing Damage is successfully dealt out of said quantity, said Charm recovery has a 5% chance of not occurring
Requires: Dominator, Enthusiastic Slave-Driver Principle
Cost: 2,500,000 Gold, 2 Weeks

Do It NOW!- (Passive Ability, Dominator) When possessor gives an action to one of possessor's pets or summons, said pet or summon is cured of Paralyzed, Fatigued, and Charm if possessor is wielding a Whip
Requires: Obey!
Cost: 5,000,000 Gold, 2 Weeks

Whip Wielding III- (Passive Ability, Dominator) Possessor gains +200 to all stats when an Whip is equipped and +200 Melee Attack, Melee Attack, and Melee Attack when an Whip is equipped
Requires: Whip Wielding II, Dominator
Cost: 100,000 Gold, 2 Weeks

Hard to Disarm With an Whip- (Passive Ability, Dominator) Individuals below Level 20 may not unequip or steal possessor's equipped Whips without possessor's permission
Requires: Whip Wielding III
Cost: 50,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Throwing Weapon Training- (Passive Ability, Assassin) This character gains +6 Ranged Attack when a Throwing Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Forceful Throw- (Technique Ability, Assassin) Possessor may use 'Forceful 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 +50 Ranged Attack
Requires: Basic Throwing Weapon Training
Cost: 30,000 Gold, 2 Weeks

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
Requires: Basic Throwing Weapon Training
Cost: 50,000 Gold, 2 Weeks

Apprentice Throwing Weapon Training- (Passive Ability, Assassin) Possessor gains +50 Ranged Attack and +50 AGI when a Throwing Weapon is equipped.
Requires: Basic Throwing Weapon Training, 3 other Assassin abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Apprentice Throwing Weapon Training
Cost: 1,000,000 Gold, 5 Weeks

Regularly Throws Heavy Objects- (Passive Ability, Assassin) Possessor gains +300 STR
Requires: Strong Throw
Cost: 100,000 Gold, 2 Weeks

Furious Shot Put Strike- (Passive Ability, Assassin) Possessor may use 'Furious Shot Put Strike' in conjunction with a 'Ranged Attack' action, so long as no other technique is used, said action has Strength as its Prime Attribute, and possessor has a Throwing Weapon equipped. Said attack gains +500 Ranged Attack, +5% To Hit, and 30% inflicts Fatigued: Stun.
Requires: Strong Throw
Cost: 300,000 Gold, 2 Weeks

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
Requires: Apprentice Throwing Weapon Attunement
Cost: 200,000 Gold, 3 Weeks

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.
Requires: Juggler
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Throwing Weapon Training
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Throwing Weapon Training, 10 other Assassin abilities
Cost: 125,000 Gold, 4 Weeks

Accurate Throwing- (Passive Ability, Assassin) Possessor gains 110% To Hit when a Throwing Weapon is equipped.
Requires: Apprentice Throwing Weapon Training
Cost: 200,000 Gold, 2 Weeks
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Keeps

Basic Staff Training- (Passive Ability, Sage) This character gains +6 Melee Attack and +3 Magical Attack when a Staff is equipped
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Staff Wielding I- (Passive Ability, Sage) +5 to all stats when a Staff is equipped
Requires: Basic Staff Training
Cost: 20,000 Gold, 2 Weeks

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
Requires: Staff Wielding I
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Staff Training, 3 other Sage abilities
Cost: 125,000 Gold, 2 Weeks

Twin-Ended Staff Style- (Passive Ability, Sage) Possessor may choose to have equipped Staff weapons that are Weaponx1 instead become Weaponx2 and have their Melee Attack bonus doubled
Requires: Basic Staff Training
Cost: 140,000 Gold, 3 Weeks

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.
Requires: Basic Staff Training
Cost: 80,000 Gold, 2 Weeks

Spiral Staff Strike II- (Active Ability, Sage) Possessor may use Spiral Staff Strike in conjunction with a Melee Attack, so long as no other technique is used and a Staff is equipped. This attack gains +160 Melee Attack and has a 5% chance of inflicting Stun.
Requires: Apprentice Staff Training, Spiral Staff Strike, Twin-Ended Staff Style
Cost: 240,000 Gold, 2 Weeks

Arrow-Deflecting Stance- (Stance Ability, Sage) Possessor gains +5% Dodge against attacks coming from the enemy's back row, Possessor gains +100 Defense against Ranged Attack actions, Possessor gains the Melee Attack bonus of one equipped Staff as a bonus to Defense against attacks coming from the enemy's back row, Possessor's Melee Attack bonus for purposes of being factored into attack equations is halved
Requires: Twin-Ended Staff Style, Spiral Staff Strike
Cost: 180,000 Gold, 3 Weeks

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
Requires: Basic Staff Training
Cost: 70,000 Gold, 2 Weeks

Transform Staff (Elements)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a cloud of elements that acts on its creator's first action each turn, the cloud of elements, as an action, may initiate a Magical Attack that is solely Air, Earth, Fire, or Water element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and having its ultimate damage result halved, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the cloud of elements is destroyed, the staff is removed from the thread, The cloud of elements' creator may spend an action to turn it back into a staff and re-equip it, A cloud of elements thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff, Basic Elemental Magic Attunement
Cost: 140,000 Gold, 2 Weeks

Transform Staff (Serpents)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a group of serpents that acts on its creator's first action each turn, the group of serpents, as an action, may initiate a Magical Attack that is solely Acid element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 10% chance of inflicting Poison, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the group of serpents is destroyed, the staff is removed from the thread, The group of serpents' creator may spend an action to turn it back into a staff and re-equip it, A group of serpents thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread
Requires: Empower Staff
Cost: 140,000 Gold, 2 Weeks

Transform Staff (Whirlwind)- (Active Ability, Sage) Possessor may spend an action to un-equip a staff and turn it into a whirlwind that acts on its creator's first action each turn, the whirlwind, as an action, may initiate a Magical Attack that is solely Air element against a target, using its creator's Magical Attack bonus and SPI as though it were still equipped and both having its ultimate damage result halved and having a 1% chance of moving its target to the front row, provided its target its under level 25, the staff has an HP total equal to (Value / 10), to a max of 400,000 HP, and it has a Defense value equal to its Defense bonus, If the whirlwind is destroyed, the staff is removed from the thread, The whirlwind's creator may spend an action to turn it back into a staff and re-equip it, A whirlwind thus transformed back into a staff cannot be re-transformed through any Sage ability for the remainder of the thread, This ability cannot be used on cursed items (though such items cannot be unequipped normally anyway, thus making it rather hard to even attempt to)
Requires: Empower Staff, Envoy of Air
Cost: 140,000 Gold, 2 Weeks

Sage- (Passive Ability, Sage) Possessor gains +(75 * Possessor Level) Magical Attack and +(25 * Possessor Level) Melee Attack if possessor has a Staff equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Staff equipped
Requires: Apprentice Staff Training, 10 other Sage abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Spear Training- (Passive Ability, Lancer) This character gains +6 Melee Attack when a Spear is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Guilassimo's Impaling Polearm Stance- (Stance Ability, Lancer) While this stace is active, Polearms may be used in place of Spears for Lancer Active abilities.
Requires: Basic Spear Training
Cost: 90,000 Gold, 3 Weeks

Bolt Thrust- (Technique Ability, Lancer) Possessor may use 'Bolt Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Spear Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks

Bright Thrust- (Technique Ability, Lancer) Possessor may use 'Bright Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Light element.
Requires: Basic Spear Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Apprentice Spear Training- (Passive Ability, Lancer) Possessor gains +50 Melee Attack if possessor has a Spear equipped, Possessor gains +20 to all stats if possessor has a Spear equipped
Requires: Basic Spear Training, 3 other Lancer abilities
Cost: 125,000 Gold, 2 Weeks

Flame Thrust- (Technique Ability, Lancer) Possessor may use 'Flame Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Fire element.
Requires: Basic Spear Training, Basic Fire Synchronization
Cost: 300,000 Gold, 2 Weeks

Frost Thrust- (Technique Ability, Lancer) Possessor may use 'Frost Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Ice element.
Requires: Basic Spear Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Impairing Thrust- (Technique Ability, Lancer) Possessor may use 'Impairing Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Spear Training
Cost: 300,000 Gold, 2 Weeks

Thrust Mastery- (Passive Ability, Lancer) Technique Abilities from the Lancer class whose name includes 'Thrust' 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.
Requires: 5 Lancer abilities that are Techniques whose name contains 'Thrust'
Cost: 5,000,000 Gold, 5 Weeks

Wind Thrust- (Technique Ability, Lancer) Possessor may use 'Wind Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Spear equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Spear Training, Basic Air Synchronization
Cost: 300,000 Gold, 1 Weeks

Charging Thrust- (Technique Ability, Lancer) Possessor may use 'Charging Thrust' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Spear equipped. Said attack gains +100 Melee Attack, may be made from the back row, and moves its user to the front row.
Requires: Apprentice Spear Training
Cost: 500,000 Gold, 1 Weeks

Lancer- (Passive Ability, Lancer) Possessor gains +700 Melee Attack and +250 STR when a Spear is equipped plus an additional +(10 x Possessor Level) Melee Attack and +(10 x Possessor Level) STR if a Spear is equipped.
Requires: Apprentice Spear Training, 10 other Lancer abilities
Cost: 125,000 Gold, 4 Weeks

Javelain Throw- (Technique Ability, Lancer) Possessor may use 'Javelain Throw' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and a Spear is equipped. Said action counts the Melee Attack bonus of one equipped Spear as an equal Ranged Attack bonus.
Requires: Lancer, Assassin
Cost: 300,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Soul Training- (Passive Ability, Enslaver) This character gains +6 Magical Attack when a Soul is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bright Command- (Technique Ability, Enslaver) Possessor may use 'Bright Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Light element.
Requires: Basic Soul Training, Basic Light Synchronization
Cost: 300,000 Gold, 2 Weeks

Enchanted Command- (Technique Ability, Enslaver) Possessor may use 'Enchanted Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Magic element.
Requires: Basic Soul Training, Basic Magic Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Soul Training, 3 other Enslaver abilities
Cost: 125,000 Gold, 2 Weeks

Dud Command- (Technique Ability, Enslaver) Possessor may use 'Dud Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Enslaver 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.
Requires: Apprentice Soul Training
Cost: 10,000 Gold, 1 Week

Hexing Command- (Technique Ability, Enslaver) Possessor may use 'Hexing Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains a 20% chance of inflicting Hexed.
Requires: Apprentice Soul Training, Basic Dark Magic Attunement
Cost: 300,000 Gold, 2 Weeks

Shadow Command- (Technique Ability, Enslaver) Possessor may use 'Shadow Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +100 Magical Attack and becomes solely Darkness element.
Requires: Basic Soul Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

Command Mastery- (Passive Ability, Enslaver) Technique Abilities from the Enslaver class whose name includes 'Command' 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.
Requires: 5 Enslaver abilities that are Techniques whose name contains 'Command'
Cost: 5,000,000 Gold, 5 Weeks

Thought Command- (Technique Ability, Enslaver) Possessor may use 'Thought Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +100 Magical Attack and becomes solely Psychic element.
Requires: Basic Soul Training, Basic Psychic Synchronization
Cost: 300,000 Gold, 1 Weeks

Humanoid-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Human-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Human-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Fae-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Fae and gains +5% To Hit against Fae.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Deva-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Devas and gains +5% To Hit against Devas.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Celestial-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Celestials and gains +5% To Hit against Celestials.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

Angel-Hunting Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Hunting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack against Angels and gains +5% To Hit against Angels.
Requires: Basic Soul Training
Cost: 300,000 Gold, 1 Weeks

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
Requires: Apprentice Soul Training, 10 other Enslaver abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks

Angel-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Angel-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Angels and gains +25% Critical against Angels.
Requires: Angel-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Celestial-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Celestial-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Celestials and gains +25% Critical against Celestials.
Requires: Celestial-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Deva-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Deva-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Devas and gains +25% Critical against Devas.
Requires: Deva-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Fae-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Fae-Bane Command' in conjunction with a 'Magical Attack'' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Fae and gains +25% Critical against Fae.
Requires: Fae-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Human-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Human-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Humanoid-Bane Command- (Technique Ability, Enslaver) Possessor may use 'Humanoid-Bane Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +750 Magical Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Command, Enslaver, Level 20
Cost: 300,000 Gold, 1 Weeks

Mindblowing Command- (Technique Ability, Enslaver) Possessor may use 'Mindblowing Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +200 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted'.
Requires: Thought Command, Apprentice Soul Training, Apprentice Psychic Synchronization
Cost: 300,000 Gold, 1 Weeks

Brainwave Command- (Technique Ability, Enslaver) Possessor may use 'Brainwave Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +300 Magical Attack, becomes solely Psychic element, and gains '15% inflicts Mindblasted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Mindblowing Command, Dominator, Mind Lord
Cost: 300,000 Gold, 1 Weeks

Psi Command- (Technique Ability, Enslaver) Possessor may use 'Psi Command' in in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Soul equipped. Said attack +500 Magical Attack, becomes solely Psychic element, and gains '30% inflicts Mindblasted'.
Requires: Brainwave Command, Level 20
Cost: 500,000 Gold, 1 Weeks

Umbral Command- (Technique Ability, Enslaver) Possessor may use 'Umbral Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Command, Apprentice Soul Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks

Night Command- (Technique Ability, Enslaver) Possessor may use 'Night Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +300 Magical Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Umbral Command, Enslaver, Ebon Chancellor
Cost: 300,000 Gold, 1 Weeks

Black Command- (Technique Ability, Enslaver) Possessor may use 'Black Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +500 Magical Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Command, Level 20
Cost: 500,000 Gold, 1 Weeks

Awesome Command- (Technique Ability, Enslaver) Possessor may use 'Awesome Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Light element, and gains '15% inflicts Awestruck'.
Requires: Bright Command, Apprentice Soul Training, Apprentice Light Synchronization
Cost: 300,000 Gold, 1 Weeks

Enchanting Command- (Technique Ability, Enslaver) Possessor may use 'Enchanting Command' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has a Soul equipped. Said attack gains +200 Magical Attack, becomes solely Magic element, and gains '15% inflicts Manablasted'.
Requires: Enchanted Command, Apprentice Soul Training, Apprentice Magic Synchronization
Cost: 300,000 Gold, 1 Weeks

Soul Wielding I- (Passive Ability, Enslaver) +5 to all stats when a Soul is equipped
Requires: Basic Soul Training
Cost: 20,000 Gold, 2 Weeks

Soul Wielding II- (Passive Ability, Enslaver) +25 to all stats when a Soul is equipped, +50 Magical Attack when a Soul is equipped
Requires: Soul Wielding I
Cost: 60,000 Gold, 2 Weeks

Soul Wielding III- (Passive Ability, Enslaver) Possessor gains +200 to all stats when a Soul is equipped and +200 Magical Attack when a Soul is equipped
Requires: Soul Wielding II, Enslaver
Cost: 100,000 Gold, 2 Weeks

Force of Command- (Passive Ability, Enslaver) Possessor's offensive actions may gain 5% inflicts Charm while possessor has a Soul equipped
Requires: Basic Soul Training
Cost: 70,000 Gold, 2 Weeks

Enslaving Force- (Technique Ability, Enslaver) Possessor may use 'Enslaving Force' in conjunction with a Magical Attack action so long as no other techique is used and possessor has a Soul equipped. Said action gains 30% inflicts Charm.
Requires: Force of Command
Cost: 70,000 Gold, 2 Weeks

Slavemaster's Grip- (Passive Ability, Enslaver) Possessor's Soul items may not be stolen by sources below Level 20 who are not 2 or more Levels greater than possessor
Requires: Soul Wielding I, Force of Command
Cost: 40,000 Gold, 2 Weeks

Slavemaster's Forceful Presence- (Passive Ability, Enslaver) Possessor's Charm infliction chances are increased by 15% if possessor has a Soul equipped
Requires: Slavemaster's Grip, Enslaving Force, Enslaver
Cost: 150,000 Gold, 2 Weeks

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.
Requires: Basic Soul Training
Cost: 60,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Shield Training- (Passive Ability, Defender) This character gains +6 Defense when a Shield is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Shield Wielding I- (Passive Ability, Defender) +5 to all stats when a Shield is equipped
Requires: Basic Shield Training
Cost: 20,000 Gold, 2 Weeks

Shield Wielding II- (Passive Ability, Defender) +25 to all stats when a Shield is equipped, +50 Defense when a Shield is equipped
Requires: Shield Wielding I
Cost: 60,000 Gold, 2 Weeks

Apprentice Shield Training- (Passive Ability, Defender) This character gains +50 Defense and +500 HP when a Shield is equipped.
Requires: Basic Shield Training, 3 other Defender abilities
Cost: 125,000 Gold, 2 Weeks

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.
Requires: Apprentice Shield Training
Cost: 150,000 Gold, 3 Weeks

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.
Requires: Block Around the Clock
Cost: 140,000 Gold, 3 Weeks

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.
Requires: Apprentice Shield Training
Cost: 200,000 Gold, 2 Weeks

Defensive Stance- (Stance Ability, Defender) +50 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks

Defensive Stance II- (Stance Ability, Defender) +200 Defense
Requires: Defensive Stance, 3 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 200,000 Gold, 2 Weeks

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.
Requires: Basic Shield Training
Cost: 70,000 Gold, 2 Weeks

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
Requires: Basic Shield Training
Cost: 90,000 Gold, 2 Weeks

Two-Shields Stance- (Stance Ability, Defender) If possessor has at least two Shields equipped, possessor gains +200 Defense
Requires: Basic Shield Training
Cost: 60,000 Gold, 2 Weeks

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.
Requires: Apprentice Shield Training, 10 other Defender abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Accurate Scythe Use- (Passive Ability, Reaper) Possessor gains +1% To Hit when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks

Dangerous Scythe Use- (Passive Ability, Reaper) Possessor gains +1% Critical when a Scythe is equipped
Requires: Scythe Wielding III, Harvest Mastery
Cost: 2,500,000 Gold, 2 Weeks

Harvester's Scythe- (Passive Ability, Reaper) Possessor gains +80 Melee Attack against Plants
Requires: Basic Scythe Training
Cost: 160,000 Gold, 2 Weeks

Improved Hexing Harvest- (Passive Ability, Reaper) Possessor's 'Hexing Harvest' technique has its chance of inflicting Hexed increased to 30%
Requires: Hexing Harvest, Basic Dark Magic Attunement
Cost: 10,000 Gold, 1 Week

Peasant's Work Ethic- (Passive Ability, Reaper) 5% Fatigued Resistance
Requires: No Prerequisites
Cost: 10,000 Gold, 3 Weeks

Warlock’s Scythe- (Passive Ability, Reaper) Possessor’s Scythe weapons gain +100 Melee Attack and +50 Magical Attack for each Warlock ability that possessor possesses, to a max of 200 such abilities.
Requires: Apprentice Scythe Training, Warlock
Cost: 800,000 Gold, 4 Weeks

Aquatic-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Aquatic-Slaying 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 +1000 Melee Attack against Aquatics and gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Dragon-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Dragon-Slaying 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 +1000 Melee Attack against Dragons and gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Human-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Human-Slaying 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 +1000 Melee Attack against Humans and gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Humanoid-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Humanoid-Slaying 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 +1000 Melee Attack against Humanoids and gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Plant-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Plant-Slaying 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 +1000 Melee Attack against Plants and gains +25% Critical against Plants, gains +5% To Hit against Plants, and gains 5% inflicts Instant Death against Plants.
Requires: Plant-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Prime-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Prime-Slaying 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 +1000 Melee Attack against Primes and gains +25% Critical against Primes, gains +5% To Hit against Primes, and gains 5% inflicts Instant Death against Primes.
Requires: Prime-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Spirit-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Spirit-Slaying 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 +1000 Melee Attack against Spirits and gains +25% Critical against Spirits, gains +5% To Hit against Spirits, and gains 5% inflicts Instant Death against Spirits.
Requires: Spirit-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Undead-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Undead-Slaying 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 +1000 Melee Attack against Undead and gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Outsider-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Outsiders and gains +25% Critical against Outsiders.
Requires: Outsider-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks

Outsider-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Outsiders and gains +5% To Hit against Outsiders.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks

Outsider-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Outsider-Slaying 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 +1000 Melee Attack against Outsiders and gains +25% Critical against Outsiders, gains +5% To Hit against Outsiders, and gains 5% inflicts Instant Death against Outsiders.
Requires: Outsider-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Golem-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Golems and gains +25% Critical against Golems.
Requires: Golem-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks

Golem-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Golems and gains +5% To Hit against Golems.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks

Golem-Slaying Harvest- (Technique Ability, Reaper) Possessor may use 'Golem-Slaying 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 +1000 Melee Attack against Golems and gains +25% Critical against Golems, gains +5% To Hit against Golems, and gains 5% inflicts Instant Death against Golems.
Requires: Golem-Bane Harvest, Adept Scythe Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Coded Being-Bane Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Bane Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +750 Melee Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Harvest, Reaper, Level 20
Cost: 300,000 Gold, 1 Weeks

Coded Being-Hunting Harvest- (Technique Ability, Reaper) Possessor may use 'Coded Being-Hunting Harvest' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has a Scythe equipped. Said attack gains +200 Melee Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Scythe Training
Cost: 300,000 Gold, 1 Weeks


Lord Gadigan wrote: Keeps

Basic Polearm Training- (Passive Ability, Dragoon) This character gains +6 Magical Attack and +6 Melee Attack when a Polearm is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Longarm Stance- (Stance Ability, Dragoon) Possessor may use Melee Attacks on the enemy front row from your back row for half damage if possessor has a Polearm equipped
Requires: Basic Polearm Mastery
Cost: 120,000 Gold, 3 Weeks

Bolt Hack- (Technique Ability, Dragoon) Possessor may use 'Bolt 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 +100 Melee Attack and becomes solely Electricity element.
Requires: Basic Polearm Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Polearm Training, 3 other Dragoon abilities
Cost: 125,000 Gold, 2 Weeks

Code Hack- (Technique Ability, Dragoon) Possessor may use 'Code 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 +100 Melee Attack and becomes solely Technology element.
Requires: Basic Polearm Training, Basic Technology Synchronization
Cost: 300,000 Gold, 2 Weeks

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.
Requires: Apprentice Polearm Training
Cost: 300,000 Gold, 2 Weeks

Impact Hack- (Technique Ability, Dragoon) Possessor may use 'Impact 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 +100 Melee Attack and becomes solely Physical element.
Requires: Basic Polearm Training, Basic Physical Synchronization
Cost: 300,000 Gold, 2 Weeks

Polearm Wielding I- (Passive Ability, Dragoon) +5 to all stats when a Polearm is equipped
Requires: Basic Polearm Training
Cost: 20,000 Gold, 2 Weeks

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
Requires: Polearm Wielding I
Cost: 60,000 Gold, 2 Weeks

Hack Mastery- (Passive Ability, Dragoon) Technique Abilities from the Dragoon class whose name includes 'Hack' 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.
Requires: 5 Dragoon abilities that are Techniques whose name contains 'Hack'
Cost: 5,000,000 Gold, 5 Weeks

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.
Requires: Apprentice Polearm Training, 10 other Dragoon abilities
Cost: 125,000 Gold, 4 Weeks

Unified Knowledge of Spears and Polearms- (Passive Ability, Dragoon) Possessor may count Dragoon abilities possessor possesses as Lancer abilities (including for prerequisite purposes), Possessor may count Lancer abilities possessor possesses as Dragoon abilities (including for prerequisite purposes)
Requires: Lancer, Dragoon, Guilassimo's Impaling Polearm Stance, Hack Mastery, Thrust Mastery, Longarm Stance
Cost: 5,000,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Orb Training- (Passive Ability, Magus) Possessor gains +6 Magical Attack when an Orb is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Bowling Skills- (Passive Ability, Magus) Possessor gains 105% To Hit when an Orb is equipped.
Requires: Basic Orb Training
Cost: 30,000 Gold, 2 Weeks

League-Caliber Bowling Skills- (Passive Ability, Magus) Possessor gains 125% To Hit when an Orb is equipped, Possessor's Orbs that provide a Ranged Attack bonus provide an additional +50 such points.
Requires: Basic Bowling Skills, Level 5
Cost: 600,000 Gold, 5 Weeks

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
Requires: Basic Orb Training, 3 other Magus abilities
Cost: 125,000 Gold, 2 Weeks

Dual Orb-Wielding- (Passive Ability, Magus) Possessor gains +50 Magical Attack if possessor has two Orbs or a Orb that is a Weaponx2 equipped
Requires: Apprentice Orb Training
Cost: 60,000 Gold, 2 Weeks

Basic Bowling Wizard Skills- (Passive Ability, Magus) Possessor's Orb weapons that provide a Ranged Attack bonus greater than their Magical Attack bonus may provide an additional Magical Attack bonus equal to half their Ranged Attack bonus that cannot be greater than the difference between their original Ranged Attack bonus and Magical Attack bonus, to a max of 50,000 points
Requires: League-Caliber Bowling Skills, Wizard, Theoretical Spellcaster
Cost: 20,000,000 Gold, 5 Weeks

Orb Wielding I- (Passive Ability, Magus) +5 to all stats when a Orb is equipped
Requires: Basic Orb Training
Cost: 20,000 Gold, 2 Weeks

Orb Wielding II- (Passive Ability, Magus) +25 to all stats when a Orb is equipped, +50 Magical Attack when a Orb is equipped
Requires: Orb Wielding I
Cost: 60,000 Gold, 2 Weeks

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
Requires: Basic Orb Training
Cost: 70,000 Gold, 2 Weeks

Sticky Sphere- (Technique Ability, Magus) Possessor may use 'Sticky Shot' in conjunction with a 'Magical Attack' action, so long as no other technique is used and possessor has an Orb equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Orb Training
Cost: 300,000 Gold, 2 Weeks

Magus- (Passive Ability, Magus) Possessor gains +(100 * Possessor Level) Magical Attack if possessor has an Orb equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has an Orb equipped
Requires: Apprentice Orb Training, 10 other Magus abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Mace Training- (Passive Ability, Lawbringer) Possessor gains +6 Magical Attack and +6 Melee Attack when a Mace is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Knowledge of Legal Codes- (Passive Ability, Lawbringer) +150 MIN, 10% Entombed: Incarcerated Resistance
Requires: None
Cost: 90,000 Gold, 3 Weeks

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
Requires: Knowledge of Legal Codes, Basic Mace Training
Cost: 180,000 Gold, 2 Weeks

Apprentice Mace Training- (Passive Ability, Lawbringer) This character gains +50 Melee Attack, +50 Magical Attack, and +500 HP when a Mace is equipped.
Requires: Basic Mace Training, 3 other Lawbringer abilities
Cost: 125,000 Gold, 2 Weeks

Lawyer- (Passive Ability, Lawbringer) Possessor has a 5% chance of, each time a debuff would be applied to one of possessor's allies, delaying said debuff for 1-3 rounds, provided that said debuff comes from a lower-level source that is below level 20, +40 MIN
Requires: Knowledge of Legal Codes
Cost: 210,000 Gold, 3 Weeks

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
Requires: Basic Mace Training, Basic Gun Training, Basic Clothing Mastery
Cost: 200,000 Gold, 2 Weeks

Long Arm of the Law- (Passive Ability, Lawbringer) Possessor may make Melee Attacks from the back row so long as possessor has a Mace equipped
Requires: Apprentice Mace Training
Cost: 2500,000 Gold, 3 Weeks

Officer of the Law- (Passive Ability, Lawbringer) Possessor's Melee Attack bonuses and stat bonuses from Lawbringer abilities that require a Mace to be equipped are applied at half value if possessor has a Sword or Gun equipped but no Mace
Requires: Basic Mace Training
Cost: 90,000 Gold, 3 Weeks

Appeal Verdict- (Active Ability, Lawbringer) Possessor may use Appeal Verdict in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack gains a 50% of curing Entombed: Incarcerated
Requires: Lawyer
Cost: 60,000 Gold, 2 Weeks

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
Requires: Judge
Cost: 80,000 Gold, 2 Weeks

Formal Pardon- (Active Ability, Lawbringer) Possessor may use Formal Pardon in conjunction with a Magical Attack, so long as no other technique is used and a Mace is equipped. This attack cures Entombed: Incarcerated
Requires: Appeal Verdict, Judge
Cost: 190,000 Gold, 2 Weeks

Lawbringer- (Passive Ability, Lawbringer) Possessor gains +(100 * Possessor Level) Melee Attack and Magical attack if possessor has a Mace equipped, Possessor gains +(25 * Possessor Level) to all stats if possessor has a Mace equipped
Requires: Apprentice Mace Training, 10 other Lawbringer abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

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.
Requires: Apprentice Knife Training
Cost: 10,000 Gold, 1 Week

Shadow Stab- (Technique Ability, Shadow Blade) Possessor may use 'Shadow Stab' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Knife equipped. Said attack gains +100 Melee Attack and becomes solely Darkness element.
Requires: Basic Knife Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Knife Training, 3 other Shadow Blade abilities
Cost: 125,000 Gold, 2 Weeks

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
Requires: 10 Base MIN, 10 Base AGI, Apprentice Knife Training
Cost: 90,000 Gold, 3 Weeks

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
Requires: Clever Move
Cost: 100,000 Gold, 2 Weeks

Fling Knife- (Technique Ability, Shadow Blade) Possessor may use 'Fling Knife' in conjunction with a 'Ranged Attack' action so long as no other technique is used and possessor has a Knife equipped. Said action incorporates the Melee Attack bonus of one equipped Knife as though it were an equivalent Ranged Attack bonus instead.
Requires: Apprentice Throwing Weapong Training, Apprentice Knife Training
Cost: 300,000 Gold, 2 Weeks

Knife Wielding I- (Passive Ability, Shadow Blade) +5 to all stats when a Knife is equipped
Requires: Basic Knife Training
Cost: 20,000 Gold, 2 Weeks

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
Requires: Knife Wielding I
Cost: 60,000 Gold, 2 Weeks

Nasty Scarstrike- (Technique Ability, Shadow Blade) Possessor may use Nasty Scarstrike in conjunction with a Melee Attack, so long as no other technique is used and a Knife is equipped. Said Melee Attack action gains +30 Melee Attack and a 20% chance of inflicting Impaired
Requires: Bloodletter
Cost: 70,000 Gold, 2 Weeks

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
Requires: Apprentice Knife Training, 10 other Shadow Blade abilities
Cost: 125,000 Gold, 4 Weeks

Animate Shadow- (Passive Ability, Shadow Blade) Possessor gains +500 Melee Attack and counts as possessing an additional Umbral ally
Requires: Shadow Blade, Ebon Chancellor, Umbramancer, Shadow Stab
Cost: 750,000 Gold, 2 Weeks

Knife Thrower- (Passive Ability, Shadow Blade) Possessor may treat Knife weapons that possess a Ranged Attack bonus as Throwing Weapon weapons for purposes of Assassin abilities
Requires: Fling Knife, Assassin, Shadow Blade
Cost: 500,000 Gold, 2 Weeks

Knives Up the Sleeves- (Passive Ability, Shadow Blade) At the start of each of possessor's actions, possessor may equip up to two Knives
Requires: Shadow Blade, Thief
Cost: 5,000,000 Gold, 2 Weeks

Hundred Stabbing Raindrops- (Technique Ability, Shadow Blade) Possessor may use 'Hundred Stabbing Raindrops' in conjunction with a 'Ranged Attack' or 'Ranged Overdrive' action so long as no other technique is used and possessor has a Knife equipped. Said action gains +2,000 Ranged Attack, incorporates the Melee Attack bonus of each equipped Knife as though it was an equivalent Ranged Attack bonus instead, and gains '1 hit against 100'.
Requires: Knife Thrower, Level 20, 10 Base AGI
Cost: 30,000,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Instrument Training- (Passive Ability, Musician) Possessor gains +6 Magical Attack when an Instrument is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Can Play the Guitar- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Guitar' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Air Guitar- (Passive Ability, Musician) Possessor may count as having an Air-element Instrument named 'Air Guitar' that provides +250 Magical Attack equipped if possessor has 2 empty Weapon slots
Requires: Can Play the Guitar, Apprentice Air Synchronization
Cost: 400,000 Gold, 2 Weeks

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
Requires: Basic Instrument Training, 3 other Musician abilities
Cost: 125,000 Gold, 2 Weeks

Can Play the Cymbals- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Cymbal' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Drum- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Drum' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Rimshot- (Passive Ability, Musician) If possessor has an Instrument with the word 'Drum' or 'Cymbal' in its name equipped, possessor may increase the Confusion: Overcome by Laughter infliction chances of possessor's allies by 5%
Requires: Can Play the Drums, Can Play the Cymbals
Cost: 300,000 Gold, 2 Weeks

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
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Ominous Introit- (Passive Ability, Musician) Possessor's opponents have a 10% chance of being afflicted with Confusion: Fear at the start of the first round of battle if possessor has an Instrument with 'Organ' in its name equipped
Requires: Can Play the Organ
Cost: 100,000 Gold, 2 Weeks

Choral Organist- (Passive Ability, Musician) Divine Magic spells cost possessor and possessor's allies 300 less MP to cast if possessor has an Instrument with 'Organ' in its name equipped
Requires: Basic Divine Magic Attunement, Can Play the Organ
Cost: 100,000 Gold, 2 Weeks

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
Requires: Apprentice Instrument Training, 10 other Musician abilities
Cost: 125,000 Gold, 4 Weeks

Phantom Organmaster- (Passive Ability, Musician) Possessor's 'Magical Attack' actions may gain '60% inflicts Confusion: Fear' if possessor is an Undead and has an Instrument with 'Organ' in its name equipped
Requires: Deathless One, Musician, Can Play the Organ
Cost: 400,000 Gold, 2 Weeks

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
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Drop a Piano On Them!- (Technique Ability, Musician) Possessor may use 'Drop a Piano On Them!' in conjuction with a 'Ranged Attack' action so long as no other technique is used and possessor has an Instrument with 'Piano' in its name equipped. Said action gains +500 Melee Attack and a 20% chance of inflicting Fatigued: Stun.
Requires: Can Play the Piano, Brawny
Cost: 100,000 Gold, 2 Weeks

Fast Piano Playing- (Passive Ability, Musician) Possessor gains 110% To Hit, +10 SPI, and +50 AGI if possessor has an Instrument with 'Piano' in its name equipped
Requires: Can Play the Piano
Cost: 100,000 Gold, 2 Weeks

Can Play the Trombone- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Trombone' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

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
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week

Can Play the Tuba- (Passive Ability, Musician) Possessor gains +50 Magical Attack and +25 to all stats if possessor has an Instrument with 'Tuba' in its name equipped
Requires: Basic Instrument Training
Cost: 50,000 Gold, 1 Week


Lord Gadigan wrote: Keeps

Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Gun Training, Basic Ice Synchronization
Cost: 300,000 Gold, 2 Weeks

Apprentice Gun Training- (Passive Ability, Gunner) This character gains +50 Ranged Attack when a Gun is equipped.
Requires: Basic Gun Training, 3 other Gunner abilities
Cost: 125,000 Gold, 2 Weeks

Dud Shot- (Technique Ability, Gunner) Possessor may use 'Dud Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun 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.
Requires: Apprentice Gun Training
Cost: 10,000 Gold, 1 Week

Debilitating Shot- (Technique Ability, Gunner) Possessor may use 'Debilitating Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Stat Drain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 2 Weeks

Improved Debilitating Shot- (Passive Ability, Gunner) Possessor's 'Debilitating Shot' technique has its chance of inflicting Stat Drain increased to 30%
Requires: Debilitating Shot, Basic Gunslinging Attunement
Cost: 10,000 Gold, 1 Week

Shot Mastery- (Passive Ability, Gunner) Technique Abilities from the Gunner class whose name includes 'Shot' 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.
Requires: 5 Gunner abilities that are Techniques whose name contains 'Shot'
Cost: 5,000,000 Gold, 5 Weeks

Gangsta' Style Shooting- (Passive Ability, Gunner) Possessor's 'Ranged Attack' actions do not incorporate To Hit reductions from debuffs from sources below Level 5
Requires: Basic Gun Training
Cost: 60,000 Gold, 2 Weeks

Gangsta- (Passive Ability, Gunner) Possessor gains +100 CON and 1% Illusion Resistance
Requires: Gangsta' Style Shooting
Cost: 200,000 Gold, 2 Weeks

Shot on the Run- (Technique Ability, Gunner) Possessor may use 'Shot on the Run' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +100 Ranged Attack, may be made from the front row, and moves its user to the back row. Damage-halving for 'Ranged Attack' actions is not factored into this attack, but its performer is moved to the back row at the end of the attack.
Requires: Apprentice Gun Training
Cost: 500,000 Gold, 1 Weeks

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.
Requires: Apprentice Gun Training, 10 other Gunner abilities
Cost: 125,000 Gold, 4 Weeks

Armor-Piercing Shot- (Technique Ability, Gunner) Possessor may use 'Armor-Piercing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack pierces 200 Defense.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Critical Shot- (Technique Ability, Gunner) Possessor may use 'Critical Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% Critical.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Deft Shot- (Technique Ability, Gunner) Possessor may use 'Deft Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +5% To Hit.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Dizzying Shot- (Technique Ability, Gunner) Possessor may use 'Dizzying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Confusion.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Envenomed Shot- (Technique Ability, Gunner) Possessor may use 'Envenomed Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Poison.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Ill Shot- (Technique Ability, Gunner) Possessor may use 'Ill Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Diseased.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Impairing Shot- (Technique Ability, Gunner) Possessor may use 'Impairing Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Impaired.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Painful Shot- (Technique Ability, Gunner) Possessor may use 'Painful Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Pain.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Paralytic Shot- (Technique Ability, Gunner) Possessor may use 'Paralytic Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Sticky Shot- (Technique Ability, Gunner) Possessor may use 'Sticky Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains a 20% chance of inflicting Paralyzed: Sticky.
Requires: Apprentice Gun Training
Cost: 300,000 Gold, 1 Weeks

Bubble Shot- (Technique Ability, Gunner) Possessor may use 'Bubble Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Water element.
Requires: Basic Gun Training, Basic Water Synchronization
Cost: 300,000 Gold, 1 Weeks

Bolt Shot- (Technique Ability, Gunner) Possessor may use 'Bolt Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Electricity element.
Requires: Basic Gun Training, Basic Electricity Synchronization
Cost: 300,000 Gold, 1 Weeks

Current Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted'.
Requires: Bolt Shot, Apprentice Gun Training, Apprentice Electrical Synchronization
Cost: 300,000 Gold, 1 Weeks

Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 1 Weeks

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Code Shot- (Technique Ability, Gunner) Possessor may use 'Code Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Technology element.
Requires: Basic Gun Training, Basic Technology Synchronization
Cost: 300,000 Gold, 1 Weeks

Deletion Shot- (Technique Ability, Gunner) Possessor may use 'Deletion Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Technology element, and gains '15% inflicts Overload'.
Requires: Code Shot, Apprentice Gun Training, Apprentice Technology Synchronization
Cost: 300,000 Gold, 1 Weeks

Frost Shot- (Technique Ability, Gunner) Possessor may use 'Frost Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Ice element.
Requires: Basic Gun Training, Basic Ice Synchronization
Cost: 300,000 Gold, 1 Weeks

Frigid Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen'.
Requires: Frost Shot, Apprentice Gun Training, Apprentice Ice Synchronization
Cost: 300,000 Gold, 1 Weeks

Sleeting Shot- (Technique Ability, Gunner) Possessor may use 'Frigid Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Ice element, and gains '15% inflicts Frozen', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Frigid Shot, Gunner, Snow Queen
Cost: 300,000 Gold, 1 Weeks

Frozen Shot- (Technique Ability, Gunner) Possessor may use 'Frozen Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Ice element, and gains '30% inflicts Frozen'.
Requires: Sleeting Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Shadow Shot- (Technique Ability, Gunner) Possessor may use 'Shadow Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack gains +100 Ranged Attack and becomes solely Darkness element.
Requires: Basic Gun Training, Basic Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks

Umbral Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack, becomes solely Darkness element, and gains '15% inflicts Voidstruck'.
Requires: Shadow Shot, Apprentice Gun Training, Apprentice Darkness Synchronization
Cost: 300,000 Gold, 1 Weeks

Night Shot- (Technique Ability, Gunner) Possessor may use 'Umbral Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun 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'.
Requires: Umbral Shot, Gunner, Ebon Chancellor
Cost: 300,000 Gold, 1 Weeks

Black Shot- (Technique Ability, Gunner) Possessor may use 'Black Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Darkness element, and gains '30% inflicts Voidstruck'.
Requires: Night Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Adept Gun Training- (Passive Ability, Gunner) Possessor's Gun weapons can provide an additional +10,000 Ranged Attack before capping, Possessor's Gun Weapons 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 Gun
Requires: Gunner, 50 other Gunner Abilities, Level 20
Cost: 5,000,000 Gold, 10 Weeks

Crisis Overcrash: Execution Sentence- (Technique Ability, Gunner) Possessor may use 'Crisis Overcrash: Execution Sentence' in conjunction with a 'Ranged Overdrive' or 'Ultimate Attack' action so long as possessor's MP is not set to 0, possessor has been in a Crisis Zone for the ends of the previous two rounds, possessor is currently in a Crisis Zone, no other technique or overcrash is being used, and possessor has a Gun equipped. Said action gains +10,000 Ranged Attack and '50% inflicts Instant Death'. Said action sets its user's MP to 0 for the remainder of the thread.
Requires: Adept Gun Training, Crisis Zone
Cost: 100,000,000 Gold, 24 Weeks

Blitz Shot- (Technique Ability, Gunner) Possessor may use 'Current Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +300 Ranged Attack, becomes solely Electrical element, and gains '15% inflicts Electrocuted', deals 1/4 Damage, and gains '1 hit against 10'.
Requires: Current Shot, Gunner, Thunder Czar
Cost: 300,000 Gold, 1 Weeks

Lightning Shot- (Technique Ability, Gunner) Possessor may use 'Lightning Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +500 Ranged Attack, becomes solely Electrical element, and gains '30% inflicts Electrocuted'.
Requires: Blitz Shot, Level 20
Cost: 500,000 Gold, 1 Weeks

Inundating Shot- (Technique Ability, Gunner) Possessor may use 'Inundating Shot' in in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has an Gun equipped. Said attack +200 Ranged Attack, becomes solely Water element, and gains '15% inflicts Drowning'.
Requires: Bubble Shot, Apprentice Gun Training, Apprentice Water Synchronization
Cost: 300,000 Gold, 1 Weeks

Aerial-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aerials and gains +25% Critical against Aerials.
Requires: Aerial-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Aerial-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aerials and gains +5% To Hit against Aerials.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Aerial-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aerial-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aerials, gains +25% Critical against Aerials, gains +5% To Hit against Aerials, and gains 5% inflicts Instant Death against Aerials.
Requires: Aerial-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Alien-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aliens and gains +25% Critical against Aliens.
Requires: Alien-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Alien-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aliens and gains +5% To Hit against Aliens.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Alien-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Alien-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aliens, gains +25% Critical against Aliens, gains +5% To Hit against Aliens, and gains 5% inflicts Instant Death against Aliens.
Requires: Alien-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Animal-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Animals and gains +25% Critical against Animals.
Requires: Animal-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Animal-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Animals and gains +5% To Hit against Animals.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Animal-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Animal-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Animals, gains +25% Critical against Animals, gains +5% To Hit against Animals, and gains 5% inflicts Instant Death against Animals.
Requires: Animal-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 1 Weeks

Aquatic-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Aquatics and gains +25% Critical against Aquatics.
Requires: Aquatic-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Aquatic-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Aquatics and gains +5% To Hit against Aquatics.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Aquatic-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Aquatic-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Aquatics, gains +25% Critical against Aquatics, gains +5% To Hit against Aquatics, and gains 5% inflicts Instant Death against Aquatics.
Requires: Aquatic-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Astral Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Astral Beings and gains +25% Critical against Astral Beings.
Requires: Astral Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Astral Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Astral Beings and gains +5% To Hit against Astral Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Astral Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Astral Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Astral Beings, gains +25% Critical against Astral Beings, gains +5% To Hit against Astral Beings, and gains 5% inflicts Instant Death against Astral Beings.
Requires: Astral Being-Bane Shot, Adept Gunner, Level 40
Cost: 300,000 Gold, 1 Weeks

Coded Being-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Coded Beings and gains +25% Critical against Coded Beings.
Requires: Coded Being-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Coded Being-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Coded Beings and gains +5% To Hit against Coded Beings.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Coded Being-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Coded Being-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged 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.
Requires: Coded Being-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Darkspawn and gains +25% Critical against Darkspawn.
Requires: Darkspawn-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Darkspawn and gains +5% To Hit against Darkspawn.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Darkspawn-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Darkspawn-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Darkspawn, gains +25% Critical against Darkspawn, gains +5% To Hit against Darkspawn, and gains 5% inflicts Instant Death against Darkspawn.
Requires: Darkspawn-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Dragon-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Dragons and gains +25% Critical against Dragons.
Requires: Dragon-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Dragon-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Dragons and gains +5% To Hit against Dragons.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Dragon-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Dragon-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Dragons, gains +25% Critical against Dragons, gains +5% To Hit against Dragons, and gains 5% inflicts Instant Death against Dragons.
Requires: Dragon-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Horror-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Horrors and gains +25% Critical against Horrors.
Requires: Horror-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Horror-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Horrors and gains +5% To Hit against Horrors.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Horror-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Horror-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Horrors, gains +25% Critical against Horrors, gains +5% To Hit against Horrors, and gains 5% inflicts Instant Death against Horrors.
Requires: Horror-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Human-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Human-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humans and gains +25% Critical against Humans.
Requires: Human-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Human-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Human-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humans and gains +5% To Hit against Humans.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Human-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Human-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humans, gains +25% Critical against Humans, gains +5% To Hit against Humans, and gains 5% inflicts Instant Death against Humans.
Requires: Human-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Humanoid-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Humanoids and gains +25% Critical against Humanoids.
Requires: Humanoid-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Humanoid-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Humanoids and gains +5% To Hit against Humanoids.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Humanoid-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Humanoid-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Humanoids, gains +25% Critical against Humanoids, gains +5% To Hit against Humanoids, and gains 5% inflicts Instant Death against Humanoids.
Requires: Humanoid-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Insect-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Insects and gains +25% Critical against Insects.
Requires: Insect-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Insect-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Insects and gains +5% To Hit against Insects.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Insect-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Insect-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Insects, gains +25% Critical against Insects, gains +5% To Hit against Insects, and gains 5% inflicts Instant Death against Insects.
Requires: Insect-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Reptile-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Reptiles and gains +25% Critical against Reptiles.
Requires: Reptile-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Reptile-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Reptiles and gains +5% To Hit against Reptiles.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Reptile-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Reptile-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Reptiles, gains +25% Critical against Reptiles, gains +5% To Hit against Reptiles, and gains 5% inflicts Instant Death against Reptiles.
Requires: Reptile-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Shapeshifter-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Shapeshifters and gains +25% Critical against Shapeshifters.
Requires: Shapeshifter-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Shapeshifter-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Shapeshifters and gains +5% To Hit against Shapeshifters.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Shapeshifter-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Shapeshifter-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Shapeshifters, gains +25% Critical against Shapeshifters, gains +5% To Hit against Shapeshifters, and gains 5% inflicts Instant Death against Shapeshifters.
Requires: Shapeshifter-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Undead-Bane Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Bane Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +750 Ranged Attack against Undead and gains +25% Critical against Undead.
Requires: Undead-Hunting Shot, Gunner, Level 20
Cost: 300,000 Gold, 1 Weeks

Undead-Hunting Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Hunting Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +200 Ranged Attack against Undead and gains +5% To Hit against Undead.
Requires: Basic Gun Training
Cost: 300,000 Gold, 1 Weeks

Undead-Slaying Shot- (Technique Ability, Gunner) Possessor may use 'Undead-Slaying Shot' in conjunction with a 'Ranged Attack' action, so long as no other technique is used and possessor has a Gun equipped. Said attack gains +1,000 Ranged Attack against Undead, gains +25% Critical against Undead, gains +5% To Hit against Undead, and gains 5% inflicts Instant Death against Undead.
Requires: Undead-Bane Shot, Adept Gun Training, Level 40
Cost: 300,000 Gold, 1 Weeks

Expert Gun Training- (Passive Ability, Gunner) The Ranged Attack bonus granted by up to one Gun 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 Gun)
Requires: Adept Gun Training, 100 other Gunner Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks


Lord Gadigan wrote: Keeps

Basic Fist Weapon Training- (Passive Ability, Combatant) Possessor gains +6 Melee Attack and +5 CON when a Fist Weapon is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Western Boxing- (Passive Ability, Combatant) Possessor gains +80 Melee Attack, +40 STR, and +10 AGI if a Fist Weapon is equipped.
Requires: Basic Fist Weapon Training
Cost: 190,000 Gold, 3 Weeks

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
Requires: Basic Fist Weapon Training, 3 other Combatant abilities
Cost: 125,000 Gold, 2 Weeks

Fast Arms- (Passive Ability, Combatant) Possessor's Melee Attack actions may not be pre-emptively countered by individuals under Level 10
Requires: Basic Fist Weapon Training
Cost: 150,000 Gold, 3 Weeks

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
Requires: Western Boxing
Cost: 110,000 Gold, 2 Weeks

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.
Requires: Western Boxing
Cost: 60,000 Gold, 2 Weeks

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.
Requires: Western Boxing
Cost: 130,000 Gold, 2 Weeks

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
Requires: Basic Fist Weapon Training
Cost: 80,000 Gold, 2 Weeks

Gangster's Extortion Knuckle- (Active Ability, Combatant) This attack gains +55 Melee Attack and deals an additional 10,000 Gold Damage or Drain if it already does Gold Damage or Drain, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Crack Knuckles
Cost: 80,000 Gold, 2 Weeks

Face-Pulper- (Active Ability, Combatant) This attack gains +55 Melee Attack 10% inflicts Wounded: Disfigured, and 15% inflicts Wounded, this ability may be used as part of a Melee Attack if no other Technique is used, this ability may only be used if possessor has a Fist Weapon equipped
Requires: Gangster's Extortion Knuckle
Cost: 190,000 Gold, 2 Weeks

Boxer's Face-Guarding Techinique- (Passive Ability, Combatant) Possessor's buff from the ability 'Raise Hands to Protect Face' lasts 3 rounds
Requires: Raise Hands to Protect Face
Cost: 105,000 Gold, 2 Weeks

Wind Fist- (Technique Ability, Combatant) Possessor may use 'Wind Fist' in conjunction with a 'Melee Attack' action, so long as no other technique is used and possessor has an Fist Weapon equipped. Said attack gains +100 Melee Attack and becomes solely Air element.
Requires: Basic Fist Weapon Training, Basic Air Synchronization
Cost: 300,000 Gold, 2 Weeks

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
Requires: Apprentice Fist Weapon Training, 10 other Combatant abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Book Training- (Passive Ability, Scholar) This character gains +6 Magical Attack when a Book is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

General Knowledge of the Main Universe within the Second Holy Empire- (Passive Ability, Scholar) +100 MIN
Requires: No Prerequisites
Cost: 50,000 Gold, 2 Weeks

Basic Understanding of Mana Patterns- (Passive Ability, Scholar) Possessor gains +50 MIN.
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Apprentice Book Training- (Passive Ability, Scholar) Possessor gains +50 Magical Attack when a Book is equipped.
Requires: Basic Book Training, 3 other Scholar abilities
Cost: 125,000 Gold, 2 Weeks

Basic Understanding of Effect / Mana-Pattern Interaction- (Passive Ability, Scholar) Possessor gains 20% Resistance to Level 1 individuals
Requires: Basic Understand of Mana Patterns, Knowledge of Basic Magic Theory
Cost: 100,000 Gold, 2 Weeks

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
Requires: No Prerequisites
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Area Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present
Requires: Basic Understanding of Mana Patterns
Cost: 100,000 Gold, 2 Weeks

Basic Understanding of Dimensional Mana Patterns- (Passive Ability, Scholar) Possessor gains +100 to all stats if a Zone, Terrain, or Phantom Terrain is present, Spells that create Zones or allow individuals to exit battle or that summon cost possessor 200 less MP to cast
Requires: Basic Understanding of Area Mana Patterns, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

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
Requires: Basic Understanding of Mana Patterns, General Knowledge of the Main Universe within the Second Holy Empire, Basic Knowledge of Dimensions
Cost: 100,000 Gold, 2 Weeks

Knowledge of Major Religions- (Passive Ability, Scholar) Possessor gains +50 MIN and +50 SPI
Requires: Basic Divine Magic Attunement, Basic Healer Magic Attunement OR Basic Dark Magic Attunement, Basic Understanding of Entity Mana Patterns
Cost: 60,000 Gold, 2 Weeks

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.
Requires: Apprentice Book Training, 10 other Scholar abilities
Cost: 125,000 Gold, 4 Weeks

Scholar of Spells- (Passive Ability, Scholar) Possessor gains +500 MIN, Spells cost possessor 20,000 less MP to cast
Requires: Scholar, 50 abilities from spell-based classes
Cost: 500,000 Gold, 4 Weeks

Knowledge of Random Trivia- (Passive Ability, Scholar) Possessor gains +50 MIN on rounds whose number is a multiple of 7
Requires: Basic Book Training
Cost: 20,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Bailartix Training- (Passive Ability, Soldreidrethanoi) This character gains +6 Ranged Attack when a Bailartix is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Bailartix Wielding I- (Passive Ability, Soldreidrethanoi) +5 to all stats when a Bailartrix is equipped
Requires: Basic Bailartrix Training
Cost: 20,000 Gold, 2 Weeks

Bailartix Wielding II- (Passive Ability, Soldreidrethanoi) +25 to all stats when a Bailartix is equipped, +50 Ranged Attack when a Bailartix is equipped
Requires: Bailartix Wielding I
Cost: 60,000 Gold, 2 Weeks

Apprentice Bailartix Training- (Passive Ability, Soldreidrethanoi) Possessor gains +50 Ranged Attack if possessor has a Bailartix equipped, Possessor gains +20 to all stats if possessor has a Bailartix equipped
Requires: Basic Bailartix Training, 3 other Soldreidrethanoi abilities
Cost: 125,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Axe Training- (Passive Ability, Ravager) This character gains +6 Melee Attack when an Axe is equipped.
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Gladiator's Pride- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or Heavy armor is equipped
Requires: None
Cost: 90,000 Gold, 2 Weeks

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
Requires: Barbarian's Fortitude or Gladiator's Pride
Cost: 90,000 Gold, 2 Weeks

Controlled Rage- (Active Ability, Ravager) Possessor may become selectively non-immune to Berserk-inflicting sources
Requires: Gladiator's Pride, Berserker Rage
Cost: 50,000 Gold, 3 Weeks

Directed Rage- (Passive Ability, Ravager) Posessor does not attack allies while Berserk
Requires: Controlled Rage
Cost: 80,000 Gold, 3 Weeks

Apprentice Axe Training- (Passive Ability, Ravager) Possessor gains +50 Melee Attack when possessor has an Axe equipped.
Requires: Basic Axe Training, 3 other Ravager abilities
Cost: 125,000 Gold, 2 Weeks

Barbarian's Fortitude- (Passive Ability, Ravager) +500 HP and +15 Defense if only Light, Medium or no armor is equipped
Requires: None
Cost: 40,000 Gold, 3 Weeks

Font of Rage- (Active Ability, Ravager) Possessor may inflict Berserk on self an additional 5 times per thread
Requires: Barbarian's Fortitude, Berserker Rage
Cost: 60,000 Gold, 2 Weeks

Raging Axemaster- (Passive Ability, Ravager) Each Axe equipped gains +25 Melee Attack while possessor is Berserk
Requires: Basic Axe Training, Font of Rage
Cost: 70,000 Gold, 2 Weeks

Speed of Rage- (Passive Ability, Ravager) While Berserk, possessor's turn order may be based on ((STR, assuming user's base STR were 5 lower + AGI) / 2) instead of just AGI
Requires: Directed Rage, Raging Axemaster
Cost: 80,000 Gold, 3 Weeks

Seething Fury- (Active Ability, Ravager) Possessor may treat Confusion: Enraged as being Confusion: Berserk for purposes of Ravager Abilities
Requires: Controlled Rage
Cost: 100,000 Gold, 2 Weeks

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.
Requires: Apprentice Axe Training, 10 other Ravager abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +20 to all stats
Requires: Basic Deathless One Knowledge
Cost: 60,000 Gold, 2 Weeks

Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +100 to all stats
Requires: Undead Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Deathless One Knowledge- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Deathless One Knowledge, 3 other Deathless One abilities
Cost: 125,000 Gold, 2 Weeks

Has Researched the Basics of Eternal Life through Undeath- (Passive Ability, Deathless One) Possessor gains +200 MIN
Requires: Apprentice Necromancy Attunement
Cost: 200,000 Gold, 2 Weeks

Defensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +50 Defense
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons gain +250 Defense
Requires: Defensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Undead Instruction I- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 50 points
Requires: Undead Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Undead Instruction II- (Passive Ability, Deathless One) Possessor's Undead pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Undead Instruction I, Apprentice Deathless One Knowledge
Cost: 100,000 Gold, 2 Weeks

Undead Calling I- (Passive Ability, Deathless One) Possessor's Undead summons gain +20 to all stats
Requires: Undead Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Undead Calling II- (Passive Ability, Deathless One) Possessor's Undead summons gain +200 HP
Requires: Undead Calling I
Cost: 40,000 Gold, 2 Weeks

Undead Calling III- (Passive Ability, Deathless One) Possessor's Undead summons gain +500 MP
Requires: Undead Calling II
Cost: 40,000 Gold, 2 Weeks

Undead Calling IV- (Passive Ability, Deathless One) Possessor's Undead summons gain +2,000 HP and +4,000 MP
Requires: Undead Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Deathless One- (Passive Ability, Deathless One) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Undead pet only, This ability provides +50 HP and +10 to all stats of possessor's Undead pets and summons per Level of possessor
Requires: Apprentice Deathless One Knowledge, 10 other Deathless One abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Fluxoid Wielder- (Passive Ability, Flux Baron) +20 to all Melee, Magical, and Ranged Attack and Defense bonuses provided by equipped Fluxoids, +15 to stat bonuses provided by equipped Fluxoids, +5 to stat damage granted by equipped Fluxoids
Requires: Basic Flux Baron Knowledge
Cost: 60,000 Gold, 2 Weeks

Basic Fluxoid Armament Mastery- (Passive Ability, Flux Baron) +25 to Melee, Magical, and Ranged Attack and Defense bonuses granted by equipped Fluxoids
Requires: Fluxoid Wielder
Cost: 40,000 Gold, 2 Weeks

Apprentice Flux Baron Knowledge- (Passive Ability, Flux Baron) Possessor's Shapeshifter pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Flux Baron Knowledge, 3 other Flux Baron abilities
Cost: 125,000 Gold, 2 Weeks

Fluxoid Armament Mastery- (Active Ability, Flux Baron) Possessor may skip an action to use the ability of an equipped Fluxoid
Requires: Basic Fluxoid Armament Mastery
Cost: 70,000 Gold, 2 Weeks

Advanced Fluxoid Armament Mastery- (Passive Ability, Flux Baron) At the end of each action possessor takes that is not granted by this ability, possessor may use one equipped Fluxoid's ability as an action to a max of 10 times per round of battle
Requires: Fluxoid Armament Mastery
Cost: 350,000 Gold, 3 Weeks

Zonic Flux- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids may become, through their shift ability, any type of zone possessor may automatically set at the start of battle as a Geomancer
Requires: Fluxoid Wielder, Basic Geomancy Attunement
Cost: 50,000 Gold, 2 Weeks

Zone Fluxoid Augmentation- (Passive Ability, Flux Baron) Possessor's Zone Fluxoids count as 5 levels higher for their Zone of X effects
Requires: Zonic Flux
Cost: 50,000 Gold, 2 Weeks

Shapeshifter Traits- (Passive Ability, Flux Baron) Possessor gains +1 to all stats so long as possessor is a Shapeshifter
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Giver of Regenerative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 HP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks

Giver of Restorative Metamorphosis- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters regenerate 30 MP per round
Requires: Basic Flux Baron Knowledge
Cost: 111,000 Gold, 2 Weeks

Giver of Flux Regeneration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 HP
Requires: Giver of Regenerative Metamorphosis
Cost: 70,000 Gold, 2 Weeks

Giver of Flux Restoration- (Passive Ability, Flux Baron) Pet and summoned Shapeshifters may skip a turn to heal 500 MP
Requires: Giver of Restorative Metamorphosis
Cost: 70,000 Gold, 2 Weeks

Flux Baron- (Passive Ability, Flux Baron) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Shapeshifter pet only, This ability provides +50 HP and +10 to all stats of possessor's Shapeshifter pets and summons per Level of possessor
Requires: Apprentice Flux Baron Knowledge, 10 other Flux Baron abilities
Cost: 125,000 Gold, 4 Weeks

Form Master- (Passive Ability, Flux Baron) Stance abilities whose name begins with 'Form of ' cost possessor 1,000,000 Gold and 1 Week less to obtain in the ability shop, to a minimum of 0 Gold and 1 Week
Requires: Flux Baron
Cost: 30,000,000 Gold, 30 Weeks


Lord Gadigan wrote: Loses

Basic Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Requires: Basic Warlord Knowledge
Cost: 60,000 Gold, 2 Weeks

Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Requires: Humanoid Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Warlord Knowledge, 3 other Warlord abilities
Cost: 125,000 Gold, 2 Weeks

Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Requires: Humanoid Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Requires: Humanoid Calling I
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Requires: Humanoid Calling II
Cost: 40,000 Gold, 2 Weeks

Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Requires: Humanoid Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Requires: Defensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Requires: Apprentice Warlord Knowledge, 10 other Warlord abilities
Cost: 125,000 Gold, 4 Weeks

Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5
Requires: Humanoid Calling IV, Humanoid Instruction II, Summoner, Warlord
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Humanoid Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Humanoid Instruction I, Apprentice Warlord Knowledge
Cost: 100,000 Gold, 2 Weeks

Humanoid Traits- (Passive Ability, Warlord) Possessor gains +1 to all stats so long as possessor is a Humanoid
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Large Giant- (Passive Ability, Warlord) If possessor is a Humanoid, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Humanoid to being Humanoid to have this ability provide possessor with +500 STR, +500 CON, -500 AGI, and to cause possessor to count as on additional individual in possessor's row for row-order-determining purposes
Requires: Humanoid Traits
Cost: 1,000,000 Gold, 2 Weeks

Form of Giant- (Stance Ability, Warlord) If possessor is a Humanoid, possessor gains +500 STR and +500 CON
Requires: Large Giant
Cost: 500,000 Gold, 1 Weeks

Knows Traditional Giant Songs- (Passive Ability, Warlord) If possessor is Humanoid and is in 'Form of Giant' stance, possessor may choose to have a 30% chance of inflicting Confusion: Fear on up to 30 targets at the start of each round
Requires: Form of Giant, Basic Bardic Music Attunement
Cost: 1,000,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Plant Researcher- (Passive Ability, Botanist) Possessor counts as being 2 Levels higher for stat-scanning purposes against Plants, to a max of Level 40, Possessor's Plant pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Plants in this thread successfully
Requires: Analytical, Apprentice Botanist Knowledge
Cost: 160,000 Gold, 3 Weeks

Researched Methods to Prevent the Exploitation of Plant Weaknesses- (Passive Ability, Botanist) Possessor's Plant pets and summons count as having no weaknesses to individuals below Level 20
Requires: Plant Researcher
Cost: 750,000 Gold, 2 Weeks

Small Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +500 AGI, +1% Dodge, -500 STR, and -500 CON
Requires: Plant Traits
Cost: 1,000,000 Gold, 2 Weeks

Little Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +600 AGI, +1% Dodge, -600 STR, and -600 CON
Requires: Small Plant
Cost: 2,000,000 Gold, 2 Weeks

Tiny Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +700 AGI, +1% Dodge, -700 STR, and -700 CON
Requires: Little Plant
Cost: 3,000,000 Gold, 2 Weeks

Diminutive Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +800 AGI, +1% Dodge, -800 STR, and -800 CON
Requires: Tiny Plant
Cost: 4,000,000 Gold, 2 Weeks

Minute Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +1,600 AGI, +2% Dodge, -1,600 STR, and -1,600 CON
Requires: Diminutive Plant
Cost: 5,000,000 Gold, 2 Weeks

Fine Plant- (Passive Ability, Botanist) If possessor is an Plant, possessor may choose at the beginning of a thread of when possessor's subtype has just changed from not being Plant to being Plant to have this ability provide possessor with +2,000 AGI, +2% Dodge, -2,000 STR, and -2,000 CON
Requires: Minute Plant
Cost: 6,000,000 Gold, 2 Weeks

Small-Yet-Mighty Plant- (Passive Ability, Botanist) Possessor's 'Small Plant', 'Little Plant', 'Tiny Plant', 'Diminutive Plant', 'Minute Plant', and 'Fine Plant' abilites do not give possessor an Strength or Constitution penalty
Requires: Fine Plant, 5 Base CON, 5 Base STR
Cost: 5,000,000 Gold, 2 Weeks

Dandelion Drifting- (Passive Ability, Botanist) If possessor is a Plant, whenever possessor's row is shifted by something other than possessor performing a 'Switch Rows' action, possessor gains 15% Dodge as a non-stacking buff until the end of the round
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week

Cactus Spines- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 5,000 Flat Physical element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Excellent Melons- (Passive Ability, Botanist) Possessor's Charm infliction chances are increased by 5% if possessor is a Plant
Requires: Plant Traits
Cost: 60,000 Gold, 2 Weeks

Flytrap Maw- (Passive Ability, Botanist) If possessor is a Plant, possessor's 'Melee Attack' actions may deal HP Drain to Insects
Requires: Plant Traits
Cost: 200,000 Gold, 2 Weeks

Hawthorne Toxin- (Passive Ability, Botanist) Instances of Poison that possessor inflicts while possessor is a Plant deal 50,000 additional Damage
Requires: Plant Traits
Cost: 5,000,000 Gold, 2 Weeks

Holly Leaves- (Passive Ability, Botanist) Possessor deals 50 additional Damage if possessor is a Plant
Requires: Plant Traits
Cost: 30,000 Gold, 1 Week

Knowledge of Forest Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Forest
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Jungle Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Jungle
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Knowledge of Marsh Plants- (Passive Ability, Botanist) Possessor's Plant pets and summons gain +50 to all stats if the terrain or phantom terrain is Marsh
Requires: Basic Botanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Poison Holly Berries- (Passive Ability, Botanist) Possessor's offensive actions may gain '20% inflicts Poison' if possessor is a Plant
Requires: Holly Leaves
Cost: 60,000 Gold, 2 Weeks

Root Vegetable- (Passive Ability, Botanist) Possessor gains +1% Dodge while in a Zone of Earth if possessor is a Plant
Requires: Plant Traits
Cost: 20,000 Gold, 2 Weeks

Form of Tree- (Stance Ability, Botanist) If possessor is a Plant, possessor gains +100 CON, +1,000 HP, and -100 AGI
Requires: Plant Traits
Cost: 100,000 Gold, 1 Weeks

Thistle-Body- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 3,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 80,000 Gold, 2 Weeks

Thorns- (Passive Ability, Botanist) If possessor is a Plant, possessor may deal 2,000 Flat Physical or Earth element Damage to any individual who conducts an offensive action targetting possessor at the end of each such action
Requires: Plant Traits
Cost: 50,000 Gold, 2 Weeks

Thorn-Covered- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 3,000 additional Flat Damage
Requires: Thorns
Cost: 100,000 Gold, 2 Weeks

Mandrake Scream- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to have a 100% chance of inflicting Paralyzed on up to 2,000 targets
Requires: Plant Traits
Cost: 2,000,000 Gold, 2 Weeks

Greater Mandrake Scream- (Passive Ability, Botanist) Possessor's 'Mandrake Scream' actions may gain '5% inflicts Instant Death'
Requires: Mandrake Scream, Level 40
Cost: 30,000,000 Gold, 2 Weeks

Pointy Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability deals 15,000 additional Flat Damage
Requires: Thorn-Covered
Cost: 120,000 Gold, 2 Weeks

Blood-Drinking Thorns- (Passive Ability, Botanist) Possessor's 'Thorns' ability may deal Flat HP Drain instead of Flat HP Dramage
Requires: Pointy Thorns
Cost: 300,000 Gold, 2 Weeks

Release Pollen- (Active Ability, Botanist) If possessor is a Plant, possessor may spend an action to gain a 30% chance of inflicting Confusion on up to 60 targets
Requires: Plant Traits
Cost: 100,000 Gold, 2 Weeks

Familiarity with Cross-Habitat Plant Survival-Assurance Techniques- (Passive Ability, Botanist) If one of possessor's Plant pets or summons, as a part of its own abilities, gains positive effects from the terrain or phantom terrain being set to particular type of terrain or phantom terrain that has an associated square mile in stock in the Shop, possessor may choose to replace said terrain or phantom terrain with a different terrain or phantom terrain that has an associated square mile for sale in the Shop, with said selection being able to be made at the start of any round or at the start of any of possessor's actions
Requires: Knowledge of Forest Plants, Knowledge of Desert Plants, Knowledge of Marsh Plants, Basic Geomancy Attunement
Cost: 130,000 Gold, 2 Weeks

Familiarity with Photosynthesis- (Passive Ability, Botanist) Whenever one of possessor's Plant pets or summons would regenerate HP or MP, it regenerates 50 points more
Requires: Basic Botanist Knowledge
Cost: 50,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +20 to all stats
Requires: Basic Viscous Lord Knowledge
Cost: 60,000 Gold, 2 Weeks

Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +100 to all stats
Requires: Ooze Training I
Cost: 100,000 Gold, 2 Weeks

Apprentice Viscous Lord Knowledge- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +3,000 HP, +3,000 MP, and +100 to all stats
Requires: Basic Viscous Lord Knowledge, 3 other Viscous Lord abilities
Cost: 125,000 Gold, 2 Weeks

Ooze Researcher- (Passive Ability, Viscous Lord) Possessor counts as being 2 Levels higher for stat-scanning purposes against Oozes, to a max of Level 40, Possessor's Ooze pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Oozes in this thread successfully
Requires: Analytical, Apprentice Viscous Lord Knowledge
Cost: 160,000 Gold, 3 Weeks

Ooze Calling I- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +20 to all stats
Requires: Ooze Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Ooze Calling II- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +200 HP
Requires: Ooze Calling I
Cost: 40,000 Gold, 2 Weeks

Ooze Calling III- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +500 MP
Requires: Ooze Calling II
Cost: 40,000 Gold, 2 Weeks

Ooze Calling IV- (Passive Ability, Viscous Lord) Possessor's Ooze summons gain +2,000 HP and +4,000 MP
Requires: Ooze Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Offensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 50 points
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Offensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Ooze Training I- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +50 Defense
Requires: Ooze Training II
Cost: 40,000 Gold, 2 Weeks

Defensive Ooze Training II- (Passive Ability, Viscous Lord) Possessor's Ooze pets and summons gain +250 Defense
Requires: Defensive Ooze Training I, Apprentice Viscous Lord Knowledge
Cost: 100,000 Gold, 2 Weeks

Viscous Lord- (Passive Ability, Viscous Lord) User may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain an Ooze only, +250 HP and +50 to all stats of Ooze pets and summons per (possessor level / 2, rounded down)
Requires: Apprentice Viscous Lord Knowledge, 10 other Viscous Lord abilities not involved in prerequisites for other abilities used as this ability's prerequisites
Cost: 125,000 Gold, 4 Weeks
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Keeps

Basic Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +20 to all stats
Requires: Basic Weirdworker Knowledge
Cost: 60,000 Gold, 2 Weeks

Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +100 to all stats
Requires: Magic Being Programming I
Cost: 100,000 Gold, 2 Weeks

Apprentice Weirdworker Knowledge- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Weirdworker Knowledge, 3 other Weirdworker abilities
Cost: 125,000 Gold, 2 Weeks

Magic Being Calling I- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +20 to all stats
Requires: Magic Being Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling II- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +200 HP
Requires: Magic Being Calling I
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling III- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +500 MP
Requires: Magic Being Calling II
Cost: 40,000 Gold, 2 Weeks

Magic Being Calling IV- (Passive Ability, Weirdworker) Possessor's Magic Being summons gain +2,000 HP and +4,000 MP
Requires: Magic Being Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Offensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 50 points
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +50 Defense
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Magic Being Programming II- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons gain +250 Defense
Requires: Defensive Magic Being Programming I, Apprentice Weirdworker Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Magic Being Programming I- (Passive Ability, Weirdworker) Possessor's Magic Being pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Magic Being Programming II
Cost: 40,000 Gold, 2 Weeks

Weirdworker- (Passive Ability, Weirdworker) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Magic Being pet only, This ability provides +50 HP and +10 to all stats of possessor's Magic Being pets and summons per Level of possessor
Requires: Apprentice Weirdworker Knowledge, 10 other Weirdworker abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +20 to all stats
Requires: Basic Mechanist Knowledge
Cost: 60,000 Gold, 2 Weeks

Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +100 to all stats
Requires: Machine Programming I
Cost: 100,000 Gold, 2 Weeks

Apprentice Mechanist Knowledge- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mechanist Knowledge, 3 other Mechanist abilities
Cost: 125,000 Gold, 2 Weeks

Speed-Focused Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 50 points
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Offensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Defensive Machine Programming I- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +50 Defense
Requires: Machine Programming II
Cost: 40,000 Gold, 2 Weeks

Defensive Machine Programming II- (Passive Ability, Mechanist) Possessor's Machine pets and summons gain +250 Defense
Requires: Defensive Machine Programming I, Apprentice Mechanist Knowledge
Cost: 100,000 Gold, 2 Weeks

Machine Calling I- (Passive Ability, Mechanist) Possessor's Machine summons gain +20 to all stats
Requires: Machine Programming I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Machine Calling II- (Passive Ability, Mechanist) Possessor's Machine summons gain +200 HP
Requires: Machine Calling I
Cost: 40,000 Gold, 2 Weeks

Machine Calling III- (Passive Ability, Mechanist) Possessor's Machine summons gain +500 MP
Requires: Machine Calling II
Cost: 40,000 Gold, 2 Weeks

Mechanist- (Passive Ability, Mechanist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Machine pet only, This ability provides +50 HP and +10 to all stats of possessor's Machine pets and summons per Level of possessor
Requires: Apprentice Mechanist Knowledge, 10 other Mechanist abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Illuminated Loyalty Instruction- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain 20% Charm Resistance
Requires: Illuminated Instruction II, Basic Leadership Attunement
Cost: 60,000 Gold, 2 Weeks

Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +20 to all stats
Requires: Basic Lightbearer Knowledge
Cost: 60,000 Gold, 2 Weeks

Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +100 to all stats
Requires: Illuminated Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Lightbearer Knowledge- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Lightbearer Knowledge, 3 other Lightbearer abilities
Cost: 125,000 Gold, 2 Weeks

Illuminated Calling I- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +20 to all stats
Requires: Illuminated Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling II- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +200 HP
Requires: Illuminated Calling I
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling III- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +500 MP
Requires: Illuminated Calling II
Cost: 40,000 Gold, 2 Weeks

Illuminated Calling IV- (Passive Ability, Lightbearer) Possessor's Illuminated summons gain +2,000 HP and +4,000 MP
Requires: Illuminated Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Offensive Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 50 points
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Speed-Focused Illuminated Instruction I- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Illuminated Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Illuminated Instruction II- (Passive Ability, Lightbearer) Possessor's Illuminated pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Illuminated Instruction I, Apprentice Lightbearer Knowledge
Cost: 100,000 Gold, 2 Weeks

Lightbearer- (Passive Ability, Lightbearer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Illuminated pet only, This ability provides +50 HP and +10 to all stats of possessor's Illuminated pets and summons per Level of possessor
Requires: Apprentice Lightbearer Knowledge, 10 other Lightbearer abilities
Cost: 125,000 Gold, 4 Weeks

Illuminated Calling V- (Passive Ability, Lightbearer) Possessor's Illuminated summons may not be unsummoned by sources below Level 5
Requires: Illuminated Calling IV, Illuminated Instruction II, Summoner, Lightbearer
Cost: 200,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +20 to all stats
Requires: Basic General Knowledge
Cost: 60,000 Gold, 2 Weeks

Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons gain +100 to all stats
Requires: Human Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice General Knowledge- (Passive Ability, General) Possessor's Human pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic General Knowledge, 3 other General abilities
Cost: 125,000 Gold, 2 Weeks

Through the Breach- (Passive Ability, General) Once per round when when one of possessor's opponents is killed, with said death forcing a shift in row-order, possessor may move from the back row to the front row. If possessor does so, all of possessor's Human allies may do the same. Any individual who shifts rows due to this ability allowing such obtains a non-stacking buff that provides +300 STR and +300 AGI until the end of the round.
Requires: Apprentice General Knowledge, Switch Rows
Cost: 200,000 Gold, 2 Weeks

Command Human Troops- (Passive Ability, General) Possessor's Human allies who are Units gain +200 to all stats as a non-stacking bonus
Requires: Human Instruction II
Cost: 300,000 Gold, 2 Weeks

Defensive Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons gain +50 Defense
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Basic Army Tactics- (Passive Ability, General) Possessor's Human allies who are units gain +200 Defense and deal 2,000 additional Damage as a non-stacking bonus
Requires: Command Human Troops, Offensive Human Instruction I, Defensive Human Instruction I
Cost: 200,000 Gold, 2 Weeks

Speed-Focused Human Instruction I- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Human Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Human Instruction II- (Passive Ability, General) Possessor's Human pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Human Instruction I, Apprentice General Knowledge
Cost: 100,000 Gold, 2 Weeks

Drill Sergeant- (Passive Ability, General) Possessor's Human pets and summons gain +250 to all stats as a non-stacking bonus, Possessor's Human summons have a 15% lower chance of being uncontrolled
Requires: Basic Army Tactics, Speed-Focused Human Instruction II
Cost: 200,000 Gold, 2 Weeks

Charismatic Leadership- (Passive Ability, General) Whenever possessor targets an allied Human with an action that applies a buff to it, said target has a 15% chance of being afflicted with Invigorated or Invigorated: High Morale
Requires: Human Instruction II
Cost: 200,000 Gold, 2 Weeks

General- (Passive Ability, General) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread 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
Requires: Apprentice General Knowledge, 10 other General abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Horror Traits- (Passive Ability, Doombringer) Possessor gains +1 to all stats so long as possessor is a Horror
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Dangerous Tentacles- (Passive Ability, Doombringer) If possessor is a Horror, possessor gains +150 Melee Attack
Requires: Horror Traits
Cost: 150,000 Gold, 2 Weeks

Apprentice Doombringer Knowledge- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Doombringer Knowledge, 3 other Doombringer abilities
Cost: 125,000 Gold, 2 Weeks

Leech-Finger Hands- (Passive Ability, Doombringer) If possessor is a Horror, possessor's Melee attack actions deal HP Drain instead of HP Damage
Requires: Horror Traits
Cost: 800,000 Gold, 2 Weeks

Scary Clown- (Passive Ability, Doombringer) Whenever possessor would inflict Confusion: Overwhelmed by Laughter, possessor may instead inflict Confusion: Fear or Confusion: Fear: Disconcerted
Requires: Basic Doombringer Knowledge, Clown
Cost: 200,000 Gold, 2 Weeks

Skin Which Weeps Poison- (Passive Ability, Doombringer) If possessor is a Horror, whenever an individual conducts an offensive action that targets possessor, possessor, at the end of each said action, gains a 30% chance of inflicting Poison on said individual
Requires: Horror Traits
Cost: 300,000 Gold, 2 Weeks

Horror Training I- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +20 to all stats
Requires: Basic Doombringer Knowledge
Cost: 60,000 Gold, 2 Weeks

Horror Training II- (Passive Ability, Doombringer) Possessor's Horror pets and summons gain +100 to all stats
Requires: Horror Training I
Cost: 100,000 Gold, 2 Weeks

Horror Calling I- (Passive Ability, Doombringer) Possessor's Horror summons gain +20 to all stats
Requires: Horror Training I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Horror Calling II- (Passive Ability, Doombringer) Possessor's Horror summons gain +200 HP
Requires: Horror Calling I
Cost: 40,000 Gold, 2 Weeks

Horror Calling III- (Passive Ability, Doombringer) Possessor's Horror summons gain +500 MP
Requires: Horror Calling II
Cost: 40,000 Gold, 2 Weeks

Horror Calling IV- (Passive Ability, Doombringer) Possessor's Horror summons gain +2,000 HP and +4,000 MP
Requires: Horror Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Doombringer- (Passive Ability, Doombringer) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Horror pets and summons per Level of possessor
Requires: Apprentice Doombringer Knowledge, 10 other Doombringer abilities
Cost: 125,000 Gold, 4 Weeks

Horror Calling V- (Passive Ability, Doombringer) Possessor's Horror summons may not be unsummoned by sources below Level 5
Requires: Horror Calling IV, Horror Training II, Summoner, Doombringer
Cost: 200,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +20 to all stats
Requires: Basic Conjuror Knowledge
Cost: 60,000 Gold, 2 Weeks

Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +100 to all stats
Requires: Elemental Communing I
Cost: 100,000 Gold, 2 Weeks

Apprentice Conjuror Knowledge- (Passive Ability, Conjuror) Possessor's Elemental pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Conjuror Knowledge, 3 other Conjuror abilities
Cost: 125,000 Gold, 2 Weeks

Shift Summoning Element: Air- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Air
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Earth- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Fire-element or Water-element Elemental, change said Elemental's element to Earth
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Fire- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Fire
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Shift Summoning Element: Water- (Passive Ability, Conjuror) Possessor may choose to, while summoning a non-unique Air-element or Earth-element Elemental, change said Elemental's element to Water
Requires: Apprentice Elemental Magic Attunement, Basic Conjuror Knowledge
Cost: 150,000 Gold, 2 Weeks

Speed-Focused Elemental Communing I- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Elemental Communing II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Elemental Communing II- (Passive Ability, Conjuror) Possessor's Elemental pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Elemental Communing I, Apprentice Conjuror Knowledge
Cost: 100,000 Gold, 2 Weeks

Elemental Calling I- (Passive Ability, Conjuror) Possessor's Elemental summons gain +20 to all stats
Requires: Elemental Communing I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Elemental Calling II- (Passive Ability, Conjuror) Possessor's Elemental summons gain +200 HP
Requires: Elemental Calling I
Cost: 40,000 Gold, 2 Weeks

Elemental Calling III- (Passive Ability, Conjuror) Possessor's Elemental summons gain +500 MP
Requires: Elemental Calling II
Cost: 40,000 Gold, 2 Weeks

Conjuror- (Passive Ability, Conjuror) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Elemental pet only, This ability provides +50 HP and +10 to all stats of possessor's Elemental pets and summons per Level of possessor
Requires: Apprentice Conjuror Knowledge, 10 other Conjuror abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +20 to all stats
Requires: Basic Champion of the Upper Realms Knowledge
Cost: 60,000 Gold, 2 Weeks

Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +100 to all stats
Requires: Deva Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Champion of the Upper Realms Knowledge- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Champion of the Upper Realms Knowledge, 3 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 2 Weeks

Deva Calling I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +20 to all stats
Requires: Deva Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Deva Calling II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +200 HP
Requires: Deva Calling I
Cost: 40,000 Gold, 2 Weeks

Deva Calling III- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +500 MP
Requires: Deva Calling II
Cost: 40,000 Gold, 2 Weeks

Deva Calling IV- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons gain +2,000 HP and +4,000 MP
Requires: Deva Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Defensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +50 Defense
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons gain +250 Defense
Requires: Defensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Deva Instruction I- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 50 points
Requires: Deva Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Deva Instruction II- (Passive Ability, Champion of the Upper Realms) Possessor's Deva pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Deva Instruction I, Apprentice Champion of the Upper Realms Knowledge
Cost: 100,000 Gold, 2 Weeks

Champion of the Upper Realms- (Passive Ability, Champion of the Upper Realms) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Deva pet only, This ability provides +50 HP and +10 to all stats of possessor's Deva pets and summons per Level of possessor
Requires: Apprentice Champion of the Upper Realms Knowledge, 10 other Champion of the Upper Realms abilities
Cost: 125,000 Gold, 4 Weeks

Deva Calling V- (Passive Ability, Champion of the Upper Realms) Possessor's Deva summons may not be unsummoned by sources below Level 5
Requires: Deva Calling IV, Deva Instruction II, Summoner, Champion of the Upper Realms
Cost: 200,000 Gold, 2 Weeks


Lord Gadigan wrote: Loses

Basic Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Cthonian Traits- (Passive Ability, Keeper of the Depths) Possessor gains Impaired Immunity so long as possessor is a Cthonian
Requires: No Prerequisites
Cost: 250,000 Gold, 5 Weeks

Mole Claws- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +50 Melee Attack for each open Weapon slot possessor possesses, to a max of 4 such slots
Requires: Cthonian Traits
Cost: 200,000 Gold, 2 Weeks

Apprentice Keeper of the Depths Knowledge- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Keeper of the Depths Knowledge, 3 other Keeper of the Depths abilities
Cost: 125,000 Gold, 2 Weeks

Burrow- (Active Ability, Keeper of the Depths) If possessor is a Cthonian, possessor may spend an action to gain +5% Dodge as a non-stacking buff that lasts 5 rounds
Requires: Mole Claws
Cost: 200,000 Gold, 2 Weeks

Cavesight- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains 120% To Hit if in a Zone of Earth and not in a Zone of Light
Requires: Cthonian Traits
Cost: 100,000 Gold, 2 Weeks

Deep Tunneling- (Active Ability, Keeper of the Depths) Possessor's burrow ability provides an additional +5% Dodge
Requires: Burrow
Cost: 800,000 Gold, 3 Weeks

Fast Burrowing- (Passive Ability, Keeper of the Depths) Once per round, when possessor conducts a 'Burrow' action, there is a 30% chance that possessor gains an additional action after said action
Requires: Cthonian Traits
Cost: 300,000 Gold, 2 Weeks

Cthonian Training I- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +20 to all stats
Requires: Basic Keeper of the Depths Knowledge
Cost: 60,000 Gold, 2 Weeks

Cthonian Training II- (Passive Ability, Keeper of the Depths) Possessor's Cthonian pets and summons gain +100 to all stats
Requires: Cthonian Training I
Cost: 100,000 Gold, 2 Weeks

Cthonic Tentacles- (Passive Ability, Keeper of the Depths) If possessor is a Cthonian, possessor gains +150 Melee Attack
Requires: Cthonian Traits
Cost: 150,000 Gold, 2 Weeks

Keeper of the Depths- (Passive Ability, Keeper of the Depths) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Cthonian pet only, This ability provides +50 HP and +10 to all stats of possessor's Cthonian pets and summons per Level of possessor
Requires: Apprentice Keeper of the Depths Knowledge, 10 other Keeper of the Depths abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +50 to all stats
Requires: Basic Mad Scientist Knowledge
Cost: 70,000 Gold, 2 Weeks

Electrical Invigoration- (Technique Ability, Mad Scientist) Possessor may use Electrical Invigoration in conjunction with a 'Melee Attack', 'Ranged Attack', or 'Magical Attack' action so long as no other technique is used. Said attack only includes attack bonuses from Electrical element sources, cannot inflict status effects, and only affects allies. Said attack first deals an amount of HP damage multiplied by a value between .05 and 3.25, with all increments of .05 being equally possible. Said attack then deals an amount of HP healing multiplied by a value between .45 and 2.15, with all increments of .05 being equally possible. Said HP healing is doubled against Bio-Horrors. Amounts of damage and healing inflicted by this technique may be increased by a maximum of 100,000 points due to this technique's multipliers.
Requires: Basic Mad Scientist Knowledge
Cost: 80,000 Gold, 3 Weeks

Electrical Revitalization- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration ability may deal MP damage and healing instead of HP damage and healing.
Requires: Electrical Invigoration
Cost: 80,000 Gold, 2 Weeks

Apprentice Mad Scientist Knowledge- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Mad Scientist Knowledge, 3 other Mad Scientist abilities
Cost: 125,000 Gold, 2 Weeks

Improved Electrical Invigoration- (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt becomes multiplied by a value between .05 and 2.75 should possessor desire such upon the use of said ability. Possessor's Electrical Invigoration's healing dealt becomes multiplied by a value between .75 and 2.15 should possessor desire such upon the use of said ability.
Requires: Electrical Revitalization
Cost: 130,000 Gold, 2 Weeks

Thunderous Reanimation- (Passive Ability, Mad Scientist) Possessor may use Electrical Invigoration on targets that died via HP or MP damage within the last 5 rounds that were not dealt a value of such damage that would reduce the respective death-causing stat below -50,000. Should said ability, with both damage and healing factored in, heal all of said individual's death-causing stats to values above 0, then said individual is resurrected. This ability may only cause 5 instances of resurrection per thread. This ability may only resurrect Bio-Horrors.
Requires: Electrical Revitalization
Cost: 210,000 Gold, 2 Weeks

It is Alive! - (Passive Ability, Mad Scientist) Possessor's Electrical Invigoration's damage dealt is halved should possessor be attempting to resurrect a Bio-Horror through the use of said ability and possessor is within a Zone of Electrical. Possessor heals 5,000 MP if the resurrection of a Bio-Horror through possessor's Electrical Invigoration is successful. Bio-Horrors resurrected through possessor's Electrical Invigoration receive a non-stacking buff that provides them with +75 to all stats and lasts 80 rounds.
Requires: Thunderous Reanimation, Apprentice Mad Scientist Knowledge
Cost: 170,000 Gold, 2 Weeks

Bag Full of Mad Horrors- (Passive Ability, Mad Scientist) Possessor may equip spells that can only summon Bio Horrors with no additional effects in Consumable slots. Said spells may be used once per thread before vanishing from said thread.
Requires: Mad Design
Cost: 160,000 Gold, 3 Weeks

Chemical Resistance- (Passive Ability, Mad Scientist) Possessor gains 5% Poison Resistance, 5% Acid Resistance, and 5% Resistance to damage from Poison
Requires: Basic Mad Scientist Knowledge
Cost: 160,000 Gold, 4 Weeks

Improved Mad Design- (Passive Ability, Mad Scientist) Possessor's Bio-Horror pets and summons gain +500 to all stats, with said bonus capping out at a value equal to their unbuffed stats.
Requires: Apprentice Mad Scientist Knowledge, Mad Design
Cost: 190,000 Gold, 2 Weeks

Mad Scientist- (Passive Ability, Mad Scientist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Bio-Horror pet only, This ability provides +50 HP and +10 to all stats of possessor's Bio-Horror pets and summons per Level of possessor
Requires: Apprentice Mad Scientist Knowledge, 10 other Mad Scientist abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +20 to all stats
Requires: Basic Alienist Knowledge
Cost: 60,000 Gold, 2 Weeks

Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +100 to all stats
Requires: Alien Instruction I
Cost: 100,000 Gold, 2 Weeks

Apprentice Alienist Knowledge- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Alienist Knowledge, 3 other Alienist abilities
Cost: 125,000 Gold, 2 Weeks

Alien Calling I- (Passive Ability, Alienist) Possessor's Alien summons gain +20 to all stats
Requires: Alien Instruction I, Basic Summoner Magic Attunement
Cost: 40,000 Gold, 2 Weeks

Alien Calling II- (Passive Ability, Alienist) Possessor's Alien summons gain +200 HP
Requires: Alien Calling I
Cost: 40,000 Gold, 2 Weeks

Alien Calling III- (Passive Ability, Alienist) Possessor's Alien summons gain +500 MP
Requires: Alien Calling II
Cost: 40,000 Gold, 2 Weeks

Alien Calling IV- (Passive Ability, Alienist) Possessor's Alien summons gain +2,000 HP and +4,000 MP
Requires: Alien Calling III, Apprentice Summoning Attunement
Cost: 40,000 Gold, 2 Weeks

Alien Calling V- (Passive Ability, Alienist) Possessor's Alien summons may not be unsummoned by sources below Level 5
Requires: Alien Calling IV, Alien Instruction II, Summoner, Alienist
Cost: 200,000 Gold, 2 Weeks

Defensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +50 Defense
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Defensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons gain +250 Defense
Requires: Defensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Offensive Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 50 points
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Offensive Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have the Damage values of their abilities increased by 500 points
Requires: Offensive Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Alienist- (Passive Ability, Alienist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Alien pet only, This ability provides +50 HP and +10 to all stats of possessor's Alien pets and summons per Level of possessor
Requires: Apprentice Alienist Knowledge, 10 other Alienist abilities
Cost: 125,000 Gold, 4 Weeks

Speed-Focused Alien Instruction I- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Requires: Alien Instruction II
Cost: 40,000 Gold, 2 Weeks

Speed-Focused Alien Instruction II- (Passive Ability, Alienist) Possessor's Alien pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Requires: Speed-Focused Alien Instruction I, Apprentice Alienist Knowledge
Cost: 100,000 Gold, 2 Weeks

Alien Traits- (Passive Ability, Alienist) Possessor gains +1 to all stats so long as possessor is an Alien
Requires: No Prerequisites
Cost: 50,000 Gold, 1 Week

Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 1 Weeks

Assumption of the Essence of the Alien- (Passive Ability, Alienist) Possessor may, at the beginning of a thread, choose to become the subtype Alien
Requires: Formshift: Alien, Apprentice Alienist Knowledge
Cost: 70,000 Gold, 2 Weeks

Form of Ulaatian- (Stance Ability, Alienist) If possessor is a Alien, possessor gains +50 SPI and +150 MIN
Requires: Alien Traits
Cost: 100,000 Gold, 1 Weeks

Probing Attack- (Technique Ability, Alienist) Possessor may use 'Probing Attack' in conjunction with a 'Melee Attack', 'Ranged Attack', 'Magical Attack', or 'Attack with Finesse' action if possessor is an Alien. Said action scans its target's stats.
Requires: Alien Traits
Cost: 200,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Basic Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Skydiver- (Passive Ability, Skykeeper) Possessor gains a 40% Resistance to Confusion: Fear coming from Air-element sources, Possessor gains +200 AGI while in a Zone of Air
Requires: Basic Skykeeper Knowledge
Cost: 90,000 Gold, 3 Weeks

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
Requires: Aerial Traits
Cost: 120,000 Gold, 2 Weeks

Flying- (Passive Ability, Skykeeper) Possessor gains +200 AGI, 10% Earth Resistance, and 50% Entombed Resistance
Requires: Capable of Flight, Wind Duke OR Mentalist OR Enchanter OR Superhero
Cost: 500,000 Gold, 2 Weeks

Apprentice Skykeeper Knowledge- (Passive Ability, Skykeeper) Possessor's Aerial pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Requires: Basic Skykeeper Knowledge, 3 other Skykeeper abilities
Cost: 125,000 Gold, 2 Weeks

Bird Researcher- (Passive Ability, Skykeeper) Possessor counts as being 2 Levels higher for stat-scanning purposes against Aerials, to a max of Level 40, Possessor's Aerials pets and summons gain +200 to all stats if possessor has scanned the stats of at least 15 different Aerials in this thread successfully
Requires: Analytical, Apprentice Skykeeper Knowledge
Cost: 160,000 Gold, 3 Weeks

Messenger Bird Trainer- (Active Ability, Skykeeper) Possessor may, once per thread, un-equip an Aerial pet and have it immediately be removed from the thread or have it be traded to an ally who is at a different location in the same thread, Functions differently in RP threads, Possessor's Aerial pets and summons gain +10 AGI
Requires: Basic Skykeeper Knowledge
Cost: 120,000 Gold, 2 Weeks

Carrier Bird Trainer- (Passive Ability, Skykeeper) When possessor transfers the location of an Aerial with Messenger Bird Trainer, then possessor may send any one other non-pet item along with it, Possessor's Aerial pets and summons gain +15 STR
Requires: Messenger Bird Trainer
Cost: 120,000 Gold, 2 Weeks

Advanced Carrier Bird Training- (Passive Ability, Skykeeper) When possessor trades an item to another individual within the same thread with Carrier Bird Trainer, then the individual who possessor trades the item to may immediately choose to unequip up to one item of the same subtype and then equip the transferred item, Possessor's Aerial pets and summons gain +10 AGI and +10 STR
Requires: Carrier Bird Trainer
Cost: 70,000 Gold, 2 Weeks

Advanced Messenger Bird Training- (Passive Ability, Skykeeper) When possessor trades an Aerial to another individual within the same thread with Messenger Bird Trainer, then the individual who possessor trades the Aerial to may immediately choose to unequip up to one pet and then equip the transferred Aerial, Possessor's Aerial pets and summons gain +25 AGI
Requires: Carrier Bird Trainer
Cost: 40,000 Gold, 2 Weeks

Trainer of Mystic Messenger Birds- (Passive Ability, Skykeeper) Possessor may transfer a buff that could have originally been applied to the individual it is being transferred to had the individual it is being transferred to been presented when the buff was first applied with Carrier Bird Trainer instead of an item, Possessor's Aerial pets and summons gain +25 SPI
Requires: Carrier Bird Trainer, Any Three Wizard, Healer, or Priest abilities
Cost: 190,000 Gold, 3 Weeks

Short-Distance Messenger Bird Trainer- (Passive Ability, Skykeeper) Possessor's Messenger Bird Trainer and Carrier Bird Trainer abilities may be used to transfer Aerials and items, respectively, to individuals at the same location, Possessor's Aerial pets and summons gain +10 AGI
Requires: Carrier Bird Trainer
Cost: 10,000 Gold, 1 Week

Skykeeper- (Passive Ability, Skykeeper) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Aerial pet only, This ability provides +50 HP and +10 to all stats of possessor's Aerial pets and summons per Level of possessor
Requires: Apprentice Skykeeper Knowledge, 10 other Skykeeper abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +25 to all stats if Psychic element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +50 to all stats while in a Zone of Psychic
Requires: Basic Psychic Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Acceleration Within Psychic's Dominion- (Passive Ability, Mind Lord) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 30,000 Gold, 1 Week

Apprentice Psychic Synchronization- (Passive Ability, Mind Lord) Possessor gains +50 to all stats for each Psychic element item equipped, Possessor's Psychic element pets and summons gain +250 to all stats
Requires: Basic Psychic Synchronization, 3 other Mind Lord abilities
Cost: 125,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +500 to all stats while in a Zone of Psychic
Requires: Basic Zonal Acclimation of Psychic
Cost: 100,000 Gold, 2 Weeks

Improved Zonal Acclimation of Psychic- (Passive Ability, Mind Lord) Possessor gains +1,000 to all stats while in a Zone of Psychic
Requires: Apprentice Zonal Acclimation of Psychic
Cost: 500,000 Gold, 2 Weeks

Psychic Manipulation- (Passive Ability, Mind Lord) Possessor may choose one of the following at the beginning of each round if Psychic element: Create a Zone of Psychic, Remove a Zone of Psychic created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Psychic by either possessor or a source below Level 20, Add Psychic to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Psychic element on a Psychic element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Psychic, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Psychic, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Psychic element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Psychic to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Psychic, 5% Psychic Resistance, or +50 Defense against Psychic and 1% Psychic Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Psychic Synchronization, 5 other Mind Lord abilities
Cost: 400,000 Gold, 3 Weeks

Control of Psychic- (Passive Ability, Mind Lord) Possessor has a 20% chance of being able to cancel the actions of Psychic element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Psychic Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Psychic Control- (Passive Ability, Mind Lord) Possessor may, at the start of each round, choose one Zone of Psychic 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
Requires: Control of Psychic, Improved Zonal Acclimation of Psychic
Cost: 1,000,000 Gold, 2 Weeks

Partially Unfettered by the Bonds of Psychic- (Passive Ability, Mind Lord) Possessor gains 5% Mindblasted Resistance
Requires: Basic Psychic Resistance
Cost: 40,000 Gold, 2 Weeks

Detect Psychic- (Passive Ability, Mind Lord) Possessor gains +1% To Hit against Psychic element targets
Requires: Apprentice Divining Attunement, Basic Psychic Synchronization
Cost: 100,000 Gold, 2 Weeks

Basic Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 500 points
Requires: Basic Psychic Synchronization
Cost: 20,000 Gold, 2 Weeks

Apprentice Affinity to Healing Via Psychic- (Passive Ability, Mind Lord) Whenever possessor obtains Psychic element HP Healing or MP Healing, said amount is increased by 1,000 points
Requires: Basic Affinity to Healing Via Psychic
Cost: 200,000 Gold, 2 Weeks

Mind Lord- (Passive Ability, Mind Lord) Possessor ignores (1 * (Possessor Level/5), rounded down)% Psychic Resistance, Possessor ignores Psychic Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Psychic Synchronization, 10 other Mind Lord abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +25 to all stats if Physical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats while in a Zone of Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 to all stats while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Physical's Dominion- (Passive Ability, Kinetic Emperor) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Physical
Requires: Basic Zonal Acclimation of Physical
Cost: 30,000 Gold, 1 Week

Improved Zonal Acclimation of Physical- (Passive Ability, Kinetic Emperor) Possessor gains +1,000 to all stats while in a Zone of Physical
Requires: Apprentice Zonal Acclimation of Physical
Cost: 500,000 Gold, 2 Weeks

Apprentice Physical Synchronization- (Passive Ability, Kinetic Emperor) Possessor gains +50 to all stats for each Physical element item equipped, Possessor's Physical element pets and summons gain +250 to all stats
Requires: Basic Physical Synchronization, 3 other Kinetic Emperor abilities
Cost: 125,000 Gold, 2 Weeks

Physical Manipulation- (Passive Ability, Kinetic Emperor) Possessor may choose one of the following at the beginning of each round if Physical element: Create a Zone of Physical, Remove a Zone of Physical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Physical by either possessor or a source below Level 20, Add Physical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Physical element on a Physical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Physical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Physical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Physical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Physical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Physical, 5% Physical Resistance, or +50 Defense against Physical and 1% Physical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Physical Synchronization, 5 other Kinetic Emperor abilities
Cost: 400,000 Gold, 3 Weeks

Control of Physical- (Passive Ability, Kinetic Emperor) Possessor has a 20% chance of being able to cancel the actions of Physical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Physical Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Physical Control- (Passive Ability, Kinetic Emperor) Possessor may, at the start of each round, choose one Zone of Physical 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
Requires: Control of Physical, Improved Zonal Acclimation of Physical
Cost: 1,000,000 Gold, 2 Weeks

Basic Defenses Against Physical- (Passive Ability, Kinetic Emperor) Possessor gains +50 Defense against Physical
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Weaponization of Physical- (Passive Ability, Kinetic Emperor) Quantities of Physical element Damage dealt by possessor are increased by 50 points
Requires: Basic Physical Synchronization
Cost: 40,000 Gold, 2 Weeks

Defenses that Utilize Physical- (Passive Ability, Kinetic Emperor) Possessor gains +500 Defense if possessor has any Physical-element items equipped that provide a Defense bonus
Requires: Basic Physical Synchronization, Basic Defenses against Physical, Basic Weaponization of Physical
Cost: 200,000 Gold, 2 Weeks

Matter Over Mind- (Passive Ability, Kinetic Emperor) If possessor is Physical element and possesses a higher Base CON or Base STR than Base MIN, possessor gains +1,000 Defense against MIN Damage and may convert MIN Damage from lower-Level sources below Level 60 into CON Damage (with said conversion able to be applied either directly before or directly after possessor's Defense is applied to said MIN Damage)
Requires: Defenses that Utilize Physical
Cost: 2,000,000 Gold, 2 Weeks

Kinetic Emperor- (Passive Ability, Kinetic Emperor) Possessor ignores (1 * (Possessor Level/5), rounded down)% Physical Resistance, Possessor ignores Physical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Physical Synchronization, 10 other Kinetic Emperor abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Keeps

Basic Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +25 to all stats if Ice element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +50 to all stats while in a Zone of Ice
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +500 to all stats while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Ice's Dominion- (Passive Ability, Snow Queen) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Ice
Requires: Basic Zonal Acclimation of Ice
Cost: 30,000 Gold, 1 Week

Improved Zonal Acclimation of Ice- (Passive Ability, Snow Queen) Possessor gains +1,000 to all stats while in a Zone of Ice
Requires: Apprentice Zonal Acclimation of Ice
Cost: 500,000 Gold, 2 Weeks

Apprentice Ice Synchronization- (Passive Ability, Snow Queen) Possessor gains +50 to all stats for each Ice element item equipped, Possessor's Ice element pets and summons gain +250 to all stats
Requires: Basic Ice Synchronization, 3 other Snow Queen abilities
Cost: 125,000 Gold, 2 Weeks

Ice Manipulation- (Passive Ability, Snow Queen) Possessor may choose one of the following at the beginning of each round if Ice element: Create a Zone of Ice, Remove a Zone of Ice created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Ice by either possessor or a source below Level 20, Add Ice to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Ice element on a Ice element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Ice, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Ice, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Ice element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Ice to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Ice, 5% Ice Resistance, or +50 Defense against Ice and 1% Ice Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Ice Synchronization, 5 other Snow Queen abilities
Cost: 400,000 Gold, 3 Weeks

Control of Ice- (Passive Ability, Snow Queen) Possessor has a 20% chance of being able to cancel the actions of Ice element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Ice Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Ice Control- (Passive Ability, Snow Queen) Possessor may, at the start of each round, choose one Zone of Ice 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
Requires: Control of Ice, Improved Zonal Acclimation of Ice
Cost: 1,000,000 Gold, 2 Weeks

Ice Fists- (Passive Ability, Snow Queen) Possessor may choose at the beginning of a thread to cause all equipped Fist Weapons to gain the element Ice and also gain +50 Melee Attack
Requires: Basic Fist Weapons Attunement, Basic Weaponization of Ice
Cost: 80,000 Gold, 2 Weeks

Basic Weaponization of Ice- (Passive Ability, Snow Queen) Quantities of Ice element Damage dealt by possessor are increased by 50 points
Requires: Basic Ice Synchronization
Cost: 40,000 Gold, 2 Weeks

Freezing Touch- (Passive Ability, Snow Queen) Possessor's 'Melee Attack' actions may gain '15% inflicts Frozen'
Requires: Basic Weaponization of Ice
Cost: 100,000 Gold, 2 Weeks

Freezing Ice Fists- (Passive Ability, Snow Queen) Possessor may choose for the bonus provided to Fist Weapons by possessor's 'Ice Fists' ability to also provide '30% inflicts Frozen'
Requires: Apprentice Ice Synchronization, Ice Fists, Freezing Touch
Cost: 150,000 Gold, 2 Weeks

Snow Queen- (Passive Ability, Snow Queen) Possessor ignores (1 * (Possessor Level/5), rounded down)% Ice Resistance, Possessor ignores Ice Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Ice Synchronization, 10 other Snow Queen abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +25 to all stats if Electrical element
Requires: No prerequisites
Cost: 20,000 Gold, 2 Weeks

Basic Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats while in a Zone of Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +500 to all stats while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 100,000 Gold, 2 Weeks

Basic Acceleration Within Electrical's Dominion- (Passive Ability, Thunder Czar) Possessor gains +25 to possessor's turn-order-determining stat sum for turn-order-determining purposes while in a Zone of Electrical
Requires: Basic Zonal Acclimation of Electrical
Cost: 30,000 Gold, 1 Week

Improved Zonal Acclimation of Electrical- (Passive Ability, Thunder Czar) Possessor gains +1,000 to all stats while in a Zone of Electrical
Requires: Apprentice Zonal Acclimation of Electrical
Cost: 500,000 Gold, 2 Weeks

Apprentice Electrical Synchronization- (Passive Ability, Thunder Czar) Possessor gains +50 to all stats for each Electrical element item equipped, Possessor's Electrical element pets and summons gain +250 to all stats
Requires: Basic Electrical Synchronization, 3 other Thunder Czar abilities
Cost: 125,000 Gold, 2 Weeks

Electrical Manipulation- (Passive Ability, Thunder Czar) Possessor may choose one of the following at the beginning of each round if Electrical element: Create a Zone of Electrical, Remove a Zone of Electrical created by either possessor or a source below Level 20, Remove an effect attached to a Zone of Electrical by either possessor or a source below Level 20, Add Electrical to the elements of possessor's first action of the round, place a non-stacking buff that provides +50 to all of its possessor's stats if its possessor is Electrical element on a Electrical element target, place a non-stacking buff on an individual that gives that individual +50 to all stats while in a Zone of Electrical, place a non-stacking debuff on an individual that gives that individual -50 to all stats while in a Zone of Electrical, Gain +50 to any one stat as a non-stacking buff until the end of the round, gain +50 Melee Attack, Magical Attack, or Ranged Attack as a non-stacking buff until the end of the round, Gain +50 Defense or +50 Defense against Stat Damage as a non-stacking buff until the end of the round, Unsummon a Electrical element individual that is below Level 20 and was summoned by an individual below Level 20 that is below possessor's Level, Add Electrical to the elements of the next action conducted by a willing ally, or give a chosen individual +500 Defense against Electrical, 5% Electrical Resistance, or +50 Defense against Electrical and 1% Electrical Resistance until the end of the round as a non-stacking buff
Requires: Apprentice Electrical Synchronization, 5 other Thunder Czar abilities
Cost: 400,000 Gold, 3 Weeks

Control of Electrical- (Passive Ability, Thunder Czar) Possessor has a 20% chance of being able to cancel the actions of Electrical element individuals below Level 20, with things that would occur before and after said actions still occurring
Requires: Electrical Manipulation
Cost: 500,000 Gold, 2 Weeks

Zonal Electrical Control- (Passive Ability, Thunder Czar) Possessor may, at the start of each round, choose one Zone of Electrical 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
Requires: Control of Electrical, Improved Zonal Acclimation of Electrical
Cost: 1,000,000 Gold, 2 Weeks

Basic Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 1% Electrical Resistance
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 5% Electrical Resistance
Requires: Basic Electrical Resistance
Cost: 200,000 Gold, 2 Weeks

Basic Defenses Against Electrical- (Passive Ability, Thunder Czar) Possessor gains +50 Defense against Electrical
Requires: Basic Electrical Synchronization
Cost: 40,000 Gold, 2 Weeks

Improved Electrical Resistance- (Passive Ability, Thunder Czar) Possessor gains 10% Electrical Resistance
Requires: Apprentice Electrical Resistance, Basic Defenses against Electrical
Cost: 500,000 Gold, 2 Weeks

Thunder Czar- (Passive Ability, Thunder Czar) Possessor ignores (1 * (Possessor Level/5), rounded down)% Electrical Resistance, Possessor ignores Electrical Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Requires: Apprentice Electrical Synchronization, 10 other Thunder Czar abilities
Cost: 125,000 Gold, 4 Weeks


Lord Gadigan wrote: Loses

Basic Zonal Acclimation of Darkness- (Passive Ability, Ebon Chancellor) Possessor gains +50 to all stats while in a Zone of Darkness
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Basic Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +10 to all stats
Requires: Basic Command of Darkness
Cost: 40,000 Gold, 2 Weeks

Basic Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +50 to all stats
Requires: Basic Darkness Synchronization
Cost: 40,000 Gold, 2 Weeks

Apprentice Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +250 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Basic Command of Darkness
Cost: 125,000 Gold, 2 Weeks

Apprentice Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +100 to all stats
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 100,000 Gold, 2 Weeks

Improved Command of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element pets and summons gain +1,000 to all stats as a bonus that cannot raise them above 2000% of their natural values
Requires: Apprentice Command of Darkness, Basic Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

Improved Understanding of the Heart of Darkness- (Passive Ability, Ebon Chancellor) Possessor's Darkness element allies gain +250 to all stats
Requires: Improved Command of Darkness, Apprentice Understanding of the Heart of Darkness
Cost: 500,000 Gold, 2 Weeks

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
Requires: Apprentice Darkness Synchronization, 10 other Ebon Chancellor abilities
Cost: 125,000 Gold, 4 Weeks

Ebon Wisdom- (Passive Ability, Ebon Chancellor) Possessor gains +50,000 MP if possessor is Darkness element
Requires: Ebon Chancellor, Scholar of Elements
Cost: 50,000,000 Gold, 5 Weeks

Hide Wisdom Within Darkness- (Technique Ability, Ebon Chancellor) Possessor may use 'Hide Wisdom Within Darkness' in conjunction with a 'Cast a Spell' action so long as said action is creating at least one Zone of Darkness and no other technique is used as part of said action. Said action attaches a non-stacking effect to each Zone of Darkness that it creates that allows an individual with a MIN value equal to or greater than a number chosen by said action's performer that is not greater than either 2,000,000 or said action's performer's MIN value to obtain a non-stacking buff that provides +7,000 MIN as a non-stacking bonus upon destroying said Zone.
Requires: Improved Understanding of the Heart of Darkness, Ebon Chancellor, Geomancer, Wizard, Scholar
Cost: 30,000,000 Gold, 5 Weeks

Unified Knowledge of Darkness and Shadows- (Passive Ability, Ebon Chancellor) Possessor may count Ebon Chancellor abilities possessor possesses as Umbramancer abilities (including for prerequisite purposes), Possessor may count Umbramancer abilities possessor possesses as Ebon Chancellor abilities (including for prerequisite purposes)
Requires: Umbramancer, Ebon Chancellor, Hide Wisdom Within Darkness, Can Power Shadow Magic Through the Presence of Darkness, Darkness-Based Casting, Hears the Whispers of Shadows
Cost: 5,000,000 Gold, 2 Weeks


Lord Gadigan wrote: Keeps

Elemental Esoterica: Metal- (Passive Ability, Elementalist) Posessor's Metal element spell cost 500 less MP
Requires: Basic Elemental Magic Attunement
Cost: 200,000 Gold, 30 Weeks


Lord Gadigan wrote: He loses, from his sheet:

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

Was Warned About Golf's Deadlier Side- (Passive Ability, Blessing) Possessor is immune to effects named "Golf Weakness"

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

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

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


Lord Gadigan wrote: He obtains:

Forcibly Introduced to Massive Amounts of Unwanted Truth- (Passive Ability, Curse) Possessor cannot cast Illusion element spells, Illusion Magic spells, or Mystery element spells. Possessor cannot gain Illusionist or Unreality Coordinator abilities.


Lord Gadigan wrote: He loses his new bossform. It was a there for a shining moment, but his defeat cast it down and away.
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Aeromage
Arena Lieutenant
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: [11:18 PM] Draconics: @Gadigan just to confirm that the ability that granted the boss form WAS consumed as per normal?
[11:19 PM] Gadigan: Confirmed
[11:20 PM] Gadigan: There is one thing still being processed


Lord Gadigan wrote: You actually got one of Redscar's items, and it's the good one!

*Galaxy's Crucible- (Weapon, Staff, Fire & Astral, X Gold) +(Wielder's Spirit x 4) Magical Attack, (Wielder's Level x 2)% Critical, +(Wielder's Level x 2)% Critical, Wielder's Base SPI is doubled while wielder is attacking, Damage dealt by wielder may become solely Fire element, Wielder's actions may become solely Fire element, Wielder's cap-determining stats are doubled as a non-stacking effect, Wielder ignores the Resistance, Immunity, Reflection, and Absorption of Fire, Wielder ignores the ignoring of wielder's ignoring the Resistance, Immunity, Reflection, and Absorption of Fire, Wearer's per-item Magical Attack bonus cap becomes 4x the relevant stat, Damage dealt by wielder cannot be healed by sources below wielder's Level, Wielder may spend an action to destroy all Zones, Terrains, and Phantom Terrains, Wielder's attacks that incorporate wielder's Magical Attack bonus may gain '1 hit against all opponents', Wielder reflects debuffs that would reduce wielder's Level, Level Damage, and Level Drain, Wielder's Defense is multiplied by .0125, Wielder may inflict Instant Death and Smitten: Great Atrocity on Aliens when they are summoned, This item additionally possesses the subtype Wand, Wielder must possess the award 'Scourge of the Alien Wars' or the award 'Defeated General Redscar in One-on-One Battle'

Roulette Master gains-
'Defeated General Redscar in One-on-One Battle'


Lord Gadigan wrote: And with that Roulette Master's stuff should be done, and he is freed from the thread.


Lord Gadigan wrote: *God-Eating Prison- (Accessory, Container, Glory & Warding & Spatial & Void, 2,000,000,000 Gold) +20,000,000 to all stats, +200,000,000 MP as a non-stacking bonus, Wielder deals HP and MP Drain to Planetaries and to beings that are deities, Wielder's opponents below Level 99 who are not 20 or more Levels greater than wielder lose all of their worshipper benefits, Wielder obtains copies of said lost benefits, provided that said benefits did not possess a Level requirement that wielder did not meet, with said benefit loss being a debuff but said benefit acquisition not being a buff, Wielder cannot obtain multiple copies of the same benefit in this manner, Wielder does not count as a devout worshipper of any deity due to obtaining befits in this manner, but still continues to count as a devout worshipper of deities that wielder would otherwise count as a devout worshipper of, Wielder's lower-Level opponents below Level 80 may not cast Divine Magic spells, Wielder must be Level 60 or greater


Lord Gadigan wrote: Anathema keeps the upgrade on it, and is freed again.


Lord Gadigan wrote: Vashna-

90,570,000 XP (THIS IS GONE, Used during the final fight to keep his level up!! (along with whatever was pulled from Cordelia?))



Gone as noted.

13,654,365,000 Gold

25 Fame

7 1/12 Holy Imperial Seal

600 Bonus Weeks
80 Diviner Bonus Weeks
50 Warlord Bonus Weeks
80 Scientist Bonus Weeks
80 Warlock Bonus Weeks
58 Demonologist Bonus Weeks
58 Master of Puppets Bonus Weeks
31 Dragon Lord Bonus Weeks



Won the quest, so kept.


Lord Gadigan wrote:
Awarded Abilities:
Adept Hypertech Attunement- (Passive Ability, Scientist) Hypertech spells cost possessor 10,000 less MP to cast, Hypertech 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 Hypertech Spells, and may not be converted into other types of slots by individuals below Level 100

Adept Divining Attunement- (Passive Ability, Diviner) Divining spells cost possessor 10,000 less MP to cast, Possessor counts as being 5 Levels higher, to a max of Level 99, for stat-scanning purposes as an effect that does not bypass 'Immune to Under Level X' effects, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Divining Spells, and may not be converted into other types of slots by individuals below Level 100

Apprentice Warlord Knowledge- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats

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

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

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

Adept Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Dragon summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Dragon
Expert Dragon Lord Knowledge
Master Dragon Lord Knowledge

Basic Evil Synchronization- (Passive Ability, Other: Villain) Possessor gains +125 to all stats if possessor is Evil element
Fiendish Evil- (Passive Ability, Other: Villain) Possessor may choose for entities, including itself, to treat Evil as a T3 element.

Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth 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 Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if Truth element

Numeral-Bearer- (Passive Ability, Pactmaker) If possessor is an Arch-Daemon, Arch-Devil, Arch-Demon, or Fiend, possessor's actions cannot be controlled by lower-Level Daemons, Devils, Demons, Arch-Daemons, Arch-Devils, or Arch-Demons, and possessor is Immune to sources below Level 60


Purchased abilities:
Dragon Lord:

Dragon Traits- (Passive Ability, Dragon Lord) Possessor may, at the beginning of a thread, choose to operate for the entirety of the thread with an effective level equal to half possessor's normal level, rounded up. All changes that would occur with this reduction in level occur. If this level reduction is ever somehow cancelled, the other effects of this ability are simultaneously cancelled. If possessor chooses to operate at half level, then possessor's HP is multiplied by 2 as an effect that does not stack with other HP multiplying effects, possessor's MP is multiplied by 2 as an effect that does not stack with other MP multiplying effects, and possessor's Melee Attack, Magical Attack, and Ranged Attack actions all use possessor's two highest stats as their Prime Attribute. This ability only takes effect if possessor is an Dragon.
Dragon Claws- (Passive Ability, Dragon Lord) Possessor, if a Dragon, gains +200 Melee Attack per empty Weapon slot that possessor possesses, to a max of 6 such slots, and possessor's 'Melee Attack' actions gain '5% this action may gain 2 hits against 1' if possessor possesses at least two empty weapon slots
Dragon Fangs- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Dragon Wrath- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack, +500 Ranged Attack, and +500 Magical Attack, and possessor's Damage-dealing actions deal 5,000 additional Damage
Basilisk Blood- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the target of an offensive action, have a 5% chance of inflicting Venom on the source of said action
Basilisk Gaze- (Technique Ability, Dragon Lord) Possessor may use 'Basalisk Gaze' in conjuction with a 'Ranged Attack' or 'Point Blank' action if possessor is a Dragon. Said action gains '60% inflicts Petrified on non-unique targets below Level 60 and unique targets below Level 40
Basilisk Tears- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, whenever possessor is the afflicted with Confusion: Depression, have a 5% chance of inflicting Venom on each opponent
Draconic Greed- (Passive Ability, Dragon Lord) Possessor gains +10,000 Defense against Gold Damage while a Dragon
Dragon's Roar- (Active Ability, Dragon Lord) If possessor is a Dragon, possessor may spend an action to have a 30% chance of inflicting Confusion: Fear on up to 3 targets
Directed Roar- (Passive Ability, Dragon Lord) If possessor's 'Dragon's Roar' actions are targetting a single target, their chances of inflicting minor status effects are increased by 10%
Draconic Fear Aura- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 30% chance of inflicting Confusion: Fear on up to 30 opponents at the start of each round
Dragon-Scale Hide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Defense
Deflective Scales- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor obtains +1,000 Defense, +2% Resilience, and +2% Dodge
Colored-Scale-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, at the beginning of a thread, become solely any base element that is an element that one of possessor's abilities allow's possessor's 'Dragon's Breath' ability to deal
Draconic Weather Control- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor may, as part of a 'Cast a Spell' or 'Magical Attack' action, create a Zone of any base element
Draconic Wings- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 AGI, and possessor may choose at the beginning of a round to use AGI as possessor's row-order-determining stat for the round
Draconic Wisdom- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 MIN, +500 SPI, and +500 Magical Attack
Draconic Aging- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains Fatigued: Elderly Immunity, This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability to all stats, to a max of +2,400)
Draconic Age Effect: Strength Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability STR, to a max of +4,800)
Draconic Age Effect: Wisdom Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability MIN, to a max of +4,800)
Draconic Age Effect: Spellpower Boost- (Passive Ability, Dragon Lord) This ability tracks when its possessor obtained it and provides its possessor, if its possessor is a Dragon, with +(100 * the number of months that have passed since said obtaining of this ability Magical Attack, to a max of +4,800)
Horned Dragon- (Passive Ability, Dragon Lord) Possessor gains +200 Melee Attack if possessor is a Dragon
Hoardmaster- (Passive Ability, Dragon Lord) Possessor gains +100,000 Defense against Gold Damage while a Dragon
Hungering Dragon's Maw- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain 'Deals HP Drain' against Humans, Humanoids, Animals, Aerials, Aquatics, Cthonians, Monsters, and Dragons
Hypersharp Teeth- (Passive Ability, Dragon Lord) If possessor is a Dragon, Possessor gains +500 Melee Attack and 40% Critical
Imperial Dragon- (Passive Ability, Dragon Lord) Possessor gains +5,000 MIN and +5,000 SPI as a non-stacking bonus while possessor is a Dragon
Imperial Dragon's Whiskers- (Passive Ability, Dragon Lord) Possessor gains +5,000 MP and +50,000 MP as a non-stacking bonus while possessor is a Dragon
Lord of a Solitary Domain- (Passive Ability, Dragon Lord) Possessor's 'Dragon Traits' ability reduces possessor's Level by 10 less Levels if possessor possesses no allies
Loud Dragon Roar- (Passive Ability, Dragon Lord) Possessor's 'Dragon's Roar' actions may target 30 individuals
Reinforced Dragonhide- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +1,000 Defense
Stunning Roar- (Passive Ability, Dragon Lord) Possessor's Dragon's Roar actions may gain a 30% chance of inflicting Fatigued: Stun
Sword-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Sword Resistance
Arrow-Deflecting Scales- (Passive Ability, Dragon Lord) Possessor gains 30% Bow Resistance
Tail Sweep- (Technique Ability, Dragon Lord) Possessor may use 'Tail Sweep' in conjunction with a 'Melee Attack' action if possessor is a Dragon. Said action gains '1 hit against 5' and deals 1/2 Damage
Wing Buffet- (Technique Ability, Dragon Lord) Possessor may use 'Wing Buffet' in conjunction with a 'Ranged Attack' action. Said action gains '1 hit against 5' and deals 1/2 Damage
Wyrm's Rest- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +100,000 Defense against Gold Damage while afflicted with Fatigued: Asleep and regenerates 50,000 HP at the start of each round that possessor is afflicted with Fatigued: Asleep
Wyvern Stinger- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +500 Melee Attack
Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor deals 15,000 Flat Physical element Damage to each individual who conducts an offensive action that targets possessor at the end of each such action
Improved Spined Dragon-Body- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor gains +300 Melee Attack and may choose to deal 30,000 Flat Physical element damage to any individual who conducts an offensive action that targets possessor at the end of said action
Coinsense- (Passive Ability, Dragon Lord) Possessor gains +20% To Hit against individuals below Level 60 who have dealt Gold Damage to possessor or who have stolen any item or Gold from possessor during this thread
Twinhead Dragon Form- (Stance Ability, Dragon Lord) If possessor is a Dragon, possessor gains a 5% chance of gaining an additional action per round
Hydra Heads- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor's 'Melee Attack' actions may gain '12 hits against 1' and deal 1/3 Damage against targets that are not more than 19 Levels greater than possessor or that are willing
Hydra Regeneration- (Passive Ability, Dragon Lord) If possessor is a Dragon, possessor regenerates 200,000 HP per round
------------------------------------------------------------------------

Warlord:

Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +20 to all stats
Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +100 to all stats
Offensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 50 points
Offensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have the Damage values of their abilities increased by 500 points
Speed-Focused Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 50 points for turn-order-determining purposes
Speed-Focused Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons have their turn-order-determining stat sums increased by 250 points for turn-order-determining purposes
Defensive Humanoid Instruction I- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +50 Defense
Defensive Humanoid Instruction II- (Passive Ability, Warlord) Possessor's Humanoid pets and summons gain +250 Defense
Humanoid Calling I- (Passive Ability, Warlord) Possessor's Humanoid summons gain +20 to all stats
Humanoid Calling II- (Passive Ability, Warlord) Possessor's Humanoid summons gain +200 HP
Humanoid Calling III- (Passive Ability, Warlord) Possessor's Humanoid summons gain +500 MP
Humanoid Calling IV- (Passive Ability, Warlord) Possessor's Humanoid summons gain +2,000 HP and +4,000 MP
Warlord- (Passive Ability, Warlord) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Humanoid pet only, This ability provides +50 HP and +10 to all stats of possessor's Humanoid pets and summons per Level of possessor
Humanoid Calling V- (Passive Ability, Warlord) Possessor's Humanoid summons may not be unsummoned by sources below Level 5

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

Demonologist:

Demonic Wrath- (Passive Ability, Demonologist) Possessor gains +120 Magical, Melee, and Ranged attack if possessor is a Demon.
Gratuitous Hatred- (Passive Ability, Demonologist) Possessor gains +5% Critical against individuals who damaged possessor either this round or last round, does not stack.
Blazing Death Throes- (Passive Ability, Demonologist) If possessor is a Demon, possessor may deal 500,000 Flat Fire element Damage to up to 5 targets when possessor dies, to a max of 5 times per round
Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 10% Resistance to attacks that are both Darkness and Fire element, provided that ((1 - (Possessor's Darkness Resistance))*(1-(Possessor's Fire Resistance)) does not equal a value below .1. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance- (Passive Ability, Demonologist) Possessor gains 5% Darkness Resistance and 5% Fire Resistance. This ability only functions if possessor is a Demon.
Improved Dark Fire Resistance II- (Passive Ability, Demonologist) Possessor gains 10% Voidstruck Resistance and 10% Burning Resistance. This ability only functions if possessor is a Demon.
Minor Bane of Holiness- (Passive Ability, Demonologist) Possessor gains +50 Melee Attack against Celestials, Devas, and Angels, possessor gains +50 Magical Attack against Celestials, Devas, and Angels, possessor gains +50 Ranged Attack against Celestials, Devas, and Angels, and possessor gains +50 Defense against Celestials, Devas, and Angels. This ability only functions if possessor is a Demon.
Apprentice Demonologist Knowledge- (Passive Ability, Demonologist) Possessor's Demon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Demon's Form- (Passive Ability, Demonologist) Possessor may choose to change possessor's subtype to Demon at the beginning of a thread. Should possessor be a Demon and not have used this ability to become one at the beginning of a thread, then this ability provides possessor with +50 to all stats.
Demonologist- (Passive Ability, Demonologist) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Demon pet only, This ability provides +50 HP and +10 to all stats of possessor's Demon pets and summons per Level of possessor

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

Puppet Master:

Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +20 to all stats
Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +100 to all stats
Apprentice Puppet Master Knowledge- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +500 HP, +500 MP, +100 to damage dealt, and +50 to all stats
Daemon Calling I- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +20 to all stats
Daemon Calling II- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +200 HP
Daemon Calling III- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +500 MP
Daemon Calling IV- (Passive Ability, Puppet Master) Possessor's Daemon summons gain +2,000 HP and +4,000 MP
Defensive Daemon Instruction I- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +50 Defense
Defensive Daemon Instruction II- (Passive Ability, Puppet Master) Possessor's Daemon pets and summons gain +250 Defense
Puppet Master- (Passive Ability, Puppet Master) Possessor may forfeit one Accessory slot or Spell slot at the start of a thread to gain a Pet slot that may contain a Daemon pet only, This ability provides +50 HP and +10 to all stats of possessor's Daemon pets and summons per Level of possessor

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

Pactmaker:

Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Envy Strike- (Technique Ability, Pactmaker) Possessor may use 'Envy Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action becomes solely any combination of base elements that its target is.
Improved Binding Ritual Knowledge- (Passive Ability, Pactmaker) Possessor's summons have a 5% lower chance of being uncontrolled, with said chance increasing to 15% if said summons are Devils
Improved Devil Form-Binding- (Passive Ability, Pactmaker) Possessor may possess two Bound Devil Buffs instead of one.
Lust Strike- (Technique Ability, Pactmaker) Possessor may use 'Lust Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Charm: Lust'.
Pride Strike- (Technique Ability, Pactmaker) Possessor may use 'Pride Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action may not be countered by individuals below its performer's Level who are below Level 60.
Sloth Strike- (Technique Ability, Pactmaker) Possessor may use 'Sloth Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Fatigued'.
Sorrow Strike- (Technique Ability, Pactmaker) Possessor may use 'Sorrow Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains '30% inflicts Confusion: Depression'.
Wrath Strike- (Technique Ability, Pactmaker) Possessor may use 'Wrath Strike' in conjunction with a 'Melee Attack', 'Magical Attack', or 'Ranged Attack' action. Said action gains +100 Melee Attack, +100 Magical Attack, +100 Ranged Attack, and gains '30% inflicts Confusion: Berserk'.
Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +20 to all stats
Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +100 to all stats
Defensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +50 Defense
Defensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +250 Defense
Offensive Devil Instruction I- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 50 points
Offensive Devil Instruction II- (Passive Ability, Pactmaker) Possessor's Devil pets and summons have the Damage values of their abilities increased by 500 points
Adept Pactmaker Knowledge- (Passive Ability, Pactmaker) Possessor's Devil pets and summons gain +2,000 to all stats, Possessor gains an additional summon slot that may only contain a Devil summon, Possessor's unmodified stats increase by 200 points if possessor is a Devil.



Won, kept.

Possibly kept by Vashna's surprise 3-of-swords roulette rumble? (the 20 weeks for it were invested back in the Bluewar prep thread)
I Have Lots of Friends!- (Passive Ability, Friendship) All allies gain +50 to all stats, +20 to Defense, +100 to the damage of all attacks, +10 Defense against stat damage, +2% to Hit, +2% Resilience, +2% Critical, +2% Dodge, and 5% Resistance to all minor status effects, you gain the same benefits if you have at least 20 allies in battle, this effect does not stack



Mildly weird with the dude being a new person and not himself, but I'll go with kept. Draconics is coming into existence with friends, apparently.

*Rashlekk Sulazz's Secret Medicines of Sulmueria's Lords- (Consumable, Medicine, Life & Knowledge & Time, Unlimited Charges, 1,300,000,000 Gold) This item may only be used once per thread, may not be replicated, and cannot have this use count undone, This item gives a target a non-stacking buff that provides Immunity to up to 8 chosen minor or moderate negative status effects and up to 3 chosen major negative status effect as a non-stacking effect, User must be Level 60 or greater and must possess the ability 'Expert Healer Magic Attunement', 'Expert Alchemy Attunement', or 'Expert Herpetologist Knowledge'

*Rashlekk Sulazz's Mindslaving Machine- (Accessory, Gadget, Technology & Psychic, 1,300,000,000 Gold) +1,300,000 MIN, Wielder may spend an action to have a 130% chance of inflicting Dominion on a single target, Wielder must be Level 60 or greater and must possess the ability 'Expert Scientist' or 'Expert Engineer'

*Dark Sea Project Folio- (Accessory, Book, Darkness & Water & Spatial, 1,300,000,000 Gold) +1,300,000 MIN, +13,000,000 MP as a non-stacking bonus, Wielder may spend an action to summon up to 10 Aquatics or Darkspawn below Level 80 that are normally fightable for drops on the Enemy List or up to 10 'Eldritch Monstrosity', Max 300 summoned, Caster may spend an action to deal 16,000,000 Flat Darkness & Water & Psychic elementy damage to up to 200,000,000 targets, also inflicting Voidstruck, Drowning, and Drowning: Tide Trapped on those targets and having a 60% chance of inflicting Insanity on those targets, Wielder may spend an action to replicate the action 'Fading Call: Benthic Atrocity' on the boss '*Rashlekk Sulazz' on the boss list, Wielder is Immune to individuals below Level 40, Wielder controls the actions of individuals below Level 40, Wielder controls the actions of Aquatics and Darkspawn below Level 78, Wielder must be Level 60 or greater and must possess the ability 'Expert Herald of Lunacy Knowledge' or 'Expert Seakeeper Knowledge'

*War-Pyramid Leyline-Nexus Staff of the Giant Prophet- (Weapon, Staff, Knowledge & Fate & Energy, 4,500,000,000 Gold) +4,500,000 Magical Attack, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, Wielder's Divination and Divine Magic spells may, up to once per round, deal 45,000,000 additional Damage, Wielder may not be prevented from casting spells by entities below Level 95, Wielder may spend an action to destroy this item until the end of the round and regenerate 450,000,000 MP, 40% Geomancy Resistance, 40% Channeling Resistance, Wielder may transfer up to 450,000,000 HP and/or MP between up to 3 willing allied targets (including wielder) at the start of each round, Wielder may scan the stats of any number of entities at the start of each round, 290% To Hit, +190% To Hit, Wielder may, up to three times per round, gain an additional action when an opponent of wielder below Level 95 creates a Zone, Terrain, or Phantom Terrain, Wielder must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunment' or 'Expert Geomancy Attunement'

*Circlet of the Great Oracle- (Accessory, Crown, Knowledge & Fate & Psychic, 4,500,000,000 Gold) +4,000,000 Magical Attack, +4,500,000 MIN, +4,000,000 SPI, 40% Psychic Resistance, 40% Psychic Arts Resistance, Wielder's scan attempts may not be prevented by sources below Level 95, Wielder may scan the stats of any number of entities at the start of each of wielder's actions, Wielder gains a 50% chance of optionally ignoring the offensive actions of entities below Level 85 whose stats have been scanned by wielder, Wielder must be Level 60 or greater and must possess the ability 'Expert Divination Attunment' or 'Expert Psychic Synchronization'

*Warded Medallions of the Ancient Giant Kings- (Accessory, Amulet, Warding & Glory, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 CON, +45,000,000 HP as a non-stacking bonus, Wielder's Defense cannot be pierced by sources below Level 99, Wielder's Protection Magic debuffs may not be removed before their inherent expiration by sources below Level 95, Wielder cannot obtain debuffs or negative status effects from sources below Level, Wielder's Humanoid allies gain +450,000 to all stats as a non-stacking bonus, Wielder must be Level 60 or greater and must possess the ability 'Expert Warding Synchronization' or 'Expert Protection Magic Attunement'

*Robes of the Giant Prophet- (Armor, Robes, Fate & Glory & Faith, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, Mind + Spirit becomes wielder's MP-determining stat, 170% Dodge, 170% Resilience, 30% Magic Resistance, 30% Physical Resistance, 30% Technology Resistance, 40% Divine Magic Resistance, 40% Divination Resistance, 40% Fate Resistance, Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Warlord Knowledge'



Won the quest, kept.

*Hammer of Aeons- (Weapon, Hammer, Fire & Time & Glory & Flux, 1,000,000,000 Gold) +1,000,000 Melee Attack, Wielder may spend an action to make any of wielder's equipped or carried weapons any single base weapon subtype as a non-stacking effect, Has RP effects

*Forge of Aeons Forge-Tools- (Item, Antiquity, Fire & Time & Glory & Flux, 1,000,000,000 Gold)



You have the option of keeping these since you won. If you keep them, the Forge is going to be short some stuff. Your call.


Lord Gadigan wrote:
2 Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

Vashna:
'Named the Ruin of Nexus'
'Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii'
'Defeated The Giant Prophet in the Crisis Across Infinite Nexii'
'Is the Potential Restorer of Giantkind'
'Bears the Numeral VII'
'Purified the Numerals'
'Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii'
'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'

Draconics:
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'



Kept


Lord Gadigan wrote:
"Draconics would like to splurge weeks prior to the fight specifically in the Villain tree, specifically to get "Nonsynchronous Elemental Attack-Conversion: Evil". Is it fine to template those out, or otherwise say he can get there"
It was determined that the Villain class did NOT function like standard and wouldn't be statted, but that Draconics could get the above ability by spending weeks. As I recall. EDIT: Here is the minimum that would have gotten Draconics the Conversion, assuming the templates are approved:
Basic Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 50 points
Apprentice Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 500 points
Improved Weaponization of Evil- (Passive Ability, Other: Villain) Quantities of Evil element Damage dealt by possessor are increased by 5,000 points
Elemental Attack-Conversion: Evil - (Technique Ability, Other: Villain) Possessor may use 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as possessor is Evil element and no other technique is used. Said action becomes solely the element Evil.
Nonsynchrnous Elemental Attack-Conversion: Evil - (Passive Ability, Other: Villain) Possessor may use the Technique 'Elemental Attack-Conversion: Evil ' in conjunction with a 'Melee Attack', 'Melee Overdrive', 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action even if possessor is not Evil element



Triple the quantities of the Damage increases.


Lord Gadigan wrote: Can I get confirmation that no pet class has an Expert or Master version? Or is it just the T2s that are missing them?


Lord Gadigan wrote:
Award stating seals from the end of the megaquest



'Acquired <Number> Additional <Seal Piece Type> From the Crisis Across Infinite Nexii'


Lord Gadigan wrote:
Draconics (Decisions regarding Awards, Fame, Abilities, ????)



Keep Fame. Keep Abilities.

Get me a list of his awards combined with Vashna's, with a '----' line between the Vashna ones and his ones. I'm probably going to want to edit the names of quest-related awards, but not arena-task-related ones, from back when he was Vashna to read as being less-direct.


Lord Gadigan wrote:
Destroyed as part of spells/action components:
Bar- (Spell, Other: Litigamancy, Law, 20,000,000 MP, 100,000,000 Gold) Caster removes one opponent from battle until the end of the round, with a max of one such individual being removed at a time and said individual immediately being returned (before victory conditions are checked) if no other individual would exist on its side of battle in the same battlespace (or across all battlespaces in the battle)
Disc 21 Casino Token- (Item, Currency, Fortune, 100 Gold)
Seed of Corruption- (Item, Antiquity, Earth & Darkness, 8,000,000 Gold)
Pun Times- (Item, Material, Time & Whimsy, 5,000,000 Gold)



Confirmed as gone.


Lord Gadigan wrote: 'Defeated Cordelia in Her Supercharged, Multi-Artifact-Wielding Mime-Champion-of-Valcont Mode'

Probably also subject to name change, but get the big list together first.


Lord Gadigan wrote: Forged In Vashna's Final Moments of Vashna's Essence and Power- (Passive Ability, Existence Listing) Possessor may count as possessing the name 'Vashna Saseen' instead of or in addition to possessor's normal name


Lord Gadigan wrote:
[3:25 PM] Draconics: what's the deal with the forge post-CAIN atm?



Drescher fixed it alongside the rest of Disc 1. It's missing those components, though, so they can't do all of their old procedures, but they're mostly running again. Currently not claimed by any particular faction, though that may change as power struggles shake out.


Draconics wrote: Vashna/Draconics's awards:

Awards-
Has Won the "Adventurers!" Event Match
Attended the Walrus Carnival
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Has Beaten 29 Bosses in Boss Rush Mode
Has Won the "First of the Arcane Spirits" Event Match
Involved in the Final Siege of Avandos
Slayer of Lord Avandos, Master of the Crimson Citadel
500 Empire of Thandolman Faction Points
Has Won the "Winter's Grasp" Event Match
Has Saved the Sea of Lindric Grass from the Bluewar Ministry
Beat The Old Nexus PD at the Holy Festival
Beat Team Conch at the Holy Festival
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)
Managed to Avoid an Unnecessary Battle Against a Superior Blackclad Order Force
Has Completed the Task 'An Introduction to the Gearwrights'
50 Gearwrights' Association Reputation Points
Has Completed the Task 'Collect the Gear Hearts'
Eliminated in Round Four of the Brass Disc Tournament
Rescured Jennifer Tardil from some Jungle Ruins
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Reached Round 52 in an Endurance Match
Has Won the "Pillar of Self-Doubt" Event Match
Employer of Jennifer Tardil
Has Completed the task "To Meet the Stormkeeper"
80 Society of Magical Inquiry Reputation Points
Has Completed the Task 'Finding the Flameworm Eyes'
Successfully Invited Alex Bennion to Join the Three of Swords Corperation
Successfully Invited Gerald Feorlyth to Join the Three of Swords Corperation
Successfully Invited Krexil Nei'Beidon to Join the Three of Swords Corperation
Successfully Invited Balko Dogmaster to Join the Three of Swords Corperation
Successfully Invited Hemminer the Sage to Join the Three of Swords Corperation
Has Won the "An Infamous Gang of Thieves!
Created the Roulette Master
Met Krayal Vanzeil
Obtained a Parallel History in the Kingdom of the Prince-Prefect of Gashmelburg as a Peasant from the Town of Brill's Creek
Has Won the "First Test Against The Adversary's Forces" Event Match
Fish of the Month Club Membership
Researched Plants
Researched Rare Plants
Researched Crops
Researched Botanical Techniques
Researched Mushrooms and Underground Fungi
Researched the Gate Trees
Beat Team The Worst Detective at the Holy Festival
Beat Team Nesting Dolls at the Holy Festival
Pattern of Glory (+10 Stat Points)
Convinced Langidor the Greenspear to Temporarily Join Him
1 Boss Killed
Utterly Destroyed Botanica Processor #4
Awakened a Monstrosity
Has Won the "The Rehanging" Event Match
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Stamina"
Has Completed the Task "Test of Combat"
'Watched the Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)''
‘Instrumental in the Orchestration of the Demise of Markannion and Valcont’s Loss During the Princess of Suns Incident’
Has Won the "Four Elementals" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "The Dragon-Slaying Knight" Event Match
"Has Won the "Mr. Groggo's Dilemma" Event Match" Award
'Blew Up the Botanica'
'Defeated the Botanica's Weather Control Processor through Unconventional Means'
'Mailed the Botanica Seasonal Control Processor to the Blackclad Order'
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Judgement"
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Time"
Has Consumed 5 Essence Sphere: Wizard
Has Completed the Task "Test of Echoes"
Has Completed the Task "Test of Seeking"
Has Completed the Mini Quest 'Trial of Remembrance'
'Defeated the Hippo-Kin Career Institute Dread Headmaster'
'Completed the Quest Career Day'
'Obtained Accolades from Multiple Worlds for stopping the Hippo-Kin Forces'
Has Won the "Statistical Manipulation" Event Match
Has Won the "Mr. Groggo Goes to the Race" Event Match
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Essence Sphere: General
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Captain
Has Consumed 4 Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Completed the Task "Test of Fame and Fortune"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Versatility"
Won 2 Battles in a Row Before Losing at the Wager Fights at Walrusfest
Bet Successfully on 22 Wager Fights at Walrusfest
Bet Unsuccessfully on 8 Wager Fights at Walrusfest
Has used 12 Grandmaster's Text
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Won the "Mind Over Matter" Event Match
Established Connections with the Cult of Bez'Bekklin
Instrumental in the Creation of Dread Banking
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 4 Improved Essence Sphere: Technomancer
Has Won the "The Broken-Winged Dragon" Event Match
Visited the 10th Holy Festival
Had a Really, Really Weird Dream
'Has Won the 'Trolling' Event Match' Award
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 4 Improved Essence Sphere: Ebon Chancellor
Has Won the "It's Just a Single Butterfly, How Hard Can It Be?" Event Match
Has Won the "Color-Coded for Your Convenience" Event Match
Dared Challenge Valcont
Has Consumed 5 Essence Sphere: Arcanist
Has Consumed 5 Improved Essence Sphere: Wizard
Studied the Chronicles of the Third Ascension (Prologues and First Chapter)
Has Completed the Task "Test of Wealth"
Has Completed the Task "Test of Talent"
'Defeated The Legendary Hare in a Special Arena Match'
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Memories"
Has Reached Round 41 in a Pet Endurance Match
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Options"
'Helped Kit Defeat Nega-Lili in an Arena Match'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 1'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 2'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 3'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 4'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 5'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 6'
Member of the Society of Esoteric Binders
Has Completed the Task 'Become a Full Member of the Society of Esoteric Binders'
Has Completed the Mini Quest 'Eidolon Hunt: Finding the Wind Shepherd'
Has Completed the Task 'Obtain the Eidolon Bazefar'
Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match
Has used 10 Manual of A Thousand Arts
Has Completed the Task "Test of Hours"
Has Completed the Task 'Impossible Request: 'Obtain the Bucket of Water that Holds Water''
Introduced the Blue Season to Disc 92
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Dragon Lord
'Participated In The Quest 'A Phonecall from Donna''
'Fought the Ascendants of the Fourth Ascension as Leader of the Three of Swords Corporation'
'Obtained a Commendation from Donna for his Actions Fighting Against the Fourth Group of Ascendants'
Has Consumed 5 Improved Essence Sphere: Bard
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Was Featured Heavily In A Chapter Of A Bestselling Book About Flagmaker Bessie LaGrand
Has Completed the Task "Test of Legacy"
Defeated Nega-Cael in an Arena Match
Helped Lili Defeat Nega-Lili in an Arena Match
Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers
Had a Portait Painted at Walrusfest
Has Consumed 2 Essence Sphere: Radiant Heirophant
Has Consumed 5 Essence Sphere: Heavenly Protector
Has Consumed 5 Improved Essence Sphere: Heavenly Protector
Has Won the 'Seizing the Center' Event Match
Has Completed the Task "Test of Focus"
Has Completed the Task "Test of Effortlessness"
Has Won the "Battle Versus the Professor" Event Match
Lost to the Level 80 Version of Silas from the Fourth Ascension in a Special Battle Arena Match
Brought Back War's Moderate Negative Status Effect
Created Yet Another Version of Himself (This Time Through Sword-Forging)
Has Completed the Task "Test of Performance"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Bloodshed"
Has Completed the Task 'Impossible Request: 'Obtain the Jeweled Branch of Horai''
Has Completed the Task 'Impossible Request: 'Obtain the Single Leaf of Radiant Gold that Whispers to the Mind''
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 3 Improved Essence Sphere: Abjurer
Has Consumed 4 Essence Sphere: Auramancer
Has Completed the Task "Test of Expertise"
Has Completed the Task "Test of Esoterica"
Has Completed the Task "Test of Superiority"
Created Vannessa Ashes
Has Consumed 2 Essence Sphere: Wind Duke
Has Consumed 2 Essence Sphere: Mountain King
Has Consumed 2 Essence Sphere: Ocean Prince
Has Consumed 2 Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Learned the Brain Glue Formula from Doctor Toad
Has Completed 1 Frequent Formula Task
Has Won the 'Evergarden Defense Test' Event Match
Has Won the 'Surprise in the Gift Shop' Event Match
Has Won the 'That Thing Doesn't Want Us Having Lunch' Event Match
Has Won the 'There Is a Deadly Bee-Like Thing In Your Room and You Must Confront It ALONE' Event Match
Has Won the 'Be the Better Lily Pad!' Event Match
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Beat The Limited Event Match 'Disco Horse Dance Battle'
Has Won the 'Heaven, Hell, Or Somewhere In the Middle' Event Match
Has Consumed 5 Essence Sphere: Reality Coder
Has Consumed 5 Improved Essence Sphere: Reality Coder
Has used 5 Attunement Book: Abjurer
Has used 5 Attunement Book: Anarchomancer
Has used 5 Attunement Book: Arcanist
Has used 5 Attunement Book: Bard
Has used 5 Attunement Book: Commander
Has used 5 Attunement Book: Channeler
Has used 5 Attunement Book: Diviner
Has used 5 Attunement Book: Druid
Has used 5 Attunement Book: Enchanter
Has used 5 Attunement Book: Elementalist
Has used 5 Attunement Book: Geomancer
Has used 5 Attunement Book: Illusionist
Has used 5 Attunement Book: Kensei
Has used 5 Attunement Book: Mentalist
Has used 5 Attunement Book: Monk
Has used 5 Attunement Book: Summoner
Has used 5 Attunement Book: Transmuter
Has used 5 Attunement Book: Wanderer
Has used 5 Attunement Book: Wizard
Has Consumed 5 Improved Essence Sphere: Arcanist
Participated in the Mod-Run Event Relic Spiral (Mod-Run Award)
Started in the Crystal Caverns in the Mod-Run Event Relic Spiral (Mod-Run Award)
Reached The Central Spire First (Mod-Run Award)
Killed By Geddoe in the Mod-Run Event Relic Spiral (Mod-Run Award)
Defeated and Bound Mogwari the Mana-Eater (Mod-Run Award)
One-Shot Conflux (Mod-Run Award)
Obtained The Spiral Relic Dissipation (Mod-Run Award)
Brought a Nameless Wolf To Life in the Relic Spiral (Mod-Run Award)
Had The Spiral Relic Dissipation Taken By Geddoe (Mod-Run Award)
Beat Hadjbalaum in an Event Battle
Has used 5 Attunement Book: Alchemist
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Scientist
Has used 5 Attunement Book: Scientist
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 2 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Arcanist
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Genesis Architect
Has Consumed 5 Superior Essence Sphere: Transmuter
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Superior Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Dragon Lord
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 1 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Hollow Man
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Anarchomaner
Has Consumed 5 Improved Essence Sphere: Anarchomaner
Has Consumed 5 Greater Essence Sphere: Anarchomaner
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Superior Essence Sphere: Warrior
Has Completed the Task "Test of Immortality"
Has Completed the Task "Test of Retribution"
Has Completed the Task "Test of Peace"
Has Completed the Task "Test of Vexation"
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 1 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Justicar
Has Consumed 5 Improved Essence Sphere: Justicar
Has Consumed 5 Essence Sphere: Walker From Beyond
Has Consumed 5 Improved Essence Sphere: Walker From Beyond
Has Consumed 1 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 1 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Won Best Entry in the SPACE OUTER SPACE Combo Contest for the Restored Dimensional Hypervessel
Signed Up For The (First) Nexus Games
Participated In The (First) Nexus Games
Participated In Nexus Games Event 2: Gobblin' Frenzy
Won Nexus Games Event 2: Gobblin' Frenzy
Participated In Nexus Games Event 3: Calling All the Bros
Participated In Nexus Games Event 5: Resurrectionist Rumble!
Participated In Nexus Games Event 6: Dodge for the Doge
Won Nexus Games Event 6: Dodge for the Doge
Participated In Nexus Games Event 8: Impossible Reaper
Won Nexus Games Event 8: Impossible Reaper
Participated In Nexus Games Event 9: I'm Not Touching This One
Disqualified From Nexus Games Event 10: This Is How We Build It
Participated In Nexus Games Event 11: One Breath Away from Death
Won Nexus Games Event 11: One Breath Away from Death
Participated In Nexus Games Event 12: A Wreath of Purity
Co-Winner of the First Nexus Games
Has Won the "You'll Never Get Me Pot o' Gold!" Event Match
Indirectly Responsible for Ichormassia Becoming a Representative Republic
Indirectly Responsible for the Defeat of the Five-Man Mafia
Has Consumed 2 Essence Sphere: Diplomat
Has Consumed 2 Essence Sphere: Slayer
Has Consumed 2 Essence Sphere: Sorceress
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Completed the Task "Test of Ages"
Has Consumed 5 Essence Sphere: War Mage
Has Consumed 5 Improved Essence Sphere: War Mage
Has Won the "How Shall the World End?" Event Match
Has Won the Event Match 'Three Great Beasts'
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has used 5 Attunement Book: Artificer
Has used 5 Attunement Book: Ritualist
Freed a Deity
Has Used 1 Schoolmarm Bluestripe Snapper
Gained 1 Base Stat Point from Battle Fest and spent it learning Libram Magic
Bested the Porkman in Holiday Combat
Has Made Two Deities, Albeit Not Entirely Intentionally
Named the Ruin of Nexus
Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii
Defeated The Giant Prophet in the Crisis Across Infinite Nexii
Is the Potential Restorer of Giantkind
Bears the Numeral VII
Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii
Key to the Defeat of Forcystus
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Defeated Cordelia in Her Supercharged, Multi-Artifact-Wielding Mime-Champion-of-Valcont Mode

---

Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Acquired 6 Additional Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii


Lord Gadigan wrote: Expert Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor's Dragon summons cannot be unsummoned by entities below Level 60 without possessor's permission, Possessor gains an additional pet slot that cannot be used for purposes other than carrying pets, may only contain an Dragon pet, and may not be converted into other types of slots by individuals below Level 100, Possessor's unmodified stats increase by 500 points if possessor is an Dragon
Requires: Dragon Lord, 100 other Dragon Lord Abilities, Level 40
Cost: 100,000,000 Gold, 40 Weeks

Master Dragon Lord Knowledge- (Passive Ability, Dragon Lord) Possessor gains control of the Dragon summons of lower Level individuals, provided both said Dragons and said individuals are non-unique and below Level 99, Possessor gains control of the non-unique Dragon summons of individuals below Level 80 that are lower Level than possessor provided said Dragon summons are lower Level than possessor, Possessor controls the actions of Dragons below Level 80 that are 10 or more Levels below possessor's Level that are non-unique, Possessor's unmodified stats increase by 2,500 points if possessor is an Dragon

Cost it per the other masters.

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

[3:30 PM] Draconics: :thinking:
[3:31 PM] Draconics: more than likely, Draconics would vow to hand it over assuming whoever took it over was fine
[3:31 PM] Draconics: just gonna have to be a wait and see thing methinks
[3:31 PM] Gadigan: Okay. Thank you


Lord Gadigan wrote: Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


Lord Gadigan wrote: [3:38 PM] Draconics: @Gadigan I suppose regarding who is fine, since I was vague prior: Harkala factions, Endbringer factions, Valcont factions, VR factions, and anyone monetizing it more than it was, is NOT-FINE, just about anyone else not similarly terribad is FINE
[3:42 PM] Gadigan: Draconics -> Assuming none of those are looking like they're immediately taking ownership, you're fine with handing it back even if stuff isn't fully settled around Nexus?
[3:43 PM] Draconics: yeah
[3:43 PM] Gadigan: k

'Returned the Hammer and the Tools to the Forge of Aeons'
'Gets Discounts at the Forge of Aeons'

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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: *Forcystus Mask- (Accessory, Mask, Warding & Illusion & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 Magical Attack, +6,666,666 CON, +6,666,666 MIN, +66,666,666 HP as a non-stacking bonus, +66,666,666 MP as a non-stacking bonus, 240% Resilience, 240% Dodge, Possessor may spend an action to gain any base subtype, Fiend, or Holy One as a buff that stacks 200 times, Possessor may spend an action to lose any subtype as a buff that stacks 200 times, Possessor may choose for attempts to scan possessor's stats by sources below Level 80 to fail and for the individual attempting to scan possessor's stats to be afflicted with Plague, Insanity, Petrification, and/or Smitten: Great Atrocity, Possessor may preemptively scan the stats of any individual who attempts to scan possessor's stats, Possessor may, to a max of once per thread across all possessors across all copies of this item, either as an action or in response to possessor dying, resurrect itself, remove this item from the thread, and acquire a buff that gives its possessor a bonus of +6,666,666 to all stats, that makes its possessor solely the subtype Fiend & Abomination, that gives its possessor 'Absorbs Evil and Illusion from sources below Level 80', that gives its possessor's name to become all-caps and gain the prefix 'ANATHEMAIC ', that gives its possessor's attacks a 60% chance of inflicting any one major negative status effect, that cannot be removed by sources below Level 80, and that cannot be replicated; Wearer Temporarily, as a non-stacking effect that does not key off of Temporary abilities, gains the next Tier ability, to a max of 'Legendary', in the classes 'Clothier', 'Illusionist', 'Unreality Coordinator', 'Ward Crafter', and 'Diplomat', This item's also counts as possessing the subtype Crown, Wearer must possess the ability 'Master Diplomat', the ability 'Master Illusionist', the ability 'Master Illusion Synchronization', the ability 'Master Evil Synchronization', the ability 'Master Clothier', the ability 'Master Warding Synchronization', the ability 'Master Transmutation Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


Lord Gadigan wrote: Give yourself the next Tier-ability of Null and 60 bonus weeks.

Do you have an ability that makes Null non-dangerous to its possessor yet?


Lord Gadigan wrote:
Has Won the "Adventurers!" Event Match
Has Saved Imbelsberg from the Bluewar Ministry
Has Won the "Drakespawn of the Caverns" Event Match
Has Beaten 29 Bosses in Boss Rush Mode
Has Won the "First of the Arcane Spirits" Event Match
500 Empire of Thandolman Faction Points
Has Won the "Winter's Grasp" Event Match
Has Saved the Sea of Lindric Grass from the Bluewar Ministry
Has Completed the Task 'An Introduction to the Gearwrights'
50 Gearwrights' Association Reputation Points
Has Completed the Task 'Collect the Gear Hearts'
Has Won the "In Search of Ore Where the Undead Lurk" Event Match
Has Won the "Fight Against the Storm" Event Match
Has Reached Round 52 in an Endurance Match
Has Won the "Pillar of Self-Doubt" Event Match
Has Completed the task "To Meet the Stormkeeper"
80 Society of Magical Inquiry Reputation Points
Has Completed the Task 'Finding the Flameworm Eyes'
Has Won the "An Infamous Gang of Thieves!
Has Won the "First Test Against The Adversary's Forces" Event Match
Fish of the Month Club Membership
Researched Plants
Researched Rare Plants
Researched Crops
Researched Botanical Techniques
Researched Mushrooms and Underground Fungi
Researched the Gate Trees
Has Won the "The Rehanging" Event Match
Has Completed the Task "Test of Mastery"
Has Completed the Task "Test of Fortune"
Has Completed the Task "Test of Skill"
Has Completed the Task "Test of Stamina"
Has Completed the Task "Test of Combat"
Has Won the "Four Elementals" Event Match
Has Won the "Necromancer Lord Practice Bout" Event Match
Has Won the "The Dragon-Slaying Knight" Event Match
Has Won the "Mr. Groggo's Dilemma" Event Match
Has Completed the Task "Test of Collecting"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Judgement"
Has Completed the Task "Test of Choices"
Has Completed the Task "Test of Time"
Has Consumed 5 Essence Sphere: Wizard
Has Completed the Task "Test of Echoes"
Has Completed the Task "Test of Seeking"
Has Completed the Mini Quest 'Trial of Remembrance'
Has Won the "Statistical Manipulation" Event Match
Has Won the "Mr. Groggo Goes to the Race" Event Match
Has Consumed 5 Essence Sphere: Transmuter
Has Consumed 5 Improved Essence Sphere: Transmuter
Has Consumed 5 Essence Sphere: Channeler
Has Consumed 5 Improved Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Scholar
Has Consumed 5 Improved Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Smith
Has Consumed 5 Improved Essence Sphere: Smith
Has Consumed 5 Essence Sphere: Commander
Has Consumed 5 Improved Essence Sphere: Commander
Has Consumed 5 Essence Sphere: General
Has Consumed 5 Essence Sphere: Warlock
Has Consumed 5 Improved Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Kensei
Has Consumed 5 Improved Essence Sphere: Kensei
Has Consumed 5 Essence Sphere: Bard
Has Consumed 5 Essence Sphere: Captain
Has Consumed 4 Essence Sphere: Chef
Has Consumed 5 Essence Sphere: Magewright
Has Consumed 5 Improved Essence Sphere: Magewright
Has Consumed 5 Essence Sphere: Warrior
Has Consumed 5 Improved Essence Sphere: Warrior
Has Completed the Task "Test of Fame and Fortune"
Has Completed the Task "Test of Essence"
Has Completed the Task "Test of Versatility"
Has used 12 Grandmaster's Text
Has Consumed 5 Essence Sphere: Deathless One
Has Consumed 5 Improved Essence Sphere: Deathless One
Has Won the "Mind Over Matter" Event Match
Has Consumed 5 Essence Sphere: Technomancer
Has Consumed 4 Improved Essence Sphere: Technomancer
Has Won the "The Broken-Winged Dragon" Event Match
Has Won the 'Trolling' Event Match
Has Consumed 5 Essence Sphere: Illusionist
Has Consumed 4 Improved Essence Sphere: Illusionist
Has Consumed 5 Essence Sphere: Architect
Has Consumed 5 Improved Essence Sphere: Architect
Has Consumed 5 Essence Sphere: Summoner
Has Consumed 5 Improved Essence Sphere: Summoner
Has Consumed 5 Essence Sphere: Arcane Vizier
Has Consumed 5 Improved Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Ebon Chancellor
Has Consumed 4 Improved Essence Sphere: Ebon Chancellor
Has Won the "It's Just a Single Butterfly, How Hard Can It Be?" Event Match
Has Won the "Color-Coded for Your Convenience" Event Match
Has Consumed 5 Essence Sphere: Arcanist
Has Consumed 5 Improved Essence Sphere: Wizard
Has Completed the Task "Test of Wealth"
Has Completed the Task "Test of Talent"
Has Completed the Task "Test of Opposition"
Has Completed the Task "Test of Memories"
Has Reached Round 41 in a Pet Endurance Match
Has Completed the Task "Test of Leadership"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Tenacity"
Has Completed the Task "Test of Slaying"
Has Completed the Task "Test of Options"
Has Completed the Task 'Trials of the Eidolon Summoner, Part 1'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 2'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 3'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 4'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 5'
Has Completed the Task 'Trials of the Eidolon Summoner, Part 6'
Member of the Society of Esoteric Binders
Has Completed the Task 'Become a Full Member of the Society of Esoteric Binders'
Has Completed the Mini Quest 'Eidolon Hunt: Finding the Wind Shepherd'
Has Completed the Task 'Obtain the Eidolon Bazefar'
Has used 10 Manual of A Thousand Arts
Has Completed the Task "Test of Hours"
Has Completed the Task 'Impossible Request: 'Obtain the Bucket of Water that Holds Water''
Has Consumed 5 Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Dragon Lord
Has Consumed 5 Improved Essence Sphere: Bard
Completed the Quest 'Bad Movie Night (1)'
Defeated Count Dracubeer
Has Completed the Task "Test of Legacy"
Has Consumed 2 Essence Sphere: Radiant Heirophant
Has Consumed 5 Essence Sphere: Heavenly Protector
Has Consumed 5 Improved Essence Sphere: Heavenly Protector
Has Won the 'Seizing the Center' Event Match
Has Completed the Task "Test of Focus"
Has Completed the Task "Test of Effortlessness"
Has Won the "Battle Versus the Professor" Event Match
Has Completed the Task "Test of Performance"
Has Completed the Task "Test of War"
Has Completed the Task "Test of Bloodshed"
Has Completed the Task 'Impossible Request: 'Obtain the Jeweled Branch of Horai''
Has Completed the Task 'Impossible Request: 'Obtain the Single Leaf of Radiant Gold that Whispers to the Mind''
Has Consumed 5 Essence Sphere: Geomancer
Has Consumed 5 Improved Essence Sphere: Geomancer
Has Consumed 5 Greater Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Elementalist
Has Consumed 5 Improved Essence Sphere: Elementalist
Has Consumed 5 Essence Sphere: Abjurer
Has Consumed 3 Improved Essence Sphere: Abjurer
Has Consumed 4 Essence Sphere: Auramancer
Has Completed the Task "Test of Expertise"
Has Completed the Task "Test of Esoterica"
Has Completed the Task "Test of Superiority"
Has Consumed 2 Essence Sphere: Wind Duke
Has Consumed 2 Essence Sphere: Mountain King
Has Consumed 2 Essence Sphere: Ocean Prince
Has Consumed 2 Essence Sphere: Blazing Sultan
Has Consumed 5 Essence Sphere: Wanderer
Has Consumed 5 Improved Essence Sphere: Wanderer
Has Consumed 5 Greater Essence Sphere: Wanderer
Has Consumed 5 Essence Sphere: Diviner
Has Consumed 5 Improved Essence Sphere: Diviner
Has Consumed 5 Greater Essence Sphere: Diviner
Has Consumed 5 Essence Sphere: Spatial Mage
Has Consumed 5 Improved Essence Sphere: Spatial Mage
Learned the Brain Glue Formula from Doctor Toad
Has Completed 1 Frequent Formula Task
Has Won the 'Evergarden Defense Test' Event Match
Has Won the 'Surprise in the Gift Shop' Event Match
Has Won the 'That Thing Doesn't Want Us Having Lunch' Event Match
Has Won the 'There Is a Deadly Bee-Like Thing In Your Room and You Must Confront It ALONE' Event Match
Has Won the 'Be the Better Lily Pad!' Event Match
Has Consumed 5 Improved Essence Sphere: Captain
Has Consumed 5 Essence Sphere: Scientist
Has Consumed 5 Improved Essence Sphere: Scientist
Beat The Limited Event Match 'Disco Horse Dance Battle'
Has Won the 'Heaven, Hell, Or Somewhere In the Middle' Event Match
Has Consumed 5 Essence Sphere: Reality Coder
Has Consumed 5 Improved Essence Sphere: Reality Coder
Has used 5 Attunement Book: Abjurer
Has used 5 Attunement Book: Anarchomancer
Has used 5 Attunement Book: Arcanist
Has used 5 Attunement Book: Bard
Has used 5 Attunement Book: Commander
Has used 5 Attunement Book: Channeler
Has used 5 Attunement Book: Diviner
Has used 5 Attunement Book: Druid
Has used 5 Attunement Book: Enchanter
Has used 5 Attunement Book: Elementalist
Has used 5 Attunement Book: Geomancer
Has used 5 Attunement Book: Illusionist
Has used 5 Attunement Book: Kensei
Has used 5 Attunement Book: Mentalist
Has used 5 Attunement Book: Monk
Has used 5 Attunement Book: Summoner
Has used 5 Attunement Book: Transmuter
Has used 5 Attunement Book: Wanderer
Has used 5 Attunement Book: Wizard
Has Consumed 5 Improved Essence Sphere: Arcanist
Has used 5 Attunement Book: Alchemist
Has Consumed 5 Essence Sphere: Alchemist
Has Consumed 5 Improved Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Alchemist
Has Consumed 5 Greater Essence Sphere: Scientist
Has used 5 Attunement Book: Scientist
Has Consumed 5 Essence Sphere: Matrix Keeper
Has Consumed 5 Improved Essence Sphere: Matrix Keeper
Has Consumed 5 Greater Essence Sphere: Matrix Keeper
Has Consumed 5 Essence Sphere: Enchanter
Has Consumed 5 Improved Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Enchanter
Has Consumed 5 Greater Essence Sphere: Captain
Has Consumed 2 Improved Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Abjurer
Has Consumed 5 Greater Essence Sphere: Arcanist
Has Consumed 5 Superior Essence Sphere: Wizard
Has Consumed 5 Superior Essence Sphere: Genesis Architect
Has Consumed 5 Superior Essence Sphere: Transmuter
Has Consumed 5 Superior Essence Sphere: Geomancer
Has Consumed 5 Essence Sphere: Swordsman
Has Consumed 5 Improved Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Swordsman
Has Consumed 5 Superior Essence Sphere: Swordsman
Has Consumed 5 Greater Essence Sphere: Elementalist
Has Consumed 5 Greater Essence Sphere: Dragon Lord
Has Consumed 5 Greater Essence Sphere: Summoner
Has Consumed 1 Improved Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Illusionist
Has Consumed 5 Greater Essence Sphere: Magewright
Has Consumed 5 Greater Essence Sphere: Kensei
Has Consumed 5 Greater Essence Sphere: Smith
Has Consumed 5 Greater Essence Sphere: Channeler
Has Consumed 5 Essence Sphere: Hollow Man
Has Consumed 5 Essence Sphere: Monk
Has Consumed 5 Improved Essence Sphere: Monk
Has Consumed 5 Greater Essence Sphere: Monk
Has Consumed 5 Essence Sphere: Anarchomaner
Has Consumed 5 Improved Essence Sphere: Anarchomaner
Has Consumed 5 Greater Essence Sphere: Anarchomaner
Has Consumed 5 Essence Sphere: Pactmaker
Has Consumed 5 Improved Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Pactmaker
Has Consumed 5 Greater Essence Sphere: Warrior
Has Consumed 5 Superior Essence Sphere: Warrior
Has Completed the Task "Test of Immortality"
Has Completed the Task "Test of Retribution"
Has Completed the Task "Test of Peace"
Has Completed the Task "Test of Vexation"
Has Consumed 5 Essence Sphere: Merchant
Has Consumed 5 Improved Essence Sphere: Merchant
Has Consumed 5 Greater Essence Sphere: Merchant
Has Consumed 1 Essence Sphere: Chef
Has Consumed 5 Improved Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Chef
Has Consumed 5 Greater Essence Sphere: Commander
Has Consumed 5 Essence Sphere: Justicar
Has Consumed 5 Improved Essence Sphere: Justicar
Has Consumed 5 Essence Sphere: Walker From Beyond
Has Consumed 5 Improved Essence Sphere: Walker From Beyond
Has Consumed 1 Essence Sphere: Mentalist
Has Consumed 5 Improved Essence Sphere: Mentalist
Has Consumed 5 Greater Essence Sphere: Mentalist
Has Consumed 1 Essence Sphere: Auramancer
Has Consumed 5 Improved Essence Sphere: Auramancer
Has Consumed 5 Greater Essence Sphere: Auramancer
Has Consumed 2 Essence Sphere: Diplomat
Has Consumed 2 Essence Sphere: Slayer
Has Consumed 2 Essence Sphere: Sorceress
Has Consumed 5 Essence Sphere: Thief
Has Consumed 5 Improved Essence Sphere: Thief
Has Consumed 5 Greater Essence Sphere: Scholar
Has Consumed 5 Essence Sphere: Druid
Has Consumed 5 Improved Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Druid
Has Consumed 5 Greater Essence Sphere: Warlock
Has Consumed 5 Essence Sphere: Healer
Has Consumed 5 Improved Essence Sphere: Healer
Has Consumed 5 Greater Essence Sphere: Healer
Has Completed the Task "Test of Ages"
Has Consumed 5 Essence Sphere: War Mage
Has Consumed 5 Improved Essence Sphere: War Mage
Has Won the "How Shall the World End?" Event Match
Has Won the Event Match 'Three Great Beasts'
Has Consumed 5 Greater Essence Sphere: Arcane Vizier
Has Consumed 5 Essence Sphere: Artificer
Has Consumed 5 Improved Essence Sphere: Artificer
Has Consumed 5 Greater Essence Sphere: Artificer
Has Consumed 5 Essence Sphere: Ritualist
Has Consumed 5 Improved Essence Sphere: Ritualist
Has Consumed 5 Greater Essence Sphere: Ritualist
Has used 5 Attunement Book: Artificer
Has used 5 Attunement Book: Ritualist
Has Used 1 Schoolmarm Bluestripe Snapper
Gained 1 Base Stat Point from Battle Fest and spent it learning Libram Magic
Participated in the Holy Festival Events at the Festival Immediately Following the Crisis Across Infinite Nexii
Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest
Won the Megaquest "Crisis Across Infinite Nexii"
Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis
Acquired 6 Additional Holy Imperial Seal of Triumph From the Crisis Across Infinite Nexii



Keep all of those. Reviewing the others still.

Pattern of Glory (+10 Stat Points)



Can someone check the wording on that and fix it if it's abstandard. Keep it otherwise.

1 Boss Killed



This can't be directly right. What is this from? Why isn't it counting upwards?


Lord Gadigan wrote: Has Won the "You'll Never Get Me Pot o' Gold!" Event Match

Keep


Lord Gadigan wrote: Defeated The Legendary Hare in a Special Arena Match

Keep


Lord Gadigan wrote: Has Memories of the Walrus Carnival

Edited


Lord Gadigan wrote: Beat The Old Nexus PD at the Holy Festival
Beat Team Conch at the Holy Festival
Attempted to Fight The Bartender at the Holy Festival (While He Was Holding Back)

Basically arena matches. Keep.


Lord Gadigan wrote: Beat Team The Worst Detective at the Holy Festival
Beat Team Nesting Dolls at the Holy Festival

Same.


Lord Gadigan wrote: Related to the Roulette Master

Edited


Lord Gadigan wrote: Employer of Jennifer Tardil

Nira is getting that instead of Draconics, per this chat bit:

[4:45 PM] Gadigan: Employer of Jennifer Tardil
[4:45 PM] Gadigan: Is that still true? Still running the corp?
[4:46 PM] Draconics: Nira is interim boss
[4:46 PM] Gadigan: Thank you


Lord Gadigan wrote: Boss of Alex Bennion at the Three of Swords Corperation
Boss of Gerald Feorlyth at the Three of Swords Corperation
Boss of Krexil Nei'Beidon at the Three of Swords Corperation
Boss of Balko Dogmaster at the Three of Swords Corperation
Boss of Hemminer the Sage at the Three of Swords Corperation

These go to Nira edited


Lord Gadigan wrote: Regretfully Has Memories of Watching Entirety of the Film 'The Arrest and Untimely Demise of Hossus Broon (with Commentary)'

Edited


Lord Gadigan wrote: Related to Zweirugi
Related to Vannessa Ashes

Edited


Lord Gadigan wrote: Lost to the Level 80 Version of Silas from the Fourth Ascension in a Special Battle Arena Match

Arena fight. Keep.


Lord Gadigan wrote: Beat Hadjbalaum in an Event Battle

Arena fight. Keep.


Lord Gadigan wrote: Signed Up For The (First) Nexus Games
Participated In The (First) Nexus Games
Participated In Nexus Games Event 2: Gobblin' Frenzy
Won Nexus Games Event 2: Gobblin' Frenzy
Participated In Nexus Games Event 3: Calling All the Bros
Participated In Nexus Games Event 5: Resurrectionist Rumble!
Participated In Nexus Games Event 6: Dodge for the Doge
Won Nexus Games Event 6: Dodge for the Doge
Participated In Nexus Games Event 8: Impossible Reaper
Won Nexus Games Event 8: Impossible Reaper
Participated In Nexus Games Event 9: I'm Not Touching This One
Disqualified From Nexus Games Event 10: This Is How We Build It
Participated In Nexus Games Event 11: One Breath Away from Death
Won Nexus Games Event 11: One Breath Away from Death
Participated In Nexus Games Event 12: A Wreath of Purity

Arena fight. Keep.

Co-Winner of the First Nexus Games (By Weird Spacetime Partial-Existence-Replica Technicality)

Edited.


Lord Gadigan wrote: Bested the Porkman in Holiday Combat

Arena fight. Keep.


Lord Gadigan wrote: Bears the Numeral VII

Keep


Lord Gadigan wrote: Helped Kit Defeat Nega-Lili in an Arena Match

Arena fight. Keep.

Remembers the 10th Holy Festival

Edited.


Lord Gadigan wrote: Studied the Chronicles of the Third Ascension (Prologues and First Chapter)

Keep
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Remembers Posing for a Portait Painted at Walrusfest that Doesn't Actually Contain Him

Edited


Lord Gadigan wrote: Won Best Entry in the SPACE OUTER SPACE Combo Contest for the Restored Dimensional Hypervessel

Keep, arena contest


Lord Gadigan wrote: Had a Dream About Remembering Someone Else's Really, Really Weird Dream

Edited


Lord Gadigan wrote: Won 2 Battles in a Row Before Losing at the Wager Fights at Walrusfest
Bet Successfully on 22 Wager Fights at Walrusfest
Bet Unsuccessfully on 8 Wager Fights at Walrusfest

Keep, arena event


Lord Gadigan wrote: Defeated Nega-Cael in an Arena Match
Helped Lili Defeat Nega-Lili in an Arena Match

Arena matches, keep


Lord Gadigan wrote: Beat the Level 80 Version of Roulette Master from the Fourth Ascension
Fought A Rather Odd Team Of Beta Negaselves And Handily Won In An Arena Match

Arena matches, keep


Lord Gadigan wrote: (At Least Temporarily) Boss of Langidor the Greenspear at the Three of Swords Corporation

Nira


Lord Gadigan wrote: Eliminated in Round Four of the Brass Disc Tournament

Arena tournament, keep


Lord Gadigan wrote: Indirectly Responsible for Ichormassia Becoming a Representative Republic
Indirectly Responsible for the Defeat of the Five-Man Mafia

Keep, just with an even broader definition of 'Indirectly'


Lord Gadigan wrote: Is the Potential Restorer of Giantkind

Keep


Lord Gadigan wrote: Has Memories of the Final Siege of Avandos

Edited


Lord Gadigan wrote: Remembers How Someone Defeated the Botanica's Weather Control Processor through Unconventional Means

Edited


Lord Gadigan wrote: Participated in the Mod-Run Event Relic Spiral (Mod-Run Award)
Started in the Crystal Caverns in the Mod-Run Event Relic Spiral (Mod-Run Award)
Reached The Central Spire First (Mod-Run Award)
Killed By Geddoe in the Mod-Run Event Relic Spiral (Mod-Run Award)
Defeated and Bound Mogwari the Mana-Eater (Mod-Run Award)
One-Shot Conflux (Mod-Run Award)
Obtained The Spiral Relic Dissipation (Mod-Run Award)
Brought a Nameless Wolf To Life in the Relic Spiral (Mod-Run Award)
Had The Spiral Relic Dissipation Taken By Geddoe (Mod-Run Award)

I don't want to mess with these. Take them off him. When/if he goes to Noix again, ask in your post what Wrig wants to happen to the awards from there.


Lord Gadigan wrote: Deeply and Resonantly Connected to War's Moderate Negative Status Effect
Deeply and Resonantly Connected to Dread Banking

Edited


Lord Gadigan wrote: Sometimes Mistaken for Someone Who Was Featured In A Temporarily Popular Internet Video In Which A Massive Tide Of Cats Eliminated A Large Number Of Adventurers

Edited


Lord Gadigan wrote: Not Widely Considered the Ruin of Nexus, Though Some Individuals Hold Lingering Grudges Due to His Connection to Vashna

Edited


Lord Gadigan wrote: Forged by the One Who Defeated Rashulak Sulazz in the Crisis Across Infinite Nexii
Forged by the One Who Defeated The Giant Prophet in the Crisis Across Infinite Nexii
Forged by the One Who Defeated Ohmul Ghalamorse, The Almighty and Most Wicked Dragon in the Crisis Across Infinite Nexii
Forged by the One Who Defeated Cordelia in Her Supercharged, Multi-Artifact-Wielding Mime-Champion-of-Valcont Mode

Edited


Lord Gadigan wrote: Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest

Keep, it's a tracker


Lord Gadigan wrote: Key to the Defeat of Forcystus

I'm going with keep on this one because it's a key award for making certain items work right


Lord Gadigan wrote: Connected to the Blue Season on Disc 92

Edited
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: Does Not Possess Direct Connections with the Cult of Bez'Bekklin

Edited


Lord Gadigan wrote: Remembers Seeing the Botanica Explode

Edited


Lord Gadigan wrote: Has Memories of Rescuing Jennifer Tardil from some Jungle Ruins

Edited


Draconics wrote: Regarding the "1 Boss Killed"

viewtopic.php?p=67404#p67404


Lord Gadigan wrote: Is Known To Krayal Vanzeil

Edited


Lord Gadigan wrote: Holds a Parallel History in the Kingdom of the Prince-Prefect of Gashmelburg as a Peasant from the Town of Brill's Creek that Once Belonged to Another, But Which May Be Discarded

This is now only loosely connected to Draconics. Defining himself as himself instead of Vashna is one of his things, so he can lose this too if he wants.


Lord Gadigan wrote: Remembers How Someone Utterly Destroyed Botanica Processor #4

Edited


Lord Gadigan wrote: May Hold the Indirect Gratitude of at Least One Deity
Tenuously Connected to Two Deities

Edited


Lord Gadigan wrote: Present In a Footnote Of a Chapter Of a Bestselling Book About Flagmaker Bessie LaGrand (But Only In the Revised Edition)

Edited


Lord Gadigan wrote: Not Personally Responsible for the Awakening of a Monstrosity

Edited


Lord Gadigan wrote: Remembers In The Quest 'A Phonecall from Donna'

Edited


Lord Gadigan wrote: Holds An Essence Strengthened By Another Man's Challenging Valcont

Edited


Lord Gadigan wrote: Remembers Fighting the Ascendants of the Fourth Ascension as Leader of the Three of Swords Corporation, But Also Knows that Wasn't Quite Him

Edited


Lord Gadigan wrote: Is Known to Donna

Edited


Lord Gadigan wrote: Respected On Multiple Worlds for stopping the Hippo-Kin Forces, Even If That Might Not Technically Be Entirely Correct

Edited


Lord Gadigan wrote: Knows that Vashna the Botanica Seasonal Control Processor to the Blackclad Order
Remembers Defeating the Hippo-Kin Career Institute Dread Headmaster
Remembers the Quest 'Career Day'

Edited


Lord Gadigan wrote: Wasn't Involved at all in an Unnecessary Battle Against a Superior Blackclad Order Force

Edited


Lord Gadigan wrote: Forged by the Slayer of Lord Avandos, Master of the Crimson Citadel

Edited


Lord Gadigan wrote: Connected to the Orchestration of the Demise of Markannion and Valcont’s Loss During the Princess of Suns Incident

Edited


Draconics wrote: This is better to show:

Draconics's Current Hollow Man Status:

Hollow Man Bonus Weeks: 65

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

Post by Aeromage »

Lord Gadigan wrote: Killed a Boss In a Random Dungeon

Give yourself that for now. We may need to re-track it.


Lord Gadigan wrote: Give yourself Apprentice and Adept.

Do you have a power that makes Null not-bad for you?


Draconics wrote:
Lord Gadigan wrote:Give yourself Apprentice and Adept.

Do you have a power that makes Null not-bad for you?



Sort of, Adept is the turning point where this happens:

Empty- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor does not benefit from buffs or positive status effects
Requires: Adept Null Synchronization
Cost: 10,000,000 Gold, 5 Weeks

Cored- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's Base Stats are reduced by 3
Requires: Empty
Cost: 10,000,000 Gold, 5 Weeks

Hollow- (Passive Ability, Other: Hollow Man) If possessor is Null element, possessor's non-'Attack', non-'Hollow Man' abilities lose their text
Requires: Cored
Cost: 10,000,000 Gold, 5 Weeks

True Nature of a Hollow Man- (Passive Ability, Other: Hollow Man) Stat penalties from possessor's 'Hollow Man' abilities are applied to possessor as though they were bonuses instead of penalties (they remain penalties, however, and would not be affected by things that would affect stat bonuses or prevent stat bonuses from applying)
Requires: Hollow
Cost: 10,000,000 Gold, 5 Weeks

After True Nature of a Hollow Man there's about a dozen positive turnaround abilities that turn things around and it pauses until Expert is reached and continues for the last 2 or 3 abilities.


Lord Gadigan wrote: Grace of the Empty Order- (Passive Ability, Other: Hollow Man) Possessor does not suffer negative effects from possessor's Hollow Man abilities


Draconics wrote:
Lord Gadigan wrote:Grace of the Empty Order- (Passive Ability, Other: Hollow Man) Possessor does not suffer negative effects from possessor's Hollow Man abilities



Draconics - Today at 5:35 PM
is that optional?
Gadigan - Today at 5:35 PM
Why would you want it to be non-optional?
Draconics - Today at 5:35 PM
since it's not an immunity, can it be lowered to allow myself to debuff myself and have it turn into a buff
Gadigan - Today at 5:35 PM
Ah, okay
Yeah, that's a good call
Add 'may' to it
And post this chat bit

Grace of the Empty Order- (Passive Ability, Other: Hollow Man) Possessor may choose to not suffer negative effects from possessor's Hollow Man abilities


Lord Gadigan wrote: *Vreskenventrach, the Severing Wind- (Weapon, Force, Air & Good, 51,125,000,000 Gold) +51,125,000 Ranged Attack, +51,125,000 AGI, +51,125,000 SPI, 1,444% To Hit, +1,444% To Hit, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder's offensive actions may remove all buffs from their targets that come from sources that are lower-Level than wielder, Wielder's non-offensive actions may remove all debuffs from their targets that come from sources that are lower-Level than wielder, Wielder's actions that target opposing summons that have a lower-Level summoner than wielder may make those summons uncontrolled, Wielder may spend an action to remove all buffs from a target, Wielder may spend an action to remove all debuffs from a target, Wielder may spend an action to delink any values from any individuals, Wielder may spend an action to untransform any number of lower-Level targets, Wielder may spend an action to remove all polymorph effects from any number of lower-Level targets, Wielder may spend an action to remove any number of passengers from any number of lower-Level vehicles, Wielder may spend an action to unequip any number of a lower-Level target's items, Wielder may spend an action to remove the text of an ability or constant effect possessed by an entity below Level 80, Damage wielder deals may not be healed by sources below Level 80 without wielder's permission, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Grandmaster Air Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Severing Wind by Elsie Phaeduras'

Granted the Severing Wind by Elsie Phaeduras


Lord Gadigan wrote: Draconics is freed from this thread.


Draconics wrote: The Roulette Master is updated!

EDIT:
Nira Updated!
Draconics Updated!


Lord Gadigan wrote: Nole:

600 Times the XP of a Level 80 Entity (Likely used up to offset level drain the the final battle.)



Lost as expected

201 Bonus Weeks
80 Weirdworker Weeks
Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization
Basic Good Synchronization



Keeps

12 Fame
4 1/12 Holy Imperial Seal for lvl 80
Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)



Keeps

Awards:

'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
'Made Nexus A Bit Better Overall'
'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii'



Keeps


Lord Gadigan wrote: Can I get a list of Nole's Ascendant abilities, please?


Draconics wrote: From the Discussion thread, I'm not sure of any of the status past this:

Nole

Ayrdunis wrote:Establish Field of Resurrective Light- (Active Ability, Healer) Possessor may spend an action to attach an effect to a Zone of Light that does not stack across zones or on the same Zone that resurrects an individual who died while in said Zone due to a source of lower Level than said effect's creator at the start of each round

The Great Healer- (Passive Ability, Healer) Healer Magic spells cast by possessor gain +(100 * Possessor Level) additional Magical Attack, non-unique individuals below possessor's Level who are below Level 100 cannot cause Damage to be counted as unhealable by possessor


Wreathed in Divine Radiance- (Passive Ability, Auramancer) If possessor is Light element and has at least 1 Light element Aura, at least 2 Divine Magic spells, and at least 2 Healer Magic spells equipped, whenever possessor is targeted by an offensive action, possessor may choose to either have a (Possessor Level)% chance of inflicting Awestruck on the source of said action at the end of said action or a (Possessor Level - Target Level)% chance of inflicting Smitten on the source of said action, Possessor gains +(Possessor Level * 100) Defense against Light while possessor has a Light-element Aura equipped, Possessor obtains 20% Divine Magic Resistance


Great Healing Force- (Technique Ability, Controller) Possessor may use 'Great Healing Force' in conjunction with a 'Magical Attack' or 'Overdrive' action so long as no other technique is used and possessor has a Force equipped. Said action gains +(100* Possessor Level) Magical Attack and 'Heals'.

Holy Power Externalized- (Passive Ability, Controller) Possessor gains +(100 * Possessor Level * (5 - the number of negative status effects possessor is afflicted with, minimum 0)) Magical Attack while wielding a Force, Possessor's 'Melee Attack', 'Magical Attack', and 'Ranged Attack' actions may count as including the casting of an additional Divine Magic spell if possessor has a Force equipped


A Beacon Across All Darkness- (Passive Ability, Radiant Hierophant) If possessor is Light element possessor's allies may not be prevented by individuals who are not 20 or more Levels greater than possessor from entering the battlespace that possessor is in


Uruquaris wrote:And the Glorious Vastness Between- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, and an entity moves from one battlespace to another in a battle that contains possessor, possessor may deal (Possessor's Level * 10,000) Flat Astral & Good element HP Damage or HP Healing to said entity immediately after it does so

Foul Worlds Crumbling Away- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, At the start of each round, possessor may destroy a Zone, Terrain, or Phantom Terrain created by a lower-Level source and, if said destruction was successful, create a Zone of Light or Air or Hope

Heaven Fractal Mind-Defenses- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, possessor gains 5,000 Defense against MIN Damage and may deal 500 Flat Light or Psychic or Spatial element MIN Damage to and/or inflict Confusion on any entity that attempts to deal it MIN Damage (to a max of 20 times per entity per round)

Heaven-Light Fractal-Tendrils- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, at the start of each round and at least one Empowered Constellation is present, possessor obtains a buff that stacks 8 times that causes its possessor to count as having an additional Light & Hope & Energy element Whip equipped that provides +(100 * Possessor Level) Melee Attack and Magical Attack and allows its possessor's 'Melee Attack' actions to use Spirit or Mind as their Prime Attribute. At the start of each round, each such buff that was not obtained on said round generates a buff that stacks 200 times per buff that it is on and 1,600 times overall and places it on itself, with said secondary buff increasing the quantity of Melee Attack and Magical Attack bonus points that the buff it is attached to provides by 100 points and that provides +100 MIN.

Mind of the Alien Heaven- (Passive Ability, Heavenly Protector) If possessor is an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Demons, Devils, Daemons, Darkspawn, Outer Terrors, and Forbidden Magic sources that are not 20 or more Levels greater than possessor cannot inflict Confusion or Insanity on possessor

The Unfolding Sky of Heaven- (Passive Ability, Heavenly Protector) This ability possesses no effect if its possessor is not an Angel, Celestial, Deva, Fantasmic, Aisurii, or Holy One, Possessor gains + (10,000 * Possessor Level) HP, Possessor's presence counts as the presence of an additional Empowered Constellation that possessor created (that does not count against the total number of Empowered Constellations that possessor may create), Possessor creates a Zone of Light or Air or Hope at the start of each round, Individuals who target possessor with attacks have a (Possessor Level * 3)% chance of being afflicted with Confusion if they are not Angels, Celestials, Devas, Fantasmics, Aisurii, or Holy Ones


Magics of an Alien Heaven- (Passive Ability, Luminary) Possessor may equip and cast Celestial Magic spells as though they were Gate Magic spells, Possessor treats the Celestial Magic Resistance of entities as though it were 15% lower


Morrisant wrote:Mind of the Demon General- (Passive Ability, Commander) Once per round, when an entity below possessor's Level with lower MIN than possessor would counter one of possessor's actions, including preemptively, possessor may gain an additional action to make a preemptive counter to said counter


Not Pulled But Up Next For Morrisant wrote:The Demon General- (Passive Ability, Demonologist) If possessor is a Demon or Arch-Demon, possessor's Demon pets and summons gain +(100* Possessor Level) to all stats; Possessor's Demon summons, at the time of their summoning, may gain the element Law as a non-stacking buff


Lord Gadigan wrote: Tendrils of Heaven's Light- (Passive Ability, Dominator) Possessor may choose to count as having up to 4 additional Whip weapons equipped that are worth X Gold, Possessor gains +(Possessor Level * 1,000) Melee Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor gains +(Possessor Level * 1,000) Magical Attack as a bonus that uses four times possessor's relevant attack bonus cap, Possessor's attacks that involve a Whip or Basilisk Emblem gain 'may Heal', Possessor's attacks that target a Demon, Devil, or Daemon gain '100% may inflict any one minor negative status effect'


Lord Gadigan wrote: Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


Lord Gadigan wrote: Basic Wonder Synchronization


Lord Gadigan wrote: *The One Barrister's Powdered Wig- (Accessory, Hat, Warding & Life & Evil, 6,666,666,666 Gold) +6,666,666 Defense, +6,666,666 MIN, Wearer's Abomination and Fiend allies gain +666,666 to all stats as a non-stacking bonus, Wearer suffers no negative effects for the status effect Diseased, including its sub-status effects, and for the status effect Plague, not including its sub-status effect, Wearer may ignore the effects of all stacked instances of one debuff from a source below Level 99, Wearer may, whenever wearer moves from one row to another row, gain a non-stacking buff that provides +320% Dodge until the end of the round and may create a Zone of Darkness & Order that has an effect attached to it that does not stack on the same zone or across zones that has a 60% chance of inflicting Plague on each of its creator's opponents at the start of each round, Individuals below Level 80 may not scan wearer's stats if wearer is afflicted with Plague, is a Fiend, or is an Abomination, Wearer may spend an action to cure Plague or to have an 80% chance of inflicting Plague, Wearer must possess the ability 'Master Clothes Proficiency', the ability 'Master Litigamancy Attunement', the ability 'Master Clothier Proficiency', the ability 'Master Evil Synchronization', the ability 'Master Life Synchronization', the ability 'Master Warding Synchronization', the ability 'Master Great Terror Knowledge', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


Lord Gadigan wrote: *Vayinhatoo, the Wind of Unbound Aether- (Weapon, Force, Air & Aether & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, 1,344% Dodge, +1,344% Dodge, Wielder's 'Ranged Attack', 'Point Blank', and 'Ranged Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder is cured of all debuffs and negative status effects from sources of Level equal to or lower than Wielder at the start of each round, Wielder is cured of all debuffs and negative status effects from sources whose Level is lower than wielder's at the start of each action, All Damage on wielder that comes from sources of lower Level than wielder who are below Level 80 vanishes at the start of each round without specfically being cured or regenerated, Wielder may choose for entities of Level equal to or lower than wielder to fail to summon non-unique entities, Wielder may choose for entities of Level lower than wielder to fail to summon unique entities, Wielder's actions cannot be made to fail by sources below wielder's Level and cannot be countered by sources below wielder's Level, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Aether Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind of Unbound Aether by Elsie Phaeduras'

Granted the Wind of Unbound Aether by Elsie Phaeduras


Lord Gadigan wrote: Nole is freed from this thread.


Geddoe42 wrote: Geddoe is updated sans

Each of your folks gets Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.

which are not approved yet.


Draconics wrote: Templated abilities are here, pending approval.

viewtopic.php?p=160483#p160483


Draconics wrote: Reminder post: Nole's copy of Basic Good Sync gets " Of A Greater Era" added to it and gets "This ability counts as <Regular Version> for prerequisite purposes."
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Pathaky wrote: Nole is ☼UPDATED☼


Celas wrote: Anathema Updated


Celas wrote:
Celas wrote:Celas gets-

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
40 Hunter Bonus Weeks

Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
40 Archer Bonus Weeks

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
40 Protector Bonus Weeks

Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate 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 Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
40 Destiny Weaver Bonus Weeks

Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.


Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned

Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.

80 Weirdworker bonus weeks

80 Bonus Weeks
40 Bonus Weeks
Each of you gains 1 Bonus Week.
Winning PCs get 200 Bonus Weeks.

+1 Ability in Syliri's Ascendant Ability Tree

200 times the XP of a Level 79 entity.
400 times the XP of a Level 85 entity.
Give everyone 20 times the XP of a Level 80. Geddoe twice that


23 Fame

6,000,000,000 Gold

Winning PCs get 3 Seal Pieces for the Level 80 Seal.


(From prepthread, here to be statted:)
*The Silver Implements (Level 79, 0 XP, # XP Required, Standard Multiplier x13)

(12:48:05 AM) lordgadigan: Resistance Santa can distribute horseman-tier weapons of all base subtypes across wide scales from his bag
(12:59:15 AM) lordgadigan: Resistance Santa gives Celas 'Force of Noble Global Resistance'



1x Duplicated: Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)

(2:44:35 PM) lordgadigan: The group teleports to the right-hand portal. The opposition is a duo of five-thousand-foot-tall knights in silver-white armor with crowns that hold miniature heavens, clad in cloaks of divine power and wielding blades of cutting force.
(2:44:40 PM) lordgadigan: Rolling to determine who fights them
(2:45:23 PM) lordgadigan: Zweirugi avoids fighting *again*, with the event starting to catch on to his presence, and The Resistance Santa is chosen.
(2:45:51 PM) lordgadigan: The Resistance Santa achieves a one-round victory.
(2:46:09 PM) lordgadigan: The group gets some new holy armor,crowns, and blades, which are being stowed until someone needs to use them



Cityback Fossil-Gargantua (Undead, Level 76 Elite)



Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

*Massau's Crisis Bow- (Weapon, Bow, Destruction & Fate & Toxin & Glory, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, 160% Critical, +160% Critical, 260% To Hit, +160% To Hit, Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions gain '6 hits against 200,000,000', Wielder's minor, moderate, and major negative status effect infliction chances are increaesed by 30%, Wielder gains an additional action assigned in standard turn order each round, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training'

*Hooded Armor of the Serpent Emperor's Champion- (Armor, Light Armor, Aether & Toxin & Metal & Nobility, 2,000,000,000 Gold) +2,000,000 Defense, +20,000,000 HP as a non-stacking bonus, 160% Resilience, +160% Resilience, 50% Acid Resistance, 50% Technology Resistance, 40% Toxin Resistance, 30% Magic Resistance, 15% Human Resistance, Poison Immunity, Charm Immunity, 80% Dominion Resistance, 80% Venom Resistance, 80% Instant Death Resistance, 40% Major Status Effect Resistance, 160% Moderate Status Effect Resistance, 320% Minor Status Effect Resistance, Wielder's Reptile allies gain +200,000 to all stats as a non-stacking bonus and cannot be afflicted with Charm or Dominion by sources of lower Level than wearer, Wearer must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency', 'Expert Leadership Attunement', or 'Expert Herpetologist Knowledge'

*The Second Cobalt Pyramid- (Accessory, Amulet, Fate, 2,000,000,000 Gold) +2,000,000 to all stats, +20,000,000 MP as a non-stacking bonus, 160% Dodge, +160% To Hit, +160% Dodge, If wielder is targeted by an entity below Level 85 with an offensive attack or action, wielder may choose, up to three times per round, as a preemptive counter, to inflict an instance of Vanished on itself that lasts until the end of said attack or action, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self curing of this status effect is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is Vanished but otherwise in battle and possessor's ability to check for self-curing of this status effect has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder may scan the stats of any number of opponents at the start or end of any round or action, Wearer must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement' or 'Expert Fate Synchronization'

*Quiver of Endless Demise- (Accessory, Ammo, Dopple & Flux & Toxin & Devastation, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, Wielder's Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions deal 200,000,000 additional Damage to unique targets (to a max of once per target per round), gain '30% inflicts Instant Death', and have their chances of inflicting minor, moderate, and major negative status effects increased by 10% per T1 or T2 entity subtype possessed by their targets and by 5% per T1 or T2 element possessed by their targets, Wielder's actions may not be countered by entities below Level 80, Wielder's attacks may not have their To Hit chance reduced by entities below Level 80, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training' or 'Expert Archery Attunement'

*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'

*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'

*Dimensional Battleship Archetype Shatterer (Unstatted and currently blocking you from using it through some manner of magibiometric defense.) < Stolen by Eckermann


'Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'
A standard text event award for beating Massau here. ('Defeated Massau in the Crisis Across Infinite Nexii'?)
A standard text event award for beating Wuzen here. ('Defeated Wuzen in the Crisis Across Infinite Nexii'?)
'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii'
'Made Nexus A Bit Better Overall'.
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'

Uncertain wrote:: (5:58:39 PM) [The Heaven Architects]: (lordgadigan) Numeral-Bearer- (Passive Ability, Heavenly Protector) If possessor is an Arch-Celestial, Arch-Angel, Arch-Deva, or Holy One, possessor's actions cannot be controlled by lower-Level Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, or Arch-Devas, and possessor is Immune to sources below Level 60

People also each get 2 Fame, 80 bonus weeks, and an award for beating this trial.
(5:58:44 PM) [The Heaven Architects]: (lordgadigan) Rename that to
(5:58:48 PM) [The Heaven Architects]: (lordgadigan) Holy Numeral-Bearer
(5:58:53 PM) [The Heaven Architects]: (lordgadigan) So that the other one can still be logged
(5:59:08 PM) [The Heaven Architects]: (lordgadigan) Give everyone PC-wise still here 'Purified the Numerals' too



(I know I don't get the Holy Numeral, but the Trial Participation stuff and the second award?)

EDIT:
Bonus Victory Conditions Possibly Achieved???:

Cataloguers of Infinity:
- Prevent Malicious Forces from Controlling Nexus.
- "We seek to create a Nexus not of physical space, but of knowledge. Enlightenment shall be our gift to reality should we triumph." TRUTH.



10:48 PM] Gadigan: (Mostly handling gaming night, but is there anything people over here need on the boss-fight front other than boss stats and, possibly - time permitting, work getting the last two ready-to-leave people out of CAIN?)
[10:55 PM] Celas: While, obviously, I would prefer being freed entirely, if that doesn't happen I would really, really like permission to start using the rewards that are already extant in my post (and also Basic Void Sync. for my buy) for that boss fight.
[11:03 PM] Gadigan: Basic Void Sync being from your Knightly Order?
[11:03 PM] Celas: Yup
[11:03 PM] Gadigan: Alright, repost this chat block alongside a copy of your exit-post, and maybe I can process the stuff that isn't artifacts and major quest rewards quicker


Lord Gadigan wrote: Celas gets

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities


Lord Gadigan wrote:
(I know I don't get the Holy Numeral, but the Trial Participation stuff and the second award?)



Yes.


Lord Gadigan wrote: You keep all this:

Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

*Massau's Crisis Bow- (Weapon, Bow, Destruction & Fate & Toxin & Glory, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, 160% Critical, +160% Critical, 260% To Hit, +160% To Hit, Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions gain '6 hits against 200,000,000', Wielder's minor, moderate, and major negative status effect infliction chances are increaesed by 30%, Wielder gains an additional action assigned in standard turn order each round, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training'

*Hooded Armor of the Serpent Emperor's Champion- (Armor, Light Armor, Aether & Toxin & Metal & Nobility, 2,000,000,000 Gold) +2,000,000 Defense, +20,000,000 HP as a non-stacking bonus, 160% Resilience, +160% Resilience, 50% Acid Resistance, 50% Technology Resistance, 40% Toxin Resistance, 30% Magic Resistance, 15% Human Resistance, Poison Immunity, Charm Immunity, 80% Dominion Resistance, 80% Venom Resistance, 80% Instant Death Resistance, 40% Major Status Effect Resistance, 160% Moderate Status Effect Resistance, 320% Minor Status Effect Resistance, Wielder's Reptile allies gain +200,000 to all stats as a non-stacking bonus and cannot be afflicted with Charm or Dominion by sources of lower Level than wearer, Wearer must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency', 'Expert Leadership Attunement', or 'Expert Herpetologist Knowledge'

*The Second Cobalt Pyramid- (Accessory, Amulet, Fate, 2,000,000,000 Gold) +2,000,000 to all stats, +20,000,000 MP as a non-stacking bonus, 160% Dodge, +160% To Hit, +160% Dodge, If wielder is targeted by an entity below Level 85 with an offensive attack or action, wielder may choose, up to three times per round, as a preemptive counter, to inflict an instance of Vanished on itself that lasts until the end of said attack or action, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self curing of this status effect is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is Vanished but otherwise in battle and possessor's ability to check for self-curing of this status effect has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder may scan the stats of any number of opponents at the start or end of any round or action, Wearer must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement' or 'Expert Fate Synchronization'

*Quiver of Endless Demise- (Accessory, Ammo, Dopple & Flux & Toxin & Devastation, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, Wielder's Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions deal 200,000,000 additional Damage to unique targets (to a max of once per target per round), gain '30% inflicts Instant Death', and have their chances of inflicting minor, moderate, and major negative status effects increased by 10% per T1 or T2 entity subtype possessed by their targets and by 5% per T1 or T2 element possessed by their targets, Wielder's actions may not be countered by entities below Level 80, Wielder's attacks may not have their To Hit chance reduced by entities below Level 80, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training' or 'Expert Archery Attunement'

*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'

*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'


Lord Gadigan wrote:
1x Duplicated: Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)



Please let me know where/how that got duplicated.


Lord Gadigan wrote: Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical
40 Hunter Bonus Weeks

Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped
40 Archer Bonus Weeks

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI
40 Protector Bonus Weeks

Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate 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 Fate element accessories, and may not be converted into other types of slot by individuals below Level 100
40 Destiny Weaver Bonus Weeks

Basic Truth Synchronization, Apprentice Truth Synchronization, Analyst of the Absolute, and Adept Truth Synchronization.

Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned

Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.

Approved.


Lord Gadigan wrote: 80 Weirdworker bonus weeks

80 Bonus Weeks
40 Bonus Weeks
Each of you gains 1 Bonus Week.
Winning PCs get 200 Bonus Weeks.

Approved.


Lord Gadigan wrote: 200 times the XP of a Level 79 entity.
400 times the XP of a Level 85 entity.
Give everyone 20 times the XP of a Level 80. Geddoe twice that


23 Fame

6,000,000,000 Gold

Winning PCs get 3 Seal Pieces for the Level 80 Seal.

Approved.


Lord Gadigan wrote: Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'
A standard text event award for beating Massau here. ('Defeated Massau in the Crisis Across Infinite Nexii'?)
A standard text event award for beating Wuzen here. ('Defeated Wuzen in the Crisis Across Infinite Nexii'?)
'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii'
'Made Nexus A Bit Better Overall'.
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'

Approved, with the parenthetical versions of the second and third ones.


Lord Gadigan wrote: Can I get the entire encounter textblock from when you get the Dimensional Battleship Archetype Shatterer to when Eckermann takes it?


Celas wrote: Phylactery clone was done by - Simon Bross, Knight Replicant (Human, Level 81 Unit)

(12:57:02 AM) [The Heaven Architects]: (driftwood153) Celas asks Santa to hook him up with a Force. Varathelos's barrier. Vormont's anti-disbuff (typo?), R&T's anti-Major effect for Dominion, and see if Bross can duplicate his Invulnerable Phylactery.
(12:58:31 AM) [The Heaven Architects]: (driftwood153) (also he'll take Vashna up on those buff slots and that colossus buff)
(12:58:44 AM) [The Heaven Architects]: (scamper922) Also, Fated Moment reminder
(12:58:50 AM) [The Heaven Architects]: (driftwood153) Ah, yes.
(12:59:15 AM) lordgadigan: Resistance Santa gives Celas 'Force of Noble Global Resistance'
Vormont gives him 'And the Losses Shall Flow Away'
R&T give him 'Inviolate Anointing of the Mind'
Bross does manage to clone the Phylactery, but it being cloned is using up one of your buff slots



Regarding the Archetype Shatterer:
It got traded to Wuzen as part of a shenanigan that got counter-shenaniganed:

(6:26:27 PM) lordgadigan: Forcystus took the bait, that is.

Eckermann and Doctor Catastrophe put their anti-Forcystus plan into action.

The clause Forcystus is taking advantage of requires the Vanguard to be the only member 'present'. Most of the Archtyrant team is suspended outside reality due to the event's rules. Doctor Catastrophe, however, was intentionally left behind in an earlier location so that he could remotely counter Forcystus's indrect workings.
(6:26:38 PM) lordgadigan: Eckermann and Doctor Catastrophe prepared spells to protect them from the Devil's Paperwork and then hid those preparations behind mystic veils. They are outside of Forcystus's law and ready to work against it.

Counter-litigamancy begins striking the Forcystus-titan, and Wuzen is signalled.
(6:26:46 PM) lordgadigan: Wuzen, seperated from his body through purity of Void, remains unclaimed and holds the true wrath of Nexus, ready to aim it at the Fiend that has been working to undermine it.

Doctor Catastrophe stalls Forcystus's attempt to seize the team, and, in that moment, Wuzen seperates into two selves, one Wuzen, and one Forcystus.
(6:26:50 PM) lordgadigan: The Wuzen-Colossus begins focusing its mind, attempting to force Forcystus fully into the newly-created shell so that he can be confronted and destroyed.
(6:26:59 PM) lordgadigan: Forcystus rejects this new order of events. When dealing with the Devil's Law, it is important to realize that it is wholly one-sided in the end. Nexus law may have loopholes that can be exploited by either party in a dispute, but the Law of Forcystus only holds them for its master.

To wit: Forcystus is permitted to interfere in battles remotely, working around the battle-system set up by the megaquest. Doctor Catastrophe, on the other hand, is only granted the ability to do so should Forcystus deign it appropriate.
(6:27:04 PM) lordgadigan: At the moment, of course, it is most *inappropriate* for the Doctor to be doing that. Inconvenient event. Therefore, it is disallowed.

The last action is undone. The empty, masked titan is one again.
(6:27:10 PM) lordgadigan: Doctor Catastrophe remotely attempts to find some way to re-do the undone action, scrambling to outplay Forcystus's powers.

Wuzen-Forcystus laughs. Like thunder, it ripples across the top disc, sinking into the repairing buildings and reborn life. This city belongs to Forcystus now, and no machinations by Eckermann or Catastrophe will take it away from him.
(6:27:19 PM) lordgadigan: Doctor Catastrophe thought he had the upper hand, but Forcystus truly held it all along. The Doctor may be outside Forcystus's law, but the stage he is standing on is entirely within it. The protonexus Doctor Catastrophe is stationed in is sent a remote contengency-signal. It space-translates from outside Nexus into Flameforge, being recalled to its origin-point, and, in the heat of Flameforge, is reworked, with the Doctor pulled into the Nexus-reforging conflagration.

Doctor Castrophe counter-contingencies his ship, attempting to seize it from its current location via activation of ancient Archtyrant machines that he installed back when his organization ruled Nexus.
(6:27:29 PM) lordgadigan: Forcystus counted on Catastrophe having such contingencies. Even if he couldn't find them specifically, he could guess as to what they would generally do. He predicted what would happen, and set in motion a trap.

The Dimensional Battleship Archetype Shatterer is pulled from Eckermann's possession, but, instead of being transferred to Doctor Catastrophe to rescue him from the forge's heart, it is transported to Forcystus's chosen location.

In this case, he recquisitions it to help a 'teammate' of Catastrophe's: Wuzen. The continent-sized dimensional battleship, a mighty vessel created to replace the Paradigm Render, appears in the air above Nexus under Wuzen-Forcystus's control.
(6:27:34 PM) lordgadigan: Catastrophe will soon be melted down by Nexus's beating heart and removed from the picture. As for Eckermann, he will be dealt with handily after Forcystus's newest minion deals with other, more-present concerns.

Namely, Celas.


Aaand then I killed Wuzen, which got it dropped (which is why it was in the lootblock, hahah)

(7:17:49 PM) lordgadigan: Wuzen becomes an immortal instrument of death, invulnerable to damage as while his overcrash lasts.
(7:17:53 PM) lordgadigan: An all-slaying force meets an immortal titan.
(7:18:01 PM) lordgadigan: Ninety-nine times out of one-hundred, the titan would win.

This was the other time.
(7:18:04 PM) lordgadigan: Wuzen's head is lopped from his shoulders, and the Forcystus mask drops to the ground, cracking.

Pity that wasn't actually Forcystus.
(7:18:10 PM) lordgadigan: Celas gets:

400 times the XP of a Level 85 entity.

4 Fame

80 Bonus Weeks

4,000,000,000 Gold

A standard text event award for beating Wuzen here.
(7:18:16 PM) lordgadigan: *Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'

*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'

*Dimensional Battleship Archetype Shatterer (Unstatted and currently blocking you from using it through some manner of magibiometric defense.)
(7:29:14 PM) driftwood153: (I also wanted to state that I love that Overcrash text)
(7:29:54 PM) lordgadigan: Thank you! Glad to hear that you do!
(6/12/2017 3:50:52 PM) driftwood153: Ah! I just remembered a question, regarding HA stuff!
(3:51:12 PM) driftwood153: What happened to the stuff Giles had on him when he got zapped?
(3:51:23 PM) lordgadigan: Ah, hm
(3:51:29 PM) lordgadigan: What did he have on him, and how was he carrying it?
(3:52:16 PM) driftwood153: Wearing a Lawyer Suit and "Constable General Dorian Cort's hat" (haha), I was using his "bag of holding" capacity for my spare equipment
(3:53:26 PM) lordgadigan: Hm. We'll say you've still got the stuff, except for the Cort Hat, which vanished back across Nexus at some point during the tumult
(3:53:35 PM) driftwood153: righto, thanks
(3:53:39 PM) lordgadigan: yw
(3:53:42 PM) driftwood153: (alas, hat!)
(3:53:57 PM) lordgadigan: (Indeed!)



(7:18:32 PM) lordgadigan: Celas returns to your group-pool
(7:18:35 PM) lordgadigan: Victorious
(7:18:40 PM) lordgadigan: Wuzen has been defeated!
(7:18:47 PM) [The Heaven Architects]: (pathaky@hotmail.com) "Good GRIEF man, are you alright?"
(7:19:35 PM) lordgadigan: The battle briefly discorporates
(7:19:46 PM) lordgadigan: Eckermann and Doctor Catstrophe defect from the enemy team
(7:19:55 PM) lordgadigan: Eckermann activates some manner of contract
(7:20:00 PM) lordgadigan: Celas loses his spaceship
(7:20:04 PM) lordgadigan: Eckermann vanishes


And then that happened...

but then we got offered a chance to maybe possibly intervene in it...

(7:25:54 PM) lordgadigan: Celas appears, Eckermann, The Giant Prophet, and Brakkanor: Dark Master of Fire appear, Eckermann and Doctor Catastrophe get announced as leaving their team (though Doc Cat isn't present), the Paradigm-Render-alike appears, Eckermann magic-grabs it from Celas, and then Eckermann vanishes from the ground.
(7:26:16 PM) [The Heaven Architects]: (pathaky@hotmail.com) and we have a brief window to fast-counter something here
(7:26:42 PM) lordgadigan: Ah, for those not briefed on Nexus's current state
(7:26:48 PM) lordgadigan: The top disc got utterly wrecked
(7:26:53 PM) lordgadigan: But appears to be in the process of rebuilding itself
(7:27:12 PM) [The Heaven Architects]: (scamper922) Vashna, making use of the telepathic channel, "how much do we want those dead and how likely am I to actually connect with them?"
(7:28:14 PM) [The Heaven Architects]: (scamper922) (and to confirm, is it known that the Paradigm-Render-thing we see isn't the actual one?)
(7:28:17 PM) [The Heaven Architects]: (pathaky@hotmail.com) "I'd rather not leave Eckermann to join (presumably) Forcystus with a Doctor Catastrophe-tier ship
(7:28:19 PM) [The Heaven Architects]: (pathaky@hotmail.com) "*
(7:28:21 PM) [The Heaven Architects]: (scamper922) (I don't want to go meta here)
(7:28:59 PM) lordgadigan: You can tell it wasn't the same one as before
(7:29:54 PM) [The Heaven Architects]: (scamper922) Hmmm, okay
(7:30:15 PM) [The Heaven Architects]: (scamper922) Nole's gonna try his jig, Vashna's going to do two things
(7:30:54 PM) [The Heaven Architects]: (scamper922) 1- Lockdown Time! on the Ship. If it's non-unique it can normally be effected, Vashna going to remove it's travel capacity if able.
(7:31:02 PM) [The Heaven Architects]: (scamper922) Since Hax and all
(7:32:28 PM) [The Heaven Architects]: (scamper922) 2- If either he or Nole keeps Eckermann from escaping, he's going to attempt to pot-shot him with his assault matrix using his Doublespeed. (if this one require Vashna "leave" the HA team or isn't viable, I guess let me know)
(7:32:41 PM) [The Heaven Architects]: (driftwood153) oh dear.
(7:34:17 PM) [The Heaven Architects]: (scamper922) (Flavor note: Vashna's not happy and it's kinda clear why with Mr. Freshness missing. He was maniacal prior, but lost that high already it would seem.)
(7:39:15 PM) [The Heaven Architects]: (pathaky@hotmail.com) Rrright. Nole is fast. He has the Wings of Melek Taus, the Resplendent Triumph Wings, and Serenity's Adamant Ideal, which doubles his already high speed. He is also effected by Doublespeed.

-----

The Wish-Stars flash around Nole's Constellation-Being and Eckermann (if Nole is fast enough) is surrounded with a pulsating sphere of gravity, weighing him down and slowing his reactions.

"Gravity Sphere- Target's turn-order-determining-stat-sum is halved for turn-order-determining purposes" Off of the Colossus, level 77.

----

With that buying time for everyone else's shenanigans, he attempts to cut Eckermann, either/both physically or conceptually, using his God-Scalpel's previous components of Reality Pruning and Existence Editing to sever the dude's contractual bond as well as the more standard hueg holy might of Heaven's Word.



(7:43:13 PM) [The Heaven Architects]: (driftwood153) Oh. wait. ahahaha.
(7:43:21 PM) [The Heaven Architects]: (driftwood153) I just realized what's going to happen if that works.
(7:44:30 PM) [The Heaven Architects]: (scamper922) (If you're stopping us, you might want to do it *FAST* :P)
(7:47:08 PM) [The Heaven Architects]: (driftwood153) Celas calls to the Archtyrants. "Look, guys, you lost. You played your hand, got outplayed, and screwed over Nexus in the process. Leave the ship, make up for what you cost me, and then get out of the way so we have a chance to fix this."
(7:47:39 PM) [The Heaven Architects]: (scamper922) ( oh ho ho ho ho )
(7:50:01 PM) lordgadigan: Geddoe's power is giving you all the chance to coordinate your action
(7:50:10 PM) lordgadigan: If you wait for them to respond, however, you may lose the chance to tie them down
(7:50:10 PM) lordgadigan: So
(7:50:15 PM) lordgadigan: Vashna/Nole
(7:50:24 PM) lordgadigan: Are you revising your actions to let them respond to Celas?
(7:50:29 PM) [The Heaven Architects]: (pathaky@hotmail.com) Hmmmmmm
(7:51:23 PM) [The Heaven Architects]: (scamper922) Vashna not going to shoot based on what happened last time, but Lockdown Time still is going to go off
(7:51:33 PM) [The Heaven Architects]: (pathaky@hotmail.com) Nole's going ahead
(7:52:09 PM) [The Heaven Architects]: (pathaky@hotmail.com) OR RATHER
(7:52:09 PM) lordgadigan: Okay. Any action from Geddoe in all this?
(7:52:11 PM) lordgadigan: Ah?
(7:52:14 PM) [The Heaven Architects]: (pathaky@hotmail.com) Nah, I'm going ahead
(7:52:16 PM) [The Heaven Architects]: (pathaky@hotmail.com) sorry
(7:52:22 PM) [The Heaven Architects]: (pathaky@hotmail.com) doing my general psyching myself out
(7:52:24 PM) lordgadigan: S'okay. Geddoe?
(7:53:50 PM) [The Heaven Architects]: (scamper922) I don't see him around
(7:54:11 PM) lordgadigan: Folks want to take a dinner-break to see if he has input or forge ahead?
(7:54:19 PM) [The Heaven Architects]: (scamper922) Hmmmmm
(7:54:22 PM) [The Heaven Architects]: (scamper922) I can text him
(7:54:31 PM) [The Heaven Architects]: (driftwood153) I'll say that my demand goes off if they successfully block the ship-departure
(7:56:39 PM) [The Heaven Architects]: (one_winged_angel49@hotmail.com) Let me read rq. One sec
(7:56:44 PM) lordgadigan: k
(8:00:38 PM) [The Heaven Architects]: (scamper922) kay, on the phone with GEddoe
(8:03:08 PM) [The Heaven Architects]: (scamper922) Geddoe is fast, and using Ayame's dumb-speed to delay them by forcing combat if needed, he's going to use the Bell to ring them out! Specifically if able trying to get Eckermann as priority. (since he's a BA member and maybe the only one that'll be hit by it)
(8:06:35 PM) [The Heaven Architects]: (one_winged_angel49@hotmail.com) Victory bell
(8:06:44 PM) [The Heaven Architects]: (one_winged_angel49@hotmail.com) Sorry on phone can only see so much text
(8:06:49 PM) [The Heaven Architects]: (scamper922) Victrebel
(8:07:15 PM) [The Heaven Architects]: (scamper922) Vic's Tree Bell
(8:09:27 PM) lordgadigan: Anything else to add before I process this?
(8:10:43 PM) [The Heaven Architects]: (driftwood153) Nothing here
(8:10:55 PM) [The Heaven Architects]: (pathaky@hotmail.com) nop
(8:11:04 PM) [The Heaven Architects]: (scamper922) all set from myself and Geddoe
(8:11:10 PM) lordgadigan: Alright. Processing.
(8:14:11 PM) lordgadigan: Vashna throws forth his lockdown time spell, but despite its Hax nature, the ship, aided by being unique and greater Level than Vashna, shrugs it off. Eckerman somehow manages to pull off getting the ship to warp out before Nole or Ayame reaches and attacks it, evading getting pulled into battle.

You are left with a message from Eckermann.

<My apologies for the sudden departure (and leaving you to clean up the rest of the old team), but the Doc and I have to go kill Forcystus, and I need the ship to do that.>

Your team is given no additional time to track down Eckermann, as you are immediately pulled back into battle, this time against the Giant Prophet and Dark Master of Fire.
(8:14:17 PM) lordgadigan: Determining fight combatants
(8:14:43 PM) lordgadigan: Simon Bross vs Brakkanor, Dark Master of Fire


...which didn't really work out for us.


Lord Gadigan wrote: The Invulnerable Phylactery was being held together with magic and existed as an item provided by a buff. Normally, it wouldn't persist past the thread. Given your victory, I give you the option to expend 30,000,000 XP to stabilize it into a permanent item that you keep. Your call if it's worth that huge amount.

The ship, originally owned by the Archtyrants, briefly acquired by you, re-acquired by the Arch-Tyrants, and last seen in their possession merged with Doc Cat, isn't making it out of here as loot for Celas.

At this point, if you want to update stuff that you've been given, you can do so and use it elsewhere as requested. I've still got more to process, but I don't see you taking that loot out of here as detrimental to that processing.


Celas wrote:
Nole/Geddoe/Celas/Draconics get:

'Honorary Member of the <Knightly Order>'

Basic <Your Order's Element> Synchronization

The option to add <Your Order's Element> as a personal element or become solely <Your Order's Element> element.



Forgot to slap that on there, but since you've already approved that back in that post, I'm going to go ahead and do it.

Summarized Summary:

Updated:

Gains the Element Void

6,000,000,000 Gold
25 Fame

401 Bonus Weeks
40 Archer Bonus Weeks
40 Destiny Weaver Bonus Weeks
40 Hunter Bonus Weeks
40 Protector Bonus Weeks
80 Weirdworker bonus weeks


-10,157,500 XP (That is a negative value, XP gained in the thread less the cloned Invulnerable Phylactery)

Adept Truth Synchronization- (Passive Ability, Analyst of the Absolute) Amounts of Truth element Damage possessor deals are increased by 10,000 points, Truth 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 Truth element Spells, and may not be converted into other types of slots by individuals below Level 100
Analyst of the Absolute- (Passive Ability, Analyst of the Absolute) Possessor ignores (1 * (Possessor Level/5), rounded down)% Truth Resistance, Possessor ignores Truth Immunity of targets below (Possessor Level / 5, rounded down) Level, to a max of Level 80
Apprentice Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +50 to all stats for each Truth element item equipped, Possessor's Truth element pets and summons gain +250 to all stats
Basic Truth Synchronization- (Passive Ability, Analyst of the Absolute) Possessor gains +25 to all stats if possessor is Truth element

Basic Bow Training- (Passive Ability, Archer) This character gains +6 Ranged Attack when a Bow is equipped

Expert Fate Synchronization- (Passive Ability, Other: Destiny Weaver) Fate element Damage dealt to possessor (not including healing) is halved, Fate 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 Fate element accessories, and may not be converted into other types of slot by individuals below Level 100

Builder of Heavens- (Passive Ability, Heavenly Protector) Celestials, Angels, Devas, Arch-Celestials, Arch-Angels, Arch-Devas, and Holy Ones that possessor summons through effects attached to Zones, Terrains, or Phantom Terrains have their stats increased by 80,000 points and gain +800,000 HP as a non-stacking buff that is placed upon them at the time of their summoning

Basic Archery Attunement- (Passive Ability, Hunter) All Archery spells cast by possessor that possess a Ranged Attack bonus gain +10 additional Ranged Attack, and all actions possessor takes that involve Archery spells that gain +1% Critical

Endless Dead- (Passive Ability, Necromancer) Whenever one of possessor's Necromancy summons is killed, possessor may summon an Undead below Level 80 that is 10 or more Levels below possessor from the Enemy List that is normally fightable for drops, with these summons counting as Necromancy summons, Max 10 summoned

Righteous Savior- (Passive Ability, Paladin) Possessor gains +30,000 uncapped SPI, Possessor gains +2,000,000 HP and +2,000,000 MP as a non-stacking bonus, Possessor's Demon, Devil, Daemon, Arch-Demon, Arch-Devil, Arch-Daemon, Fiend, Darkspawn, Outer Terror, and Undead opponents that are below Level 99 and possess a lower SPI than possessor may not prevent possessor from resurrecting entities

Apprentice Light Armor Mastery- (Passive Ability, Protector) All Light Armor worn by possessor provides +100 additional Defense and +25 additional AGI

Final Reaping- (Technique Ability, Reaper) Possessor may use 'Final Reaping' in conjunction with an 'Melee Overdrive' action that targets a max of one opponent of wielder so long as no other technique is used and possessor is wielding a unique Scythe weapon called '*Mortiis Finalis' as part of said action and both wielder and said unique weapon are Level 79 or greater. Said action gains +2,000,000 Melee Attack, has its chances of inflicting Instant Death increased by 75%, and cannot target additional opponents of its performer.

Basic Void Synchronization- (Passive Ability, Other: Unbound Guru) Possessor gains +25 to all stats if possessor is Void element

Nonbase Element Affinity- (Passive Ability, Blessing) Possessor's base stats increase by 1 if possessor is solely nonbase elements

*Hands of Void's Charity- (Weapon, Fist Weapon, Void & Null & Aether, 4,500,000,000 Gold) +4,500,000 Melee Attack, +45,000,000 MP as a non-stacking bonus, Wielder's actions may unsummon targets below Level 99, Once per round, one of wielder's offensive actions may transfer any combination of debuffs and negative status effects from wielder to a single target below Level 95, Wielder may deal HP Damage instead of HP Healing and vice-versa, Wielder may deal MP Damage instead of MP Healing and vice-versa, Wielder may deal MP Damage instead of HP Damage and vice-verse, Wielder must be Level 60 or greater and must possess the ability 'Expert Fist Weapon Training' or 'Expert Void Synchronization'
*Massau's Crisis Bow- (Weapon, Bow, Destruction & Fate & Toxin & Glory, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, 160% Critical, +160% Critical, 260% To Hit, +160% To Hit, Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions gain '6 hits against 200,000,000', Wielder's minor, moderate, and major negative status effect infliction chances are increaesed by 30%, Wielder gains an additional action assigned in standard turn order each round, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training'

*Hooded Armor of the Serpent Emperor's Champion- (Armor, Light Armor, Aether & Toxin & Metal & Nobility, 2,000,000,000 Gold) +2,000,000 Defense, +20,000,000 HP as a non-stacking bonus, 160% Resilience, +160% Resilience, 50% Acid Resistance, 50% Technology Resistance, 40% Toxin Resistance, 30% Magic Resistance, 15% Human Resistance, Poison Immunity, Charm Immunity, 80% Dominion Resistance, 80% Venom Resistance, 80% Instant Death Resistance, 40% Major Status Effect Resistance, 160% Moderate Status Effect Resistance, 320% Minor Status Effect Resistance, Wielder's Reptile allies gain +200,000 to all stats as a non-stacking bonus and cannot be afflicted with Charm or Dominion by sources of lower Level than wearer, Wearer must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency', 'Expert Leadership Attunement', or 'Expert Herpetologist Knowledge'

*Empty Guru's Raiment- (Armor, Robes, Void & Null & Knowledge, 4,500,000,000 Gold) +4,500,000 Defense, +4,500,000 MIN, +4,500,000 SPI, +45,000,000 MP as a non-stacking bonus, 170% Dodge, 170% Resilience, +170% Resilience, 40% Earth Resistance, 40% Air Resistance, 40% Fire Resistance, 40% Water Resistance, 40% Void Resistance, Wearer gains an additional action each round in normal turn-order that may only be used to perform the 'Meditate' action, Wearer cannot be afflicted with debuffs by sources below Level 95, Wearer gains +1,000 to all stats as an uncapped bonus for each entity that has been killed or unsummoned earlier in the same thread (to a max of 4,500 such entities), Wearer must be Level 60 or greater and must possess either the ability 'Expert Robe Mastery' or 'Expert Void Synchronization'

*Eyes of Wuzen- (Accessory, Bioaugmentation, Void & Devastation & Knowledge, 4,500,000,000 Gold) +4,500,000 MIN, +4,500,000 SPI, Wielder ignores debuffs and negative status effects wielder would require in response to wielder's scan attempts of entities below Level 99, Up to three times per round, with a 75% chance of success, wielder may convert any attack or action targeting wielder that comes from a source below Level 95 into solely Void element, Wielder Absorbs Void against sources below Level 80, Wielder may scan a target's stats at the start of each round, HP Drain dealt to wielder does not heal its source, Wielder must be Level 60 or greater and must possess the ability 'Expert Void Synchronization' or 'Expert Ethereal Magic Attunement'
*Quiver of Endless Demise- (Accessory, Ammo, Dopple & Flux & Toxin & Devastation, 2,000,000,000 Gold) +2,000,000 Ranged Attack, +2,000,000 AGI, Wielder's Wielder's 'Ranged Attack', 'Point Blank', 'Ranged Overdrive', 'Snipe', and 'Ultimate Attack' actions deal 200,000,000 additional Damage to unique targets (to a max of once per target per round), gain '30% inflicts Instant Death', and have their chances of inflicting minor, moderate, and major negative status effects increased by 10% per T1 or T2 entity subtype possessed by their targets and by 5% per T1 or T2 element possessed by their targets, Wielder's actions may not be countered by entities below Level 80, Wielder's attacks may not have their To Hit chance reduced by entities below Level 80, Wielder must have a Bow equipped to benefit from this item, Wielder must be Level 60 or greater and must possess the ability 'Expert Bow Training' or 'Expert Archery Attunement'
*The Second Cobalt Pyramid- (Accessory, Amulet, Fate, 2,000,000,000 Gold) +2,000,000 to all stats, +20,000,000 MP as a non-stacking bonus, 160% Dodge, +160% To Hit, +160% Dodge, If wielder is targeted by an entity below Level 85 with an offensive attack or action, wielder may choose, up to three times per round, as a preemptive counter, to inflict an instance of Vanished on itself that lasts until the end of said attack or action, Possessor's side of battle does not count as losing if all its members are dead by standard victory conditions until after possessor's self curing of this status effect is accounted for if no individual of Level 85 or greater is opposing possessor's side of battle, with this non-loss only applying if possessor is Vanished but otherwise in battle and possessor's ability to check for self-curing of this status effect has not been disabled, with said non-loss automatically deactivating if a round ends while it is in effect, Wielder may scan the stats of any number of opponents at the start or end of any round or action, Wearer must be Level 60 or greater and must possess the ability 'Expert Divine Magic Attunement' or 'Expert Fate Synchronization'

3 1/12 Holy Imperial Seal of Triumph- (Item, Antiquity, Universe, 96,000,000,000 Gold) This item may not be equipped, traded, sold, stolen, discarded, or destroyed, with this item's wording taking precedence over effects that can equip items that cannot normally be equipped, trade items that cannot normally be traded, steal items that cannot normally be stolen, discard items that cannot normally be discarded, or destroy items that cannot normally be destroyed; when this item is obtained as loot from anything, it may not be assigned, given to, or taken by any individual other than the individual that it was generated for, instantaneously being moved to said individual's inventory and being removed from the thread which generated it as an effect that ignores effects that prevent loot leaving a thread or being assigned or taken; this item's text may not be removed or altered as an effect that takes precedence over effects that can remove text from an item that cannot otherwise be removed or alter text on an item that cannot normally be altered; this item may not be equipped, carried, or brought into a thread or by a pet, transformation, or other item that can carry items and may not be held by another pet, transformation, or other item at any time in a thread; effects and/or text may not be added to this item as an effect that takes precedence over effects that may add effects or text to items that cannot normally have effects or text added to them; all effects on this item count as though coming from a Level 101 source
Invulnerable Phylactery- (Item, Antiquity, Darkness & Warding, 300,000,000 Gold)
Myriad Core- (Item, Antiquity, Universe, 3,000,000,000 Gold)

'Part of a Team that Defeated an Unoriginal Gangster and Progressed to the Second Stage of the Crisis Across Infinite Nexii'
'Defeated Massau in the Crisis Across Infinite Nexii'
'Defeated Wuzen in the Crisis Across Infinite Nexii'
'Wished a Key Piece from the Sea During the Crisis Across Infinite Nexii'
'Made Nexus A Bit Better Overall'.
'Purified the Numerals'
'Won the Megaquest "Crisis Across Infinite Nexii"'
'Helped Kriele and the Heaven Architects Establish Fortress-Monastery Nexii Across the Multiverse in the Crisis'
'Gained 3 Holy Imperial Seal of Triumph Pieces for Winning the Crisis Across Infinite Nexii for the Heaven Architects'
'Honorary Member of the Knights of the Balanced Soul'



Not Yet Processed:


*The Silver Implements (Level 79, 0 XP, # XP Required, Standard Multiplier x13)

Cityback Fossil-Gargantua (Undead, Level 76 Elite)

(12:48:05 AM) lordgadigan: Resistance Santa can distribute horseman-tier weapons of all base subtypes across wide scales from his bag
(12:59:15 AM) lordgadigan: Resistance Santa gives Celas 'Force of Noble Global Resistance'



(2:44:35 PM) lordgadigan: The group teleports to the right-hand portal. The opposition is a duo of five-thousand-foot-tall knights in silver-white armor with crowns that hold miniature heavens, clad in cloaks of divine power and wielding blades of cutting force.
(2:44:40 PM) lordgadigan: Rolling to determine who fights them
(2:45:23 PM) lordgadigan: Zweirugi avoids fighting *again*, with the event starting to catch on to his presence, and The Resistance Santa is chosen.
(2:45:51 PM) lordgadigan: The Resistance Santa achieves a one-round victory.
(2:46:09 PM) lordgadigan: The group gets some new holy armor,crowns, and blades, which are being stowed until someone needs to use them



(Personal Note: I actually do want those, as material for the next iteration of my Worthy Dead, which I have literally been putting off since before Knot T__T)

+1 Ability in Syliri's Ascendant Ability Tree

All the Finale Rewards!

And anything related to: Bonus Victory Conditions Possibly Achieved???:

Quote:
Cataloguers of Infinity:
- Prevent Malicious Forces from Controlling Nexus.
- "We seek to create a Nexus not of physical space, but of knowledge. Enlightenment shall be our gift to reality should we triumph." TRUTH.



And because you asked Geddoe and Nole, to make this easy for the future, Celas's currently possessed Syliri abilities:

Descendant of the Honored Dead- (Passive Ability, Necromancer) Possessor may choose for individuals to treat possessor's Necromancy summons as though they were Healer Magic summons or Leadership summons, Possessor may choose for individuals to treat possessor's Undead pets and summons as though their Undead subtype were replaced with Spirit, Possessor's Undead summons gain +(100 * possessor Level) to all stats

Undying Blessings Granted to Servants Eternal- (Passive Ability, Necromancer) Whenever one of possessor's Undead Necromancy summons dies, possessor may choose for one of possessor's Necromancy buffs present on that entity to not expire upon that death



Arcane Necromancy- (Passive Ability, Wizard) Possessor may cast Necromancy spells as if they were solely or additionally Wizard Magic spells and may cast Wizard Magic spells as though they were solely or additionally Necromancy spells

Host to Undying Magics- (Passive Ability, Wizard) Possessor gains +(10,000 * Possessor Level) MP if possessor is Undead and possesses the ability 'Undead Traits', Possessor gains +(1,000 * Possessor Level) Defense against Voidstruck and Manablasted if possessor is an Undead and possesses the ability 'Undead Traits'


Eternally Preserved Form- (Passive Ability, Deathless One) If possessor is an Undead, buffs and positive status effects do not vanish from possessor upon death

Eternal Undying Authority- (Passive Ability, Deathless One) Once per thread, when possessor summons Undead, possessor may choose to not be able to be prevented from summoning those Undead


Accompanied by Deathless Guardians- (Passive Ability, General) Possessor may, when entering threads, have instances of Undead Necromancy summons that possessor could summon that are not unique equipped as though they were pets, with these summons being pets and not summons, but counting against the summon limits that they would count against were they summons and being unable to be equipped in numbers exceeding those limits

Honored Child of the Ancients- (Passive Ability, General) Possessor gains +(Possessor Level / 2) Fame

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

Necromantic Autocounterspell- (Passive Ability, Sorceress) If possessor is wielding a Wand, up to once per round, when an equal or lower Level nonunique entity (or a unique entity 5 Levels or more below possessor) performs an action that involves the casting of a non-unique Necromancy spell, and possessor has a Necromancy spell of equal or greater value equipped (or the Necromancy spell involved in said action does not have a specific value listed), possessor may, if possessor has at least 5 Necromancy spells equipped, cancel said action as a preemptive counter


Lord Gadigan wrote: Celas gets-

*Gelbenmarnos, the Wind which Whispers Knowledge- (Weapon, Force, Air & Knowledge & Good, 51,125,000,000 Gold) +50,100,000 Ranged Attack, +50,100,000 Magical Attack, +51,125,000 AGI, +50,300,000 MIN, +50,300,000 SPI, Wielder's 'Mental Overdrive' actions may use Spirit as their Prime Attribute, 1 hit against 5,000,000,000,000, Wielder may, at the start of any round or any action, scan the stats of any number of individuals in any number of battlespaces, Wielder's scan attempts cannot fail against entities below Level 99, Wielder may choose to count as having scanned the stats of any individual below Level 99, Wielder is Immune to Illusion from sources below Level 85, 40% Mystery Resistance, Wielder may choose for wielder's allies to be able to choose before any of their actions to obtain a buff that stacks 200 time that makes its possessor count as having scanned the stats of a chosen entity below Level 99 that is below their Level, Wielder counts as possessing 25 additional abilities from each class wielder possesses the classname ability in for non-prerequisite purposes, Wielder gains +250,000 MIN and +500,000,000 MP at the start of each round as a non-stacking buff, Wielder is Immune to sources below Level 60, Wielder must be Level 80 or greater and must possess either the abilities 'Grandmaster Force Training', 'Master Knowledge Synchronization', and 'Expert Good Synchronization' or the award 'Granted the Wind Which Whispers Knolwedge by Elsie Phaeduras'

'Granted the Wind Which Whispers Knolwedge by Elsie Phaeduras'


Lord Gadigan wrote: Ghost Decoy- (Passive Ability, Deathless One) Up to (Possessor's Level/5, rounded up) times per thread, whenever possessor would be moved to another battlespace unwillingly by a source that is not 5 or more Levels greater than possessor, possessor may instead choose not to be moved to that battlespace and to summon an Undead below possessor's Level that is normally fightable for drops on the enemy list whose name includes 'Ghost' or 'Geist' into that battlespace, Max 5 summoned


Lord Gadigan wrote: As a note so it's formally recorded, that last one is from his Ascendant ability set.

Celas also gets-

*Gloves Which Hold the Eternal Debts- (Accessory, Gloves, Wealth & Knowledge & Evil, 6,666,666,666 Gold) +6,666,666 Magical Attack, +6,666,666 Defense, +6,666,666 MIN, +6,666,666 SPI, +66,666,666 MP as a non-stacking bonus, 200% inflicts Charm, 30% inflicts Dominion, Wielder may deal Gold Damage, Wielder may deal HP Drain, Wielder may deal MP Drain, Wielder may spend an action to have a 100% chance of inflicting Dominion on an individual who wielder gave a buff earlier in the thread, Wielder may spend an action to replicate the effect of any ability performable by an entity on the enemy list that is below Level 80, below wielder's Level, and normally fightable for drops, doing so as though an instance of said entity is performing said ability, Once per thread across all copies of this item across all wielders as an effect that cannot be reset or replicated, activating the Overcrash of an Eidolon does not set wielder's MP to 0, Wielder's actions may not be undone by resetting battle to an earlier point by sources below Level 80, Sources below Level 80 cannot consider wielder to have not acted when wielder has acted unless wielder chooses for them to be able to do so, Wearer must possess the ability 'Master Summoner Magic Attunement', the ability 'Master Merchant Proficiency', the ability 'Master Pactmaker Knowledge', the ability 'Master Evil Synchronization', the ability 'Master Wealth Synchronization', the ability 'Master Knowledge Synchronization', the award 'Key to the Defeat of Forcystus', or the award 'Won the Megaquest "Crisis Across Infinite Nexii"', and must be Level 79 or greater


Lord Gadigan wrote: Force of Noble Global Resistance- (Weapon, Force, Hope & Earth & Chaos, 700,000,000 Gold) +700,000 Melee Attack, +700,000 Ranged Attack, +700,000 Magical Attack, +700,000 to all stats, Wielder and wielder's allies may each, up to once per battle, choose to automatically recover from a negative status effect from a source below Level 80 immediately after it is inflicted as an effect that does not stack across multiple copies of this item, Wielder may not be prevented from performing counters by sources below Level 80, Charm Immunity, 30% Dominion Resistance, Wielder must be Level 60 or greater


Lord Gadigan wrote: Heaven-Holding Crown- (Accessory, Crown, Light & Spatial, 800,000,000 Gold) +800,000 to all stats, +8,000,000 MP as a non-stacking bonus, Entities below Level 95 may not prevent wearer or wearer's allies from being resurrected, with this effect still applying while wearer is dead and applying across battlespaces, At the start of battle, wearer creates a battlespace that contains a Zone of Light and that has Celestial City as its Terrain, Wearer must be Level 60 or greater

Armor of High Providence- (Armor, Heavy Armor, Light & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 STR, +800,000 CON, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, 170% Resilience +170% Resilience, 40% Light Resistance, 40% Glory Resistance, 80% Celestial Magic Resistance, 80% Holy Magic Resistance, 30% Demon Resistance, 30% Daemon Resistance, 30% Devil Resistance, Wearer's actions may not be controlled by lower-Level opponents below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater

Blade of High Providence- (Weapon, Sword, Light & Glory, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Magical Attack, Wielder pierces 8,000,000 Defense, Wielder, to a max of once per target each round, deals 8,000,000 additional Damage to Demons, Devils, and Daemons, Wielder may choose to cancel the actions of lower-Level entities below Level 85 that involve the casting of Holy Magic, Celestial Magic, or Divine Magic spells, Wielder must be Level 60 or greater
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Aeromage
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Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Lord Gadigan wrote: *The Silver Implements- (Artifact, Level 80, 0 XP, # XP Required, Standard Multiplier x13)

*The Silver Implements- (Accessoryx5 Aspect: The Silver Implements, Magic Item, Mystic & Spatial & Time & Blood & Warding & Life & Fate & Dopple & Illusion & Wealth & Aether & Knowledge & Color, X Gold) Wielder may equip any number of Aspects of this Aspect's artifact slotlessly, Wielder cannot equip other weapons or accessories

*The Silver Timepiece- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Whenever one of wielder's actions that involves the casting of a Ritual Magic spell would be interrupted by a counter that would cause the action to fail, the action to be cancelled, or wielder to die, wielder may choose to have a 50% chance of, assuming no entity of Level 80 or greater in any battlespace objects, resetting the round to the round's start, Once per battle, as an effect that cannot be reset or replicated, wielder may, assuming no entity of Level 80 or greater in any battlespace objects, reset battle to a designated earlier point, Once per battle, wielder may prevent battle from being reset to an earlier source by a source below Level 80, Wielder and wielder's allies gain Fatigued: Elderly Immunity, Wielder may spend an action to give a target Fatigued: Elderly Immunity and 30% Petrified: Time Stop Resistance

*The Silver Knife- (Weapon Aspect: The Silver Implements, Knife, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may deal HP Drain instead of HP Damage, Wielder deals MP Drain in addition to HP Drain

*The Silver Flask- (Accessory Aspect: The Silver Implements, Container, Mystic & Life, X Gold) +10,000,000 HP as a non-stacking bonus, +10,000,000 MP as a non-stacking bonus, Wielder regenerates 1,000,000 HP at the start of each round, Wielder regenerates 1,000,000 MP at the start of each round, Ritual Magic spells cost wielder 10,000,000 less MP to cast

*The Silver Chain- (Weapon Aspect: The Silver Implements, Whip, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, +1,000,000 CON, Entities below Level 80 may not leave wielder's battlespace without wielder's permission, Wielder may choose to link wielder's HP or MP to the HP or MP (being able to link HP to MP if desired in addition to HP to HP or MP to MP) of any one willing ally at the start of each round, with this effect being a non-stacking buff

*The Silver Spectacles- (Accessory Aspect: The Silver Implements, Eyewear, Mystic & Fate, X Gold) +1,000,000 MIN, +10,000,000 MP as a non-stacking bonus, Wielder may delay wielder's actions up to 1,000,000,000 rounds, Wielder may ignore Dodge increases caused by buffs from sources below Level 80, Wielder may spend an action to scan an individual's stats, with this scan attempt being unable to fail if target is below Level 75, Wielder gains +160% To Hit against Fate element targets

*The Silver Mirror- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Once per round, wielder may reflect an attack from a source below Level 80, Wielder counts as possessing as many allies as wielder wishes, to a max of 1,000,000,000 additional allies, with the same Ritualist abilities as wielder and the same name as wielder, when wielder is casting Ritual Magic spells

*The Silver Compass- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) 260% To Hit, Up to 200 times per ronud, whenever a Zone, Terrain, or Phantom Terrain created by wielder would be destroyed or altered by a source below Level 81, wielder may cancel said destruction or alteration

*The Silver Basin- (Accessory Aspect: The Silver Implements, Container, Mystic & Spatial, X Gold) When wielder equips this item, this item begins providing wielder with an additional MP pool that is empty at the time of equipping but can contain a maximum amount of MP equal to this item's wielder's Max MP; this is a constantly provided effect and not a buff

*The Silver Mortar- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Dopple, X Gold) Wielder does not expend items that are costs of non-unique Ritual Magic spells that are worth under 100,000,000 Gold

*The Silver Mask- (Accessory Aspect: The Silver Implements, Mask, Mystic & Illusion, X Gold) +1,000,000 Defense, Wearer may choose at the beginning of any round to gain or become solely any number of base entity subtypes as a non-stacking buff, Wearer's stats cannot be scanned by sources below Level 80, Wearer is Immune to sources below Level 40

*The Silver Disc- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 to all stats, Wielder's Ritual Magic spells may gain a 40% chance of inflicting any one major negative status effect

*The Silver Stone- (Weapon Aspect: The Silver Implements, Stone, Mystic & Life, X Gold) +1,000,000 Magical Attack, Wielder's Prime Attribute for any action may become any one stat, Wielder may choose to use the Melee Attack or Ranged Attack bonus of each equipped item as though it were instead the Magical Attack bonus of that item

*The Silver Ring- (Accessory Aspect: The Silver Implements, Ring, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 MIN, +1,000,000 SPI, Summons below Level 80 that are 5 or more Levels below wearer cannot negatively effect wearer, Wielder may spend an action to give a target a non-stacking buff that gives it 30% Base Element Resistance and Minor Negative Status Effect Immunity

*The Silver Dust- (Accessory Aspect: The Silver Implements, Magic Item, Mystic & Aether, X Gold) +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may, up to once per round, before or after any action, unsummon all opponents below Level 81, Ritual Magic spells cost wielder 100,000,000 less XP to cast, This item additionally possesses the subtype Powder

*The Silver Wheel- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Time, X Gold) +1,000,000 AGI, +1,000,000 SPI, Entities that are lower Level than wielder that are below Level 80 are placed below wielder in turn order if they would otherwise be assigned actions in turn order before wielder, Ritual magic spells that would take wielder more than one action to cast take half as many action, rounded down

*The Silver Cage- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, Wielder's summons cannot be uncontrolled, Wielder gains a pet slot, Wielder may spend an action to resurrect a pet, Wielder may spend an action to summon a Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon that is below Level 80 and normally fightable for drops on the Enemy List, Wielder may treat wielder's summoned Celestials, Angels, Devas, Illuminated, Elementals, Spirits, Primes, Daemons, Devils, and Demons as though they additionally possessed any combination of the subtypes Celestial, Angel, Deva, Illuminated, Elemental, Spirit, Prime, Daemon, Devil, or Demon

*The Silver Coin- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Wealth, X Gold) Wielder reflects Gold Damage from lower Level sources, Ritual Magic spells cost wielder 1,000,000,000 less Gold to cast

*The Silver Sphere- (Weapon Aspect: The Silver Implements, Orb, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder may spend an action to scan the stats of any number of entities, Wielder's Ritual Magic spells may scan stats, Wielder's Ritual Magic spells may target entities below Level 80 that are 5 or more Levels lower than wielder who are in other battlespaces

*The Silver Nutcracker- (Weapon Aspect: The Silver Implements, Tool, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's Ritual Magic spells ignore the Defense of targets below Level 80, Wielder's Ritual Magic spells may remove a buff from a source Level 80 or lower from each of their targets

*The Silver Needle- (Weapon Aspect: The Silver Implements, Tool, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder deals full Damage to the back row, Wielder may undo the destruction of an item, not counting through consumable charge use, by a source below Level 81 at the start of each round

*The Silver Wand- (Weapon Aspect: The Silver Implements, Wand, Mystic & Knowledge, X Gold) +1,000,000 Magical Attack, +1,000,000 MIN, +1,000,000 SPI, +10,000,000 MP as a non-stacking bonus, Wielder's per-item Magical Attack bonus cap becomes twice the relevant stat as a non-stacking effect, Wielder may, at the start of each round, create a Temporary copy of any Ritual Magic spell that is In Stock in the shop that is worth under 100,000,000 Gold

*The Silver Spoon- (Accessory Aspect: The Silver Implements, Tool, Mystic & Wealth, X Gold) Wielder does not consume charges from non-unique consumables, not counting Permanent Consumables, that are worth under 100,000,000 Gold

*The Silver Doll- (Weapon Aspect: The Silver Implements, Other: Toy, Mystic & Life, X Gold) +1,000,000 Magical Attack, Once per round, when an entity deals Damage to wielder, wielder may, immediately afterwards, deal said entity an equal quantity of Damage that is either the same combination of elements or that is solely Mystic element

*The Silver Diagram- (Accessory Aspect: The Silver Implements, Tome, Mystic & Knowledge, X Gold) Wielder gains 1 buff slot, Wielder gains 1 summon slot, Wielder may maintain 1 additional Circle effect, Wielder may cast unequipped Ritual Magic spells that wielder is carrying, Large Structures summoned by wielder gain a non-stacking buff that increases their stats by 100,000 points, Wielder's Large Structure allies cannot be Criticalled by sources below Level 80 and are Immune to negative status effects from sources below Level 80

*The Silver Sickle- (Weapon Aspect: The Silver Implements, Scythe, Mystic & Blood, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder may count as having killed up to 1,000,000 additional allies as part of the casting of a Ritual Magic spell, Wielder's Ritual Magic spells gain '100% inflicts Instant Death on non-unique entities below Level 70'

*The Silver Shroud- (Accessory Aspect: The Silver Implements, Cloak, Mystic & Aether, X Gold) +1,000,000 Defense, +1,000,000 CON, 160% Dodge, Wielder's actions involving the casting of Ritual Magic spells may not be countered by sources below Level 80 without wielder's permission

*The Silver Paintbrush- (Weapon Aspect: The Silver Implements, Wand, Mystic & Color, X Gold) +1,000,000 Magical Attack, +10,000,000 MP as a non-stacking bonus, Wielder's actions may gain or solely become any combination of base elements, Wielder may treat Mystic, Spatial, Blood, Time, Warding, Aether, Wealth, Life, Knowledge, Dopple, Color, Fate, and Illusion as base elements, Wielder may make the actions of any individual who is either willing, one of wielder's summons, or below Level 70 solely any combination of base elements

*The Silver Torch- (Weapon Aspect: The Silver Implements, Hammer, Mystic & Spatial, X Gold) +1,000,000 Melee Attack, +1,000,000 Magical Attack, Wielder's summons may use wielder's turn-order-determining stat sum for turn-order-determining purposes, Wielder's summons may not be countered by sources below Level 80 without wielder's permission, Wielder's summons are cured of a debuff from a source below Level 80 at the start of each round, Debuffs from sources below Level 81 cannot reduce the To Hit of wielder or wielder's summons

*The Silver Lock- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Warding, X Gold) +1,000,000 Defense, +1,000,000 SPI, Wielder's equipped and carried items may not be destroyed, stolen, removed from the thread, or altered by non-wielder sources below Level 80 without wielder's permission

*The Silver Feather- (Accessory Aspect: The Silver Implements, Trinket, Mystic & Spatial, X Gold) +1,000,000 SPI, Up to 200 times per round, when one of wielder's summons is unsummoned by an entity below Level 81, wielder may immediately resummon it, Wielder may spend an action to give all of wielder's allies, including wielder, a non-stacking buff that provides +160% Resilience and +1,000,000 Defense


Lord Gadigan wrote: I'm going to call no extra reward on achieving the Cataloguers' goals. They might give you stuff later if you present your case right, but there's no auto-mechanism for giving out rewards from other teams built into the event.


Lord Gadigan wrote: !Cityback Fossil-Gargantua
Level 76 Elite
Undead, Time
HP- #
MP- #
STR- #
AGI- #
CON- #
MIN- #
SPI- #
XP- 0
Defense- #
Defense against Stat Damage- #
Critical Chance- #%
Resilience- #%
To Hit- #%
Dodge- #%
Resistances and Immunities- Absorbs Light, Absorbs Darkness, Absorbs Earth, Absorbs Time, Reflects Fate, Reflects Spatial, Water Immunity, Fire Immunity, Destruction Immunity, 80% Physical Resistance, 20% Base Element Resistance, Poison Immunity, Paralyzed Immunity, Pain Immunity, Confusion Immunity, Diseased Immunity, Impaired Immunity, Hexed Immunity, Drowning Immunity, Frozen Immunity, Burning Immunity, Entombed Immunity, Awestruck Immunity, Voidstruck Immunity, Wounded Immunity, Petrified Immunity, Cursed Immunity, Instant Death Immunity, 304% Minor Status Effect Resistance, 152% Moderate Status Effect Resistance, 76% Major Status Effect Resistance
Prime Attribute- Strength + Constitution
Constant Effects-
Ossified Invulnerability- Possessor may choose to additionally possess the subtype Golem, Possessor gains +# HP, Possessor gains +# Defense, Possessor gains +#% Resilience, Possessor cannot be Criticalled by sources below Level 80, Possessor suffers no negative effects from the status effect Petrified or its sub-status effect, Possessor takes half Damage from sources below Level 80, Constant Effect
Bearer of the Dead City- At the start of each round, possessor may summon up to 200 Undead below Level 80 that are normally fightable for drops on the enemy list, These summons, at the time of their summoning, acquire a non-stacking buff that provides +# Defense and Petrification Immunity, These summons may be summoned into either the battlespace possessor is in or into possessor's passenger capacity (assuming room for them exists there), Constant Effect
Endless Fossil Walls from Ground and Sky- Possessor and possessor's allies gain +# Defense and gain a 75% chance of ignoring attacks from sources below Level 80, Constant Effect
Gargantuan- Possessor gains +# HP, +# STR, +# CON, +# Defense, and may count as up to 2,000,000 entities for row-order purposes, Constant Effect
Passenger Capacity (40,000,000)- 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
Menace (Level 50-99)- 25% Cured of any negative effect from a source below level 100 at the start of each action with a separate roll for each effect, Cured of any negative effect from a source below level 50 at the start of each action, Minor Status Effect Immunity, (Level x 2)% Moderate Status Effect Resistance, (Level / 2)% Major Status Effect Resistance, 75% Possessor gains an extra action this round, 50% Possessor gains a different extra action this round, Debuffs and buffs with possessor as a source cannot be removed by individuals below Level 50, Constant Effect
Abilities-
Gigas Stomp- # Damage, 300% inflicts Fatigued: Stun, 1 hit against 4,000,000, Physical or Earth, 0 MP
Devour Light- # Damage, Deals MP Drain, Additionally deals HP Drain to Light-element Targets, All Light element buffs on targets from sources below Level 99 are removed, All Light element gear equipped by targets that is worth under 200,000,000 Gold that is non-unique may be destroyed, Caster may destroy up to 4,000,000 Zones of Light, 1 hit against 4,000,000, Darkness or Hunger, 0 MP
Devour Life- # Damage, Deals HP Drain, 1 hit against 4,000,000, Darkness or Blood or Life, 0 MP
Trample- # Damage, 250% inflicts Fatigued: Stun, Deals full Damage to the back row, 1 hit against 400,000,000, Physical or Earth, 0 MP
40,000,000 Year Roar- # Damage, 400% inflicts Fatigued: Elderly, 100% inflicts Instant Death on entities who were afflicted with Fatigued: Elderly at the start of this action, 1 hit against 400,000,000, Sonic & Time, # MP
Reality Flip- Caster may choose to have a 30% chance of inflicting Vanished on up to 100,000,000 opponents, caster may then choose to create a battlespace so long as no entity of Level 80 or greater in any battlespace objects, caster may then choose to enter another existing battlespace so long as no entity of Level 96 or greater in caster's battlespace or the battlespace caster would enter object, Spatial or Spatial & Earth, # MP
Invulnerability Ward- Target gains +# Defense, gains +#% Resilience, gains Physical Immunity to sources below Level 80, gains Magic Immunity to sources below Level 80, cannot be criticalled by sources below Level 80, and is Immune to sources below Level 60, does not stack, Warding, # MP
Dark and Hollow Wind- # Damage, # CON Damage, # MIN Damage, # SPI Damage, 1,000% inflicts Hexed, 300% inflicts Suffocation, 300% inflicts Voidstruck, 100% inflicts Instant Death, 100% inflicts Cursed, 1 hit against 50,000,000, Darkness & Air & Sonic & Void, # MP
Giga Gravity Crunch- # Damage, Targets acquire a non-stacking debuff that halves its possessor's turn-order-determining stat sum for turn-order-determining purposes, to a minimum of 1, Targets are moved to the row of caster's choice in the row-order-formation of caster's choice, 400% inflicts Antimatter: Gravity Lock, 400% inflicts Antimatter: Gravity Lock: Gravity Well, 1 hit against 80,000,000, Darkness & Technology, # MP
Ossify Buffs- Buffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring, their normal ending conditions occurring, or not being carried in buff slots between battles, Target gains 5 buff slots as a non-stacking buff, Earth & Time, # MP
Ossify Debuffs- Debuffs presently on target are altered to be unable to be removed by sources below Level 86 due to circumstances other than their duration expiring or their normal ending conditions occurring, Target loses 5 buff slots as a non-stacking debuff, Earth & Time, # MP
Fossilize- 100% inflicts Petrified, 1 hit against 80,000,000, Earth or Darkness or Darkness & Earth, # MP
Drops-
# Gold
# XP
100% Square Mile of Domain of Fossils and Caged Stars on a Random Plane- (Item, Property, Earth & Time & Darkness & Life & Warding, 20,000,000 Gold)

That finishes Celas. He is now free from this!


Geddoe42 wrote: [11:36 AM] Geddoe42: Would the Santa be willing to give geddoe the second set of golem gear? Seems like something he might be up for after the whole gift exchange situation. Would be nice for future combos. If not, no problem
[11:36 AM] Gadigan: Hm, yeah, that's reasonable. Post these two lines in the thread

Heaven-Holding Crown- (Accessory, Crown, Light & Spatial, 800,000,000 Gold) +800,000 to all stats, +8,000,000 MP as a non-stacking bonus, Entities below Level 95 may not prevent wearer or wearer's allies from being resurrected, with this effect still applying while wearer is dead and applying across battlespaces, At the start of battle, wearer creates a battlespace that contains a Zone of Light and that has Celestial City as its Terrain, Wearer must be Level 60 or greater

Armor of High Providence- (Armor, Heavy Armor, Light & Glory, 800,000,000 Gold) +800,000 Defense, +800,000 STR, +800,000 CON, +800,000 SPI, +8,000,000 HP as a non-stacking bonus, 170% Resilience +170% Resilience, 40% Light Resistance, 40% Glory Resistance, 80% Celestial Magic Resistance, 80% Holy Magic Resistance, 30% Demon Resistance, 30% Daemon Resistance, 30% Devil Resistance, Wearer's actions may not be controlled by lower-Level opponents below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater

Blade of High Providence- (Weapon, Sword, Light & Glory, 800,000,000 Gold) +800,000 Melee Attack, +800,000 Magical Attack, Wielder pierces 8,000,000 Defense, Wielder, to a max of once per target each round, deals 8,000,000 additional Damage to Demons, Devils, and Daemons, Wielder may choose to cancel the actions of lower-Level entities below Level 85 that involve the casting of Holy Magic, Celestial Magic, or Divine Magic spells, Wielder must be Level 60 or greater


Lord Gadigan wrote: I'm reposting Volatilis's exit-post so I stop having to hunt through this long thread for it.

Volatilis Final Tally

Megaquest Progression: Exited via Overcrash in the Third Chamber battle against Ouettzer and The Enemy's forces*
*See Other Stuff

Questprep Stuff:

● Volatilis made some significant contingencies via Universe-Reality Auditing, Progress and other to prevent losing the Artifacts it came in with, and create an additional massive reserve of luck (In addition to triple-High Sanctity protected via outside-of-normal-effect goatheads). Perhaps the contingencies are making it out (as Volatilis didn't actually die). Perhaps not. Perhaps something weird is going to be up with them. These weren't updated to Volatilis' sheet as they ended up coming into the megaquest with the expectation that they may be lost.

Fabulous Treasure-Generating Solar System Artifact-Drop-Substitution System wrote:8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)


Progress-Infused Solar System of Fortune and Chance wrote:8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)




● Volatilis had additional contingencies prepared should Lili have clashed with Team Bekkler and attempted to use her prior link as the island's deity (despite contractually having been for a specifically transient period that was up before the megaquest started). It sprang for the mid-tier 860,000,000 Gold non-damaging, non-offensive, anti-spying-and-manipulation package against her from Bascaradine (with an additional pre-recorded polite message explaining that her influence is being blocked to prevent such). It was mentioned this may gain an award post-megaquest.


● Volatilis leveled the Aeon Diadem to Level 79 for the megaquest. The Hand of the Clock of One Thousand Ends Aspect has been leveled, while the Aeon Diadem and Chronomancer King's Measured Timepiece Asepcts haven't.

Aeon Diadem, Level 59 Variant wrote:Aeon Diadem (Level 59, 3,328,000,000 XP, 3,328,000,000 XP Required, Standard Multiplier x20 (Raised to x400 to bypass Level 60 cap))

Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +77,650 Melee Attack, +77,239 Magical Attack, +76,999 AGI, +76,200 MIN, 100% inflicts Paralysis: Temporal Stasis, 100% inflicts Suffocation: No Future, 25% inflicts Petrified: Time Stop, 150% may inflict Fatigued: Elderly, 150% may inflict Stat Drain: AGI Drain, 150% may inflict Stat Drain: CON Drain, 100% may inflict Stat Drain: SPI Drain, 15% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 30% Time Resistance, +86,500 Defense against Time, Deals 7,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 6,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 3,000 CON Damage and 3,000 AGI Damage

Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +77,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, 35% Time Resistance, +71,900 Defense against Time, +72,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed,
Wearer has a 24% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 80 for 12 rounds, with this effect not stacking with itself or with identically worded effects from other items or abilities, Time-element spells cost wielder 75,000 less MP to cast, Wielder's Chronomancy summons gain +7,000 to all stats as a non-stacking effect that is present on this item, Chronomancy spells cost wielder 85,500 less MP to cast, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 60 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action

Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +77,600 to the stat that determines wielder's turn order, 2 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 12 rounds under the normal rules for delaying actions, 35% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +76,100 Defense against Time, +76,790 AGI, +76,000 SPI, +12,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 12 higher or up to 12 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +84,200 additional Magical Attack, Wearer may not be forced by sources below Level 80 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects


Hand Aspect, Level 79 Variant wrote:*Hand of the Clock of One Thousand Ends- (Weapon Aspect- Aeon Diadem, Deadly Item, Time, X Gold) +377,650 Melee Attack, +377,239 Magical Attack, +376,999 AGI, +376,200 MIN, 300% inflicts Paralysis: Temporal Stasis, 250% inflicts Suffocation: No Future, 50% inflicts Petrified: Time Stop, 25% may inflict Vanished, 25% may inflict Instant Death, 350% may inflict Fatigued: Elderly, 350% may inflict Stat Drain: AGI Drain, 350% may inflict Stat Drain: CON Drain, 300% may inflict Stat Drain: SPI Drain, 20% Causes target to lose target's next action as a non-stacking effect that cannot affect the same target more than 9 times in a 10 round period and is not applied to multi-hit attacks, 40% Time Resistance, +386,500 Defense against Time, Deals 27,110 CON, STR, AGI, and SPI damage on hit, Wielder may, upon hit when performing a 'Melee Attack' or 'Magical Attack' action, inflict a debuff on target that stacks 40 times and reduces said target's sum of turn-order-determining stats by 18,000 for turn-order-determining purposes, to a minimum of 1, and provide an equal bonus to its caster's sum of turn-order-determining stats for turn-order-determining purposes while in place, Wielder's offensive actions may deal an additional 18,000 CON Damage and 18,000 AGI Damage




Loot:

100 times the XP of a Level 79 entity. (3,160,000 XP)
100 times the XP of a Level 79 entity. (3,160,000 XP)
100 times the XP of a Level 71 entity. (2,662,500 XP)

100,000,000 Gold

2 Fame

132 Bonus Weeks gained (to all skillsets)
30 Infinity Designer weeks, 30 Reality Auditor weeks, 30 Reality Arranger weeks, 30 Temporal Primarch weeks and 30 Geomancer weeks (to all skillsets)


Automated Geodecoration- (Passive Ability, Geomancer) At the start of each round, possessor may change the elements of any zone that is a combination of base elements to any other combination of base elements, provided it was not created by a source that is Level 99 or greater or that is 10 or more Levels greater than possessor


Master Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor may control the actions of Spatial element individuals who are half possessor's Level or lower, Spatial element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor


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



Lizard Titan Doom-Hostess's Ruinous Comb- (Weapon, Tool, Destruction & Color & Tacky, 450,000,000 Gold) +450,000 Melee Attack, Damage wielder deals may not be healed by sources below Level 80 that are not 5 or more Levels greater than wielder, Wielder may spend an action to convert any stat, HP, or MP bonus from all stacked instances of a buff from a source below Level 80 that are present on a target entity into an equal penalty that seperates the bonus from said buff and places the converted penalty into a seperate debuff that stacks 5 times across all debuffs created by this item, regardless of their original buff source, Wielder must be Level 60 or greater


Titantic Hostess's Shifting Wardrobe- (Armor, Clothes, Color & Tacky & Flux, 450,000,000 Gold) +450,000 Defense, +450,000 to all stats, +4,500,000 HP, Wielder may become any combination of (base elements, Color, Tacky, and Flux) element at the start of any action as a non-stacking buff, Wielder may make this item any combination of (base elements, Color, Tacky, and Flux) at the start of any action as a non-stacking buff that sits on this item but takes a buff slot of this item's wielder to be carried between battles, Wielder must be Level 60 or greater




'Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii'


Unstatted Loot:

Expert Progress Synchronization (T3) (The other existing T3-Expert, Dream, is apparently specifically based on T1 templates)
Adept Clipboard Training (T3) (Too different from other weapon trees, and too high a tier to do guesswork with)
Master Geomancy Attunement (T1) (No Master-level spell-school abilities exist right now)


Unstatted Other Megaquest-Related Stuff:

Volatilis (like the others) got hit with some hefty Fateweavings the Golem's packing. It might have an effect on things here. It might stick beyond this. Who knows?

Bestow Fate: Will Find the Great Treasure-
Greater Fateweaving, Boon, Manifold
Consumes:
500,000,000 Gold
500,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows its possessor to roll twice on the treasure tables of entities of lower Level than its creator (choosing one result, not both). This effect's creator may choose in the Shop for this effect to disappear at the end of the current month, with said effect not disappearing in already-created threads.

Bestow Fate: Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
Consumes:
5 Purity
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.




What's Going On With The Census, Yo:

● It now has the award 'Contains a Fake Leodranthis'.

● It scanned in the following people:
Mirian Tallyn (Human, Level 76)
Das Puzzle Deathwhale Thingie (Aquatic & Abstract, Level 86)
Shannon (Human, Level 80)
Ekhtero Esh (Human & Outsider, Level 81)
William Senior (Humanoid & Monster, Level 78)

● The Census is getting transferred back to Patchy after this.


Other Stuff

● The team actually made it all the way to the end, thanks to William Senior, even if it couldn't participate in the final battle. This was noted as something that mitigated gear/loot-loss (as mentioned in Anathema's trip to the Concordance-trial's cash-out room regarding the Nihilarchitects as Negalux had also made it to the final chamber and thus, by extension, so had the team).

● Celas is getting a sternly-worded letter from the island with regards to his shenanigans pre-quest that almost led to the Census being hijacked and backdoored via Forcystus.



Objective Tally:

- HUGO BEKKLER IZ LOOKING FOR PROMOTION! IF HUGO GET NEW NEXUS, HUGO CAN BE OWN ADMINISTRATION, YEZ!
FAILED

- BUT MORE TO ZE POINT: NEXZUS, IT IS IMPORTANT TO YOU, YEZ? NEXUS IS IMPORTANT TO HUGO BEKKLER AS WELL, UND FORCYSTUS, HE IZ CONTROLLINK ZE BUREAU VITH ZE DEVIL PAPERWORK. HELP ZIZ TEAM WIN, UND I WILL REZTORE ZE MAIN NEXUS TO ZE ADMINISTRATION UND DEZTROY THE DEVIL PAPERWORK, YEZ!
INDIRECT SUCCESS (Forcystus and the Devil's Paperwork are no longer a factor in Nexus, and the Administration is back in control of things. And likely doing some serious security audits).

- HAZ HU SEEN ZE ODDER TEAMS? MOST OF ZEM IZ AWFUL!
SUCCESS? (Well, by the metric of 'unable to get very far in the quest', most of the other teams were awful, yes. Technical success?)


Lord Gadigan wrote:
2 Fame



'Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii'



Both of those are auto-kept.


Lord Gadigan wrote:
100 times the XP of a Level 79 entity. (3,160,000 XP)
100 times the XP of a Level 79 entity. (3,160,000 XP)
100 times the XP of a Level 71 entity. (2,662,500 XP)



Lost.


Lord Gadigan wrote:
100,000,000 Gold



Narrowly kept. Truck saved it.


Lord Gadigan wrote:
Lizard Titan Doom-Hostess's Ruinous Comb- (Weapon, Tool, Destruction & Color & Tacky, 450,000,000 Gold) +450,000 Melee Attack, Damage wielder deals may not be healed by sources below Level 80 that are not 5 or more Levels greater than wielder, Wielder may spend an action to convert any stat, HP, or MP bonus from all stacked instances of a buff from a source below Level 80 that are present on a target entity into an equal penalty that seperates the bonus from said buff and places the converted penalty into a seperate debuff that stacks 5 times across all debuffs created by this item, regardless of their original buff source, Wielder must be Level 60 or greater


Titantic Hostess's Shifting Wardrobe- (Armor, Clothes, Color & Tacky & Flux, 450,000,000 Gold) +450,000 Defense, +450,000 to all stats, +4,500,000 HP, Wielder may become any combination of (base elements, Color, Tacky, and Flux) element at the start of any action as a non-stacking buff, Wielder may make this item any combination of (base elements, Color, Tacky, and Flux) at the start of any action as a non-stacking buff that sits on this item but takes a buff slot of this item's wielder to be carried between battles, Wielder must be Level 60 or greater



A fortunate roll keeps these two.


Lord Gadigan wrote:
It now has the award 'Contains a Fake Leodranthis'.



Is replaced with 'Used to Contain a Fake Leodranthis'.

This got fairly solidly removed from it in this quest.


Lord Gadigan wrote: Volatilis gets:

'Purchased a Mid-Tier 860,000,000 Gold Non-Damaging, Non-Offensive, Anti-Spying-and-Manipulation Package Against Lili Von Mion from Bascaradine (with an Additional Pre-Recorded Polite Message Explaining that her Influence is Being Blocked to Prevent Such) Before the Crisis Across Infinite Nexii'


Lord Gadigan wrote: Volatilis, thanks to a pair of rolls, one great and one terrible, loses

Fabulous Treasure-Generating Solar System Artifact-Drop-Substitution System wrote:
8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)

Progress-Infused Solar System of Fortune and Chance wrote:
8 Planet- (Item, Property, Earth & Air & Fire & Water, 1,200,000,000 Gold)
Eight-World Mirror-Ring Linkage Network- (Item, Property, Spatial & Ice & Mystic, 888,888,880 Gold)
8 Mythic Palace of Raining Coins and Abundant Treasures- (Item, Property, Wealth, 400,000,000 Gold)
8 Golden Mirror-Palace of Luck- (Item, Property, Fortune, 400,000,000 Gold)
Star of Magic- (Item, Property, Magic & Mystic, 400,000,000 Gold)



Instead of the Twelve Realms' Defense Grid.


Lord Gadigan wrote: Looks like none of the other loot Volatilis brought in, Diadem included, is lost.


Lord Gadigan wrote: Query regarding what happened back in the quest: Did the cleansed fate play a role in exorcising the Census?


Lord Gadigan wrote:
Adept Clipboard Training (T3) (Too different from other weapon trees, and too high a tier to do guesswork with)

30 Reality Auditor weeks



This is kept.

132 Bonus Weeks gained (to all skillsets)
30 Infinity Designer weeks, 30 Reality Arranger weeks, 30 Temporal Primarch weeks and 30 Geomancer weeks (to all skillsets)


Automated Geodecoration- (Passive Ability, Geomancer) At the start of each round, possessor may change the elements of any zone that is a combination of base elements to any other combination of base elements, provided it was not created by a source that is Level 99 or greater or that is 10 or more Levels greater than possessor

Master Geomancy Attunement (T1) (No Master-level spell-school abilities exist right now)



Master Spatial Synchronization- (Passive Ability, Other: Reality Arranger) Possessor may control the actions of Spatial element individuals who are half possessor's Level or lower, Spatial element actions may not inflict major negative status effects on possessor if they come from sources of lower Level than possessor


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


Expert Progress Synchronization (T3) (The other existing T3-Expert, Dream, is apparently specifically based on T1 templates)



These are lost.

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

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

Undo- (Active Ability, Temporal Primarch) If possessor is Time element, possessor may spend an action to undo the removal of a buff or debuff from a source of possessor's Level or lower (to a max of Level 80) that was performed by a source of possessor's Level or lower (to a max of Level 80), placing said instance of said buff or debuff back on the individual it was removed from (but not doing aynthing else that 'undoing' would connotate save counting as 'undoing')



Those are also lost.


Lord Gadigan wrote: Other abilities are kept.


Lord Gadigan wrote: Chronomancer King's Measured Timepiece- (Accessory Aspect- Aeon Diadem, Trinket, Time, X Gold) +377,600 to the stat that determines wielder's turn order, 4 times per thread, when wielder would have an action, wielder may choose to take an additional action, Wielder may choose to delay wielder's actions by up to 240 rounds under the normal rules for delaying actions, 40% Time Resistance, Voidstruck: Marked for Demise Immunity, Suffocation: No Future Immunity, +376,100 Defense against Time, +376,790 AGI, +376,000 SPI, +312,110 Defense against Stat Damage, Wearer may count the current round's number as being either up to 240 higher or up to 240 lower, Wielder may spend an action so that wielder and wielder' allies may immediately leave a random quest they are currently in, provided no opponent more than 19 Levels greater than wielder is present, Wielder's Chronomancy spells that provide a Magical Attack Bonus gain +384,200 additional Magical Attack, Wearer may not be forced by sources below Level 99 to treat the current round's number as a number that wearer would not otherwise treat it as, Has RP effects


Lord Gadigan wrote: Aeon Diadem- (Accessory Aspect- Aeon Diadem, Crown, Time, X Gold) +377,600 Magical Attack, Wearer may choose to have any stat be the stat that determines wearer's turn order, Wearer may, once per thread, assuming that no foes are level 80 or higher, undo a round of battle and go through it again, with both sides being able to choose new actions and new random numbers being generated, 40% Time Resistance, +371,900 Defense against Time, +372,450 AGI, Wielder may spend an action that allows wielder and wielder's allies to escape from random quests at the start of the round after said action is performed or at the time the action is performed, Wielder has a 65% chance of being able to Suspend an offensive action targeting wearer made by an individual 10 or more levels lower that is under level 99 for 24 rounds, with this effect not stacking with itself or with identically worded effects from other items or abilities, Time-element spells cost wielder 3,750,000 less MP to cast, Wielder's Chronomancy summons gain +37,000 to all stats as a non-stacking effect that is present on this item, Chronomancy spells cost wielder 3,850,500 less MP to cast, Wearer gains Fatigued: Elderly Immunity, Wearer's corpse constantly counts each round as being the round of its death and treats the number of rounds since its death as though said value were always 0, as well as causing effects and checks of said value to treat said value as though it were 0, Offensive actions from sources below Level 80 that are below wearer's Level and this artifact's Level that target wearer that are not delayed are delayed for 1 round, May open gates to alternate iterations of time (with positive and negative outcomes both possible) as an RP action


Lord Gadigan wrote: Please post me a copy of the most-up-to-date version of the Census.


Lord Gadigan wrote: Volatilis gets-

IcEE LyZarD BUK$- (Item, Antiquity, Currency, Chaos & Acid & Rot & Madness & Ice, 2,333,333,333 Gold)

And loses the 'Great Treasure' fateweaving.
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Megaquest: Crisis Across Infinite Nexii

Post by Aeromage »

Aeromage wrote: The Cleansed Fateweaving did not get stated as coming into play, I believe.

The most-current version of the Census is the statblock that came in with Volatilis, although I'll note it had some additions from scanning people in-quest that I don't think got processed (as noted in Volatilis' Final Tally).


*Census of the Universe- (Artifact, Level 59, 0 XP, # XP Required) (Standard Multiplier x18, Raised to x# to bypass Level 60 jump)

*The Universal Census Taker's Pen- (Weapon Aspect: Census of the Universe, Deadly Item, Universe, X Gold) +65,000 Melee Attack, +65,000 Magical Attack, Wielder may deal 2,000,000 additional Damage to a unique target up to once per round, Wielder gains +50,000 Defense against unique targets whose stats wielder has scanned as an uncapped bonus, Wielder's actions may scan the stats of their targets

*The Universal Census Pad- (Weapon Aspect: Census of the Universe, Other: Clipboard, Universe, X Gold) +65,000 Defense, Wielder gains the abilities 'Basic Divining Attunement', 'Apprentice Divining Attunement', 'Diviner', and 'Adept Divining Attunement', Wielder may treat entities that are below Level 60 or that are willing that possess a nonbase Tier 1 or Tier 2 entity subtype that possessor possesses the class-name ability for the subtype-relevant class for (should one exist) as though said subtype were a base subtype

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

Quote:
Section 1:
Census Taker- The Floating Isle of Volatilis

Section 2:
Your task is to take a universal census. The capabilities of this pad will be recorded on this page. Goals will be listed on the next page. Pages following that will detail census records. The census will grow in power over time and will gain the ability to do things such as scan entire areas, place locks on areas, alter spawn tables, and perform fading-call-like summons.

*The Universal Census Taker's Pen can be used as a weapon
*The Universal Census Taker's Pen can scan targets

*The Universal Census Pad enhances the defense of the Census Taker

*Locks and scans cannot currently penetrate any dimensional wardings and will be lost if contact is ever disconnected
*Residence locks can be placed on unique entities to constantly scan for changes to their primary location of residence
*Level locks can be placed on unique entities to constantly scan for changes in their level
*Subtype locks can be placed on unique entities to constantly scan for changes in their subtype
*Status locks can be placed on unique entities to constantly scan for changes to their Alive/Dead/Unknown/Storage status

*Individual creatures in an area can be scanned for census information

Section 3:
Goals-
Complete:
&Scan into the census at least five different unique individuals
&Place a residence lock on at least five different unique individuals
&Place level locks on at least 5 different unique individuals
&Place subtype locks on at least 5 different unique individuals
&Place status locks on at least 5 different unique individuals
&Scan into the census a unique individual of a nonbase entity subtype

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

Current:
&Scan into the census unique individuals from at least five different locations
&Scan into the census at least 5 different entities that can spawn in one area
&Scan into the census at least 20 different entities that can spawn
&Scan into the census at least 15 different entities that can spawn somewhere in Nexus
&Scan into the census at least one unique individual whose primary residence is not in Nexus
&Scan into the census at least 5 different items that can spawn
&Place at least 30 locks on unique entities
&Scan into the census at least 25 different unique individuals
&Scan into the census a unique individual of each base entity subtype
&Have the census taker possess 50 Diviner abilities for prerequisite purposes (not counting temporary ones)
&Scan into the census at least 10 unique BA members

Page 4 (Places):
The Universe
-> Nexus
->-> Disc 1
->->-> Carl's House
---------@Residents
Resident: *Carl (Level 81, Human, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock
---------@Entities that Spawn Here
---------@Items that Spawn Here
---------@Area Scans Performed
#None
---------@Area Locks Present
#None
->->-> Nexus Retirement Village
---------@Residents
Resident: *Salkat (Level 19, Spirit, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock
---------@Entities that Spawn Here
---------@Items that Spawn Here
---------@Area Scans Performed
#None
---------@Area Locks Present
#None
->->-> The Nexus Inn
---------@Residents
Resident: *Ave Selim
Resident: *Eva
Resident: *Heracles
Resident: *Patchy Wisdom (Level 39, Human, Alive)
Resident: *Suika Ibuki (Level 19, Spirit, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock
---------@Entities that Spawn Here
---------@Items that Spawn Here
---------@Area Scans Performed
#None
---------@Area Locks Present
#None
->->Disc 96,500
->->->Chroniclers of Eternity Main Headquarters
---------@Residents
Resident: *Arch-Archivist Erumunn (Level 95, Human)
Locks Present: None
---------@Entities that Spawn Here
---------@Items that Spawn Here
---------@Area Scans Performed
#None
---------@Area Locks Present
#None

Section 5 (People):

*Arch-Archivist Erumunn (Human, Level 95)
Locks Present: None

*Ave Selim (Level 39 BA Member, Human, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock

*Carl (Level 81, Human, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock

*Eva (Level 39 BA Member, Human, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock

*Heracles (Level 39 BA Member, Human, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock

*Leodranthis (Level 19, Mech, Alive)
Locks Present: Item Lock, Residence Lock, Level Lock, Subtype Lock, Status Lock

*Salkat (Level 19, Spirit, Alive)
Locks Present: Item Lock, Residence Lock, Level Lock, Subtype Lock, Status Lock
Unique Items In Possession: <Full list of unique items owned>

*Suika Ibuki (Level 19, Spirit, Alive)
Locks Present: Item Lock, Residence Lock, Level Lock, Subtype Lock, Status Lock
Unique Items In Possession: <Full list of unique items owned>

*The Floating Isle of Volatilis (Level 79 BA Member, Large Structure, Alive)
Locks Present: Residence Lock, Level Lock, Subtype Lock, Status Lock
Unique Items In Possession: <Full list of unique items owned>

*Uncle Steve (Level 85, Marcoschnapt, Alive)
Locks Present: None


Section 6:
Record new individual or note a new location?

Section 8:
A sorted list of powers granted by the scanning of various individuals, noting the location, Level, and subtypes of said individuals at the time of said scan-

Granted by scanning the BA Member Salkat while Salkat was Census Taker, presumably in Nexus, presumably while Salkat was both Level 19 and a Spirit. (This happened a while ago and there isn't a good reference for it that I can find):
No ability

Granted by scanning Carl while he was in the Bar in Nexus while he was
Excellent Bartending- 191,200 Damage, Deals HP Healing, Cures all minor negative status effects, deals 1/2 Damage, 1 hit against 300, This action's Prime Attribute is Agility or Spirit, Water & Physical, 16,204,117 MP

Granted by scanning the BA Member Suika Ibuki while she was Census Taker, in Nexus, presumably while she was Level 19, presumably while she was a Spirit (there aren't actually stats posted in the first thread this appears in):
Gravity Yank- All targets are shifted to the front row, 1 hit against 5, Earth & Magic, 1,000 MP

Granted by scanning Uncle Steve indirectly through a Mana Spark while he was a Level 80 Marcoschnapt (Information on his Level and subtype not directly provided from the thread in which the scanning occurred, but inferrable through general knowledge of him at the time and his entry on the People list):
Wacky Roll- 1 Damage, Caster rolls on the 'Whacky Sword' table, Chaos, 5,427 MP

Granted by scanning the BA Member Heracles on Noix (while scanning on Noix was permitted), while he was Level 39 and a Human:
Soul-Manifested Blade-Strike Accompanied by Loud Shout Dedicating the Attack to an Arena Member- 46,000 Damage, this action uses a Prime Attribute of Strength or Spirit, this action counts as involving a Sword, This action's performer chooses a Unique BA Member PC who is currently not Retired and who is not currently present in the same thread as this action's performer; this action's performer counts as possessing an additional unique BA Member PC ally who possesses the same name as said individual during this action, Glory & Light & Darkness, 740,000 MP or 740,000 HP or 74,000 SPI

Granted by scanning the BA Member Eva on Noix (while scanning on Noix was permitted), while she was Level 39 and a Human:
Boat Piledriver- 47,390 Damage, 95% inflicts Fatigued: Stun, 1 hit against 60, This action uses a Prime Attribute of Strength, This action counts as including a Deadly Item whose name includes 'Boat', Physical & Water, 730,000 MP

Granted by scanning the BA Member Ave Selim on Noix (while scanning on Noix was permitted), while he was Level 39 and a Human:
Armor of Bling- +16,000 Defense, Target counts as wearing an additional Wealth & Earth element Heavy Armor, does not stack, Wealth & Earth, 790,680 MP or 39,000,000 Gold

Granted by scanning the BA Member Patchy Wisdom while she was Census Taker, in Nexus, while she was Level 39 and a Human:
Elemental Rechannel- Caster obtains a non-stacking buff that makes it solely any one base element, Light, Wood, Metal, or Blood, Magic or Light or Wood or Metal or Blood, 1,000 MP

Granted by scanning Arch-Archivist Erumunn while he was in the Chroniclers of Eternity Headquarters in Nexus, while he was Level 95 and a Human:
Wisdom Halo- Caster gains a non-stacking buff that provides +120,000 MIN, and that, whenever its possessor is targeted by an offensive action, allows its possessor, at the end of said action, to scan said action's performer's stats, and, if said stat-scanning is successful, to deal 44,000 Flat Knowledge element Mind Damage to said scanned individual, Knowledge, 26,228,710 MP

Granted by scanning the BA Member The Floating Isle of Volatilis while they were Census Taker, in Nexus, while they were Level 79 and a Large Structure:
Defense Grid Counter-Fire- 186,500 Damage, This attack uses Mind or Spirit as its Prime Attribute, May be used as a counter, Magic or Technology, 0 MP

Granted by scanning Leodranthis while it was in the Nexus Inn in Nexus, while it was Level 19 and a Mech:
Spirit in the Census- Possessor gains an additional action each round, during which possessor gains the subtype Mech, Constant Effect


Lord Gadigan wrote: The cleansed fateweaving will be kept post-quest, then.


Lord Gadigan wrote: Granted by scanning Mirian Tallyn during the Crisis Across Infinite Nexii, while she was Level 76 and a Human:
Special Delivery!- 190,000 Damage, This action gains +152% To Hit, This action counts as involving a Polearm weapon, Caster removes a debuff from a source below Level 86 present on caster or one of caster's allies and replicates an instance of it onto target, Sonic & Commerce, 13,302,108 MP

Granted by scanning Das Puzzle Deathwhale Thingie during the Crisis Across Infinite Nexii, while it was Level 86 and an Abstract:
Jigsaw World- All of caster's opponents below Level 79 are afflicted with Petrified, All of caster's opponents below Level 86 have an 80% chance of being afflicted with Petrified, These instances of Petrified may be cured by an individual whose MIN is greater than caster's CON spending five actions to cure an instance of it, These instances of Petrified add the prefix 'Jigsaw Puzzle of ' to their possessor's name and give their possessor the subtypes Antiquity and Golem, Chaos & Flux, 42,430,620 HP

Granted by scanning Shannon during the Crisis Across Infinite Nexii, while she was Level 80 and a Human:
Round-on-the-House Roundhouse Kick- 190,000 Damage, Caster replicates a Temporary instance of a Drink consumable worth under 400,000,000 Gold that is in stock in the shop and has a chance of inflicting Poison: Drunk and uses it on this action's target, Water & Physical, 14,200,301 MP

Granted by scanning Ekhtero Esh during the Crisis Across Infinite Nexii, while he was Level 81 and a Human & Outsider:
Soul Polishing- Caster gains +800,000 stat points, divided between caster's stats as caster desires, Caster becomes Immune to major negative status effects from sources below Level 81, Buffs on caster with caster as a source cannot be removed by sources below Level 80, Caster gains +160% Dodge against entities who do not possess the subtype Emissary, Endbringer, or Archon, Does not stack, Universe, 20,000,000 MP

Granted by scanning William Senior during the Crisis Across Infinite Nexii, while he was Level 78 and a Humanoid & Monster:
Wind Up- Caster's next attack deals double Damage (to a max of 57,633,696,000 additional Damage) to target individual below Level 88, All of caster's opponents immediately gain 10 actions, to a max of 2,000 additional actions per entity per round, Stacks 200 times, Physical & Time, 0 MP

The following is lost:

Spirit in the Census- Possessor gains an additional action each round, during which possessor gains the subtype Mech, Constant Effect


Lord Gadigan wrote: Adept Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of individuals below (Possessor's Level - 10) if possessor has a Clipboard equipped, Clipboard weapons equipped by possessor can provide an additional +100,000 Magical Attack before capping, Clipboard Weapons equipped by possessor that provide a Magical Attack bonus provide an additional +5,000 Magical Attack, Possessor's critical Damage multiplier increases by 1 as an effect that does not stack with other critical-damage-multiplier-increasing effects that come from abilities if possessor is wielding a Clipboard


Lord Gadigan wrote: Volatilis gets 'Broke Free from the Crisis Across Infinite Nexii in an Ice Cream Truck'


Lord Gadigan wrote: Volatilis is freed from this thread.


Lord Gadigan wrote: That handles everyone whose exit post was ready. The others can be processed longer-term with the overall updating of the thread like characters in a normal quest thread. They still aren't free, excluding for the purposes already approved elsewhere.


riotofblood wrote: TSG

Loot Style: Piles of Loot


Unifinished Prep:

None


Gains:

Lvl 79 and Lvl 71 mobs XP
5,822,500 | XP

From much power(rain/deluge of power):
32 Bonus Week

Doctor Tremarris:
3,200,000 | XP
20 Bonus Weeks
30 Gunner Bonus Weeks
1,000,000,000 | Gold


*Tremarris's IRRC Battle-Coat- (Armor, Light Armor, Technology & Knowledge & Law, 1,800,000,000 Gold) +1,800,000 Defense, +180,000 Defense against MIN Damage, +1,800,000 MIN, +18,000,000 MP as a non-stacking bonus, 60% Insanity Resistance, Insanity Immunity against sources below Level 95, Wearer's Defense may not be Pierced by sources below Level 95, Wielder must be Level 60 or greater and must possess the ability 'Expert Light Armor Proficiency'

*The Annihilation Procedure Matrix- (Weapon, Assault Matrix, Destruction & Technology, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may each remove up to 5 buffs or positive status effects from sources below Level 95 that are not 5 or more Levels greater than wielder from each of their targets, Wielder's offensive actions may unsummon targets below Level 95, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'

*The Chaos-Quantifier Titan Matrix- (Weapon, Assault Matrix, Glory & Law & Astral, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions gain '1 hit against 2,000,000,000', Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may apply a non-stacking debuff to targets below Level 95 that changes the element Chaos into the element Law in Damage its possessor deals and in the elements of its possessor, its possessor's items, and its possessor's actions, and that prevents its possessor from casting Anarchomancy spells, benefitting from Fortune element buffs, or randomizing non-random values, Wielder may choose for the Randomized Attribute Multiplier in wielder's attacks that are part of wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions to be set to '2', Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'

*The Crimson Experimental Reality Matrix- (Weapon, Assault Matrix, Formus & War & Blood & Spatial & Numerals, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may apply a debuff to their targets that are below Level 95 that are below wielder's Level, that changes its possessor's battle system to the 'Red Ways' battle system, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'
Red Ways Battle System:
* Entities suffer a constantly-applied percentage reduction to their stats equal to the percent of their Max HP that they have lost
* Entities use their lowest stat as their Prime Attribute
* Damage from the status effect Wounded: Bleeding and its sub-status effects may not be reduced or ignored by non-Blood, non-Numerals, non-Formus element entities
* Entities Critical Damage Multipliers are increased by 1, with this effect not increasing damage against Blood, Numerals, or Formus element entities

*The Rational Essence Dissector Matrix- (Weapon, Assault Matrix, Knowledge & Law & Destruction & Agony, 1,800,000,000 Gold) +1,800,000 Ranged Attack, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may scan the stats of each of their targets, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions may scan the stats of each of their targets that successfully scan their targets' stats may apply a non-stacking debuff to those targets that allows wielder to, at the start of each round, remove up to 3 buffs or positive status effects from sources below Level 95 from said debuff's possessor, Wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions use Mind as their Prime Attribute, Wielder's Ranged Attack bonsus capping is based on Mind, Wielder must be Level 60 or greater and must possess the ability 'Expert Assault Matrix Training'

*Tremarris Pistol- (Weapon, Assault Matrix, Technology & Spatial & Knowledge, 1,800,000,000 Gold) +1,800,000 Ranged Attack, +1,800,000 AGI, +1,800,000 MIN, 200% inflicts any three minor negative status effects, At the start of each of wielder's 'Ranged Attack', 'Ranged Overdrive', 'Point Blank Shot', and 'Snipe' actions, wielder may create 5 Temporary Gun weapons that are in stock in the Shop and cost under 400,000,000 Gold, and acquire benefits from those weapons as though they were equipped for the duration of the action, with all such Temporary items vanishing at the end of the action, Wielder must be Level 60 or greater and must possess the ability 'Expert Gun Training'

Psigate Devastation- (Technique Ability, Gunner) Possessor may use 'Psigate Devastation' in conjunction with a 'Ranged Overdrive' action so long as no other technique is used and possessor is wielding a unique Gun weapon called '*Tremarris Pistol' as part of said action. Said action gains +1,800,000 Ranged Attack and may cast any one Psychic Arts spell from the Shop that is for Sale that is worth under 400,000,000 Gold as an additional spell on top of other spells said action could normally cast, incorporating any Magical Attack bonus of said spell as though it were a Ranged Attack spell, with said action's performer having to pay costs for said spell as though it were being cast normally.


(5:18:18 PM) lordgadigan: Give TSG and RM each 2 Fame
(5:18:27 PM) lordgadigan: And an award for beating their specific opponent in the Crisis
(5:18:34 PM) lordgadigan: And then give each group member 2 Fame
(5:18:40 PM) lordgadigan: And an award for beating the IRRC Team

4 | Fame

Award-
'Beat The Institute for the Refinement of Rational Civilization's Team in the Megaquest Crisis Across Infinite Nexii'


Mime-
TSG gains Dopple as an additional element
80 Bonus Weeks
2,222,222,222 | Gold
7,015,200 | XP

Basic Dopple Synchronization- (Passive Ability, Other: Mime Don) Possessor gains +25 to all stats if an ally of possessor is Dopple element


(3:53:47 AM) [IZ HUGO BEKKLER!]: (lordgadigan) He also gets the award
(3:53:54 AM) [IZ HUGO BEKKLER!]: (lordgadigan) For beating the mime and progressing to Stage 2


Lord Crime-
Won. Log doesn't have the fight except that it happened and that no loot for it.


Dravis-
Won. Log doesn't have the fight except that it happened and that no loot for it.


Axim Prep-
(2:03:18 AM) [IZ HUGO BEKKLER!]: (lordgadigan) [Your actions threaten to bring about the advent of a power that will distort the order of realities, and your request oversteps the initial intended favor, but a promise is a promise, and you shall be reworked and granted power.]

The Golem is taken apart from Nexus, reworked, reforged, and replaced, all between the moments of time. He now incorporates Hambelstern parts and determines that his defenses and weapons are both specifically massively improved against Axim's constructs and Arcanists.

[It is done. Good fortune in your trials, Golem, and may you choose your path well.]


Edit- Took out the part about the Archon powers, because Anathema reversed the trial.







Losses:

Used:
x3
Bestow Fate: Will Find the Great Treasure-
Greater Fateweaving, Boon, Manifold
Consumes:
500,000,000 Gold
500,000 XP

x3
Greater Fateweavings
Bestow Fate: Will Be Cleansed of the Evil Taint-
Greater Fateweaving, Boon, Manifold
Consumes:
5 Purity
80,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one non-Demon, non-Devil, non-Daemon, non-'Serpent Blessed', non-Fiend, that is not Corruption, Devastation, Agony, Null, or Evil element, that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect allows either said individual or its creator to choose, at the beginning of any round, to cure said individual of all debuffs and minor negative status effects that come from sources that are Demons, Devils, Daemons, Darkspawn, Undead, Horrors, Corruption element, Agony element, Devastation element, or Dark Magic that are below its creator's Level, with said effect vanishing once such triggering occurs.

x1
Bestow Fate: Will Be Gunned Down in the Firefight-
Greater Fateweaving, Burden, Manifold
Consumes:
20 Reaver's Rifle
20 Tengu's Magic Bullets
180,000 XP
Produces:
This Greater Fateweaving may be applied in the Shop Thread or as an RP effect that requires a time-consuming ritual. If applied in the Shop Thread, it affects any one entity that is either a non-retired PC, a mercenary on the Mercenary List, or a unique entity on the Boss List. Target obtains a special effect that is not a buff that does not stack. Target may not acquire said effect if target is already under the effect of 5 or more Greater Fateweavings. Said effect causes its possessor to take (Creator Level * 60,000) additional Damage from the first time each round it would be Damaged by an attack that involves a Gun, with said effect ending at the end of the third battle in which said effect causes its possessor to take extra Damage.


The ENEMY Prep:
(2:18:34 AM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) Ooh, how about that. Can TSG pour Archon-power jnto his Liar's Million-Billion Razors, modifying the spell itself?
(2:19:03 AM) [IZ HUGO BEKKLER!]: (lordgadigan) He can
(2:19:07 AM) [IZ HUGO BEKKLER!]: (lordgadigan) How much XP is he putting in?
(2:19:22 AM) [IZ HUGO BEKKLER!]: (lordgadigan) I'm not giving the spell new text unless it makes it out of this without losing that
(2:19:28 AM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) I think he is my XP battery; check
(2:19:35 AM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) That's fine
(2:19:54 AM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) "Enough to make it work optimally" dont have time to check
(2:20:04 AM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) Probably a billion or something


The ENEMY Fight:
Unknown what exactly happened the log does not show it.


After Volatilis fights Esh?
(1:54:08 AM) [IZ HUGO BEKKLER!]: (lordgadigan) A valiant effort
(1:57:20 AM) [IZ HUGO BEKKLER!]: (lordgadigan) I think it's the bad luck thing
(1:57:37 AM) [IZ HUGO BEKKLER!]: (lordgadigan) Team Bekkler in general has had *awful* luck in this
(1:57:55 AM) [IZ HUGO BEKKLER!]: (lordgadigan) And you just got taken out by something that just did the same thing to TSG (who is in competition for being the strongest PC)


After RM fights Esh? (or at least the last of the log)
(5:44:13 AM) [IZ HUGO BEKKLER!]: (scamper922) Done
(5:44:18 AM) [IZ HUGO BEKKLER!]: (lordgadigan) Processing
(5:55:13 AM) [IZ HUGO BEKKLER!]: (scamper922) to confirm, is loot loss even more in our favor due to our team winning overall?
(5:55:40 AM) [IZ HUGO BEKKLER!]: (scamper922) or like, can people winning later matches give gear back to those that lost earlier ones
(5:55:54 AM) [IZ HUGO BEKKLER!]: (lordgadigan) Loot loss is more in your favor thanks to making it to the end of the quest with someone alive, yes.
(5:56:04 AM) [IZ HUGO BEKKLER!]: (scamper922) woot
(5:56:28 AM) [IZ HUGO BEKKLER!]: (scamper922) I know we've a lot in our favor regarding keeping loot as is, but whatever helps!
(5:56:36 AM) [IZ HUGO BEKKLER!]: (lordgadigan) Indeed
(3:15:06 PM) [IZ HUGO BEKKLER!]: (fruedestruction) so Volatilis is out instead of dead?
(3:16:04 PM) [IZ HUGO BEKKLER!]: (fruedestruction) Also is it me or does the RM hard-counter most forms of control?
(3:16:53 PM) [IZ HUGO BEKKLER!]: (fruedestruction) Also danke for saving the Census
(3:16:54 PM) [IZ HUGO BEKKLER!]: (fruedestruction) twice
(3:18:42 PM) [IZ HUGO BEKKLER!]: (fruedestruction) Now here's a use for it I never considered.
(3:23:28 PM) [IZ HUGO BEKKLER!]: (fruedestruction) Looking at the lineup for the final battle
(3:23:44 PM) [IZ HUGO BEKKLER!]: (fruedestruction) and honestly I dunno on who to bet
(3:24:14 PM) [IZ HUGO BEKKLER!]: (fruedestruction) HA has more people, but VR has more people I deem super-dangerous
(3:24:45 PM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) That went better than expected
(3:24:53 PM) [IZ HUGO BEKKLER!]: (wriglenigtsparow) RM put on an incredible show


Also a general reminder that all gear was enchanted with (in case that helps):
High Sanctity- (Spell, Abjuration, Warding, 2,500,000 MP, 250,000,000 Gold) Target item cannot be stolen or destroyed by individuals below Level 99 and cannot have its text changed by individuals below Level 99, Caster must be Level 60 or greater and must possess the ability 'Adept Abjuration Magic Attunement' or 'Adept Warding Synchronization'

Also that is was protected from tamper with:
'Will You Please Excuse the Hats and Heads My Goat Vomited? He Inadvertently Put Them On the Wrong Table.'- 44,540 Damage, 1 hit against 25, for each target chosen, an additional secondary target is chosen, and a debuff is applied to each primary target that contains copies of all buffs present on said primary target's corresponding secondary target, excepting those buffs that come from sources above level 99, with said attached buffs applying to the secondary target whose buffs they were copied from, not applying to the primary target whose debuff they are attached to, and not stacking with the copies of the buffs that they were copied from or stacking beyond their capability to stack not counting this ability; the debuff component of this ability counts as a buff instead if applied to an allied target and each buff on it counts as a buff for the purposes of its carrier's buff slots, No more than 5 buffs may be carried by buffs or debuffs created by this ability per individual who is being affected by said buffs as a secondary target of this ability, Chaos & Magic & Spatial, 12,000 MP


Total (including what was spent on upgrading Liar's Million-Billion Razors unless it needed more than 1 billion xp to be upgraded):
1,500,000,000 | Gold
1,001,920,000 | XP
15 | Purity
20 | Reaver's Rifle
20 | Tengu's Magic Bullets






Objective Tally:
(Copied from Volatilis)
- HUGO BEKKLER IZ LOOKING FOR PROMOTION! IF HUGO GET NEW NEXUS, HUGO CAN BE OWN ADMINISTRATION, YEZ!
FAILED

- BUT MORE TO ZE POINT: NEXZUS, IT IS IMPORTANT TO YOU, YEZ? NEXUS IS IMPORTANT TO HUGO BEKKLER AS WELL, UND FORCYSTUS, HE IZ CONTROLLINK ZE BUREAU VITH ZE DEVIL PAPERWORK. HELP ZIZ TEAM WIN, UND I WILL REZTORE ZE MAIN NEXUS TO ZE ADMINISTRATION UND DEZTROY THE DEVIL PAPERWORK, YEZ!
INDIRECT SUCCESS (Forcystus and the Devil's Paperwork are no longer a factor in Nexus, and the Administration is back in control of things. And likely doing some serious security audits).

- HAZ HU SEEN ZE ODDER TEAMS? MOST OF ZEM IZ AWFUL!
SUCCESS? (Well, by the metric of 'unable to get very far in the quest', most of the other teams were awful, yes. Technical success?)



Clarification- Checked logs from Volatilis, RM, and TSG threads.


riotofblood wrote: Darston

Loot Style: Piles of Loot


Unifinished Prep:

Darston gains:
Bascaradine Tsayyikproofing- (Passive Ability, Roboticist) Possessor may use CON in place of SAN, INF, and RES and may choose to take CON Damage instead of SAN Damage, INF Damage, or RES Damage
*Shield of Evalach- (Weapon, Other: Weapon of Legend, Light & Physical, Lv. 79, X Gold) +136,000 Defense, +118,000 Melee Attack, Wielder's Defense may not be pierced by individuals below Level 99, 156% Resilience, +156% Resilience, 400% Minor Status Effect Resistance, 150% Moderate Status Effect Resistance, Wielder gains +136,000 to all stats as an uncapped bonus if none of possessor's opponents are Angels, Celestials, Devas, or Holy Ones, Wielder's Defense and Melee Attack capping are based on Spirit, Wielder's 'Melee Attack' and 'Melee Overdrive' actions use Spirit as their Prime Attribute, Wielder gains a 49% chance of Reflecting the attacks of Arch-Demons, Arch-Devils, Arch-Daemons, Demons, Devils, and Daemons below Level 99, This item possesses the subtype Shield, This item may not normally be equipped unless a proper ability is possessed
XP: 926,765,000
XP Needed: # (Standard Multiplier x1 (x10 artifact in terms of power), raised to x80 to bypass Level 80 barrier)



Loses:
375,000,000 | Gold
926,765,000 | XP




Quest:


From much power(rain/deluge of power):
1 Bonus Week

Lion Pact:
Gatekeeper of Unbreached Veils- (Passive Ability, Gatekeeper) Possessor cannot be hit by attacks coming from sources below Level 99 that have not scanned possessor's stats, Possessor can dodge Flat Damage attacks, Possessor counts as having a pact with an additional Eidolon, This ability has no effect if possessor is below Level 60, Has RP effects



Award-
1 | Fame
'Upgraded the Python'

Fight with Strickland:
Tendrils of the Sun- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique and possessor has a weapon named 'The Sunhand' equipped and possessor is casting the spell 'Multitendril Strike' as part of said action. Said action gains +2,000,000 Melee Attack, gains 12 hits against 2,000,000,000, gains a 200% chance of inflicting Burning and Zealblasted, and may treat any unique weapons equipped by its performer as either additionally or solely possessing the element Fire and/or the element Hope and/or the element Glory


2,000,000 Gold
2 Fame
An award for beating Strickland
1 more Fame
'Fought Alongside the Holy Imperial War Expeditionary, Including Teagan, Guertas, That Bird, Drescher, and Professor 2.0'

*Grimoire of the Principles Beyond Existence- (Weapon, Book, Spatial & Time & Formus & Aether & Astral & Void, 3,000,000,000 Gold) +3,000,000 Magical Attack, +3,000,000 to all stats, +30,000,000 MP as a non-stacking bonus, Entities below Level 95 may not change the battlesystem without wielder's permission, Entities below Level 95 may not stop wielder from changing the battlesystem, Wielder's base stats are increased by 5 each if the battlesystem is a battlesystem other than the default battlesystem, Wielder must be Level 60 or greater and must possess either the ability 'Expert Ritual Magic Attunement' or 'Expert Book Training'
*Strickland's Suit- (Armor, Clothes, Devastation & Mystic & Warding & Spatial, 2,500,000,000 Gold) +2,500,000 Defense, +25,000,000 HP as a non-stacking bonus, +25,000,000 MP as a non-stacking bonus, 160% Resilience, +160% Resilience, Instant Death Immunity against sources below Level 99, Wearer cannot be killed by sources of lower Level that are below Level 80, Wearer is Immune to sources below Level 60, Wearer must be Level 60 or greater and must possess either the ability 'Expert Channeling Attunement' or 'Expert Clothes Mastery'
*Ring of Eternal Poison- (Accessory, Ring, Toxin & Time & Fate & Devastation, 2,750,000,000 Gold) +2,750,000 Magical Attack, +2,750,000 SPI, Wielder's minor negative status infliction chances are increased by 270%, Wielder's major negative status effect infliction chances are increased by 15%, Negative status effects inflicted by wielder possess no natural per-round recovery rate, Negative status effects with wielder as a source persist beyond death on entities below Level 95, Negative status effects inflicted by wielder may not be cured by sources below Level 95 that are not 10 or more Levels greater than wielder, Wielder must be Level 60 or greater and must possess either the ability 'Expert Dark Magic Attunement' or 'Expert Ritual Magic Attunement'
*The Empty Aurora- (Accessory, Other: Mystic Infusion, Void & Aether & Devastation, 2,500,000,000 Gold) +2,500,000 Defense, +2,500,000 CON, +2,500,000 SPI, +250,000 Defense against Stat Damage, Offensive actions from sources below Level 95 that are not greater Level than wielder have, at wielder's discretion, a non-stacking 30% chance of failing, 30% inflicts Vanished, Damage dealt by wielder may not be healed by sources below Level 90, Wielder must be Level 60 or greater and must possess either the ability 'Expert Devastation Synchronization' or 'Expert Void Synchronization'
*Strickland's Uplink-Core- (Accesssory, Crystal, Spatial & Devastation & Formus, 2,500,000,000 Gold) Wielder may serve as a Foundation of a Meta-Uplink, This item and its effects may not be replicated, Wielder must be Level 60 or greater and must possess either the ability 'Expert Gatekeeper Knowledge' or 'Expert Spatial Synchronization'

90 Ritualist Bonus Weeks
30 Channeler Bonus Weeks
60 Warlock Bonus Weeks
30 Other: Ruin Bringer Bonus Weeks
30 Gatekeeper Bonus Weeks

Ritualist-
Adept Ritual Magic Attunement
Expert Ritual Magic Attunement


Channeler-
Adept Channeling Attunement- (Passive Ability, Channeler) Channeling spells cost possessor 10,000 less MP to cast, Whenever possessor deals Drain as part of actions that involve Channeling spells, said quantities are increased by 5,000 points, Possessor gains 10 Spell slots that may not be used for purposes other than carrying spells, may only carry Channeling Spells, and may not be converted into other types of slots by individuals below Level 100


Warlock-
Basic Dark Magic Attunement- (Passive Ability, Warlock) All Dark Magic spells gain +10 Magical Attack and all Dark Magic spells cost 10 less MP


Other: Ruin Bringer)-
Basic Devastation Synchronization- (Passive Ability, Other: Ruin Bringer) Possessor gains +25 to all stats if possessor is Devastation element


Other: Gatekeeper-
Adept Gatekeeper Knowledge- (Passive Ability, Other: Gatekeeper) Possessor's Outsider pets and summons gain +10,000 to all stats, Possessor gains an additional summon slot that may only contain a Outsider summon, Possessor's unmodified stats increase by 1,000 points if possessor is a Outsider



Fight with Forcytus:
Sun-Exalted Veil-Beast's Mask-Breaking Unreality-Strike- (Technique Ability, Combatant) Possessor may use this Technique in conjuction with a 'Melee Attack' or 'Melee Overdrive' action if said action includes no other technique, possessor has a weapon named 'The Sunhand' equipped, possessor is a devout worshipper of Selereth Helios, and possessor is Spatial or Mystery element. Said action gains +2,400,000 Melee Attack, gains a 60% chance of inflicting Smitten, destroys all Defense-increasing, Resistance-granting, and Immunity-granting buffs on its target that come from sources below Level 99, cannot miss targets below Level 99, and cannot be countered or caused to fail to occur by sources below Level 99.

Uses all XP gathered so far in quest

4 lost levels

'Key to the Defeat of Forcystus'
'Obtained a Holy Imperial Seal of Triumph from defeating Forcystus in Crisis Across Infinite Nexii Megaquest'
2 Fame
19,200,000 | XP
1/12 Holy Imperial Seal

Basic Clipboard Training- (Passive Ability, Other: Reality Auditor) Possessor controls the decisions of Level 1 individuals and gains +500 MIN if possessor has a Clipboard equipped

Basic Evil Synchronization

Elder Geist- (Passive Ability, Deathless One) Possessor may treat Undead as a Tier 3 Subtype. If possessor is an Undead, possessor's base stats are increased by 5. If possessor is an Undead, possessor is Immune to Level Damage and Level Drain. If possessor is an Undead, quantities of Drain possessor deals are tripled. If possessor is an Undead, possessor's Major Negative Status Effect infliction chances are increased by 15%.



Casino fights:

(10:15:10 PM) [The Veil Render Rides Again!!]: (wriglenigtsparow) Is Darston benefitting from the linkup in terms of gains here? Did he get anything from that Beak-empowerment anathema had? If Anathema picked, like, Planetary would it apply to him too?
(10:15:32 PM) [The Veil Render Rides Again!!]: (wriglenigtsparow) You mentioned he didn't get Nameseuth because it was tied to the Nemesis Mask
(10:16:56 PM) [The Veil Render Rides Again!!]: (lordgadigan) Generally no, but sometimes yes.
You're counting as being around for stuff, and some stuff may bleed over.
She's primary trial champion here, though.
Nothing specific from Beak yet on the grounds of that being Anathema's guiding motivation and her patron deity.
(10:17:39 PM) [The Veil Render Rides Again!!]: (lordgadigan) You'll get your body back when the group hits the end zone (if it hits it)
(10:17:46 PM) [The Veil Render Rides Again!!]: (wriglenigtsparow) 'k
(10:18:17 PM) [The Veil Render Rides Again!!]: (wriglenigtsparow) Everything'll check then in terms of rewards, I'm assuming?
(10:18:28 PM) [The Veil Render Rides Again!!]: (wriglenigtsparow) Like those with-the-tenfold-blade techniques
(10:19:22 PM) [The Veil Render Rides Again!!]: (lordgadigan) The what now?
(10:19:40 PM) [The Veil Render Rides Again!!]: (lordgadigan) Blade techniques?
(10:19:42 PM) [The Veil Render Rides Again!!]: (lordgadigan) Oh!
(10:19:44 PM) [The Veil Render Rides Again!!]: (lordgadigan) That's
(10:19:46 PM) [The Veil Render Rides Again!!]: (lordgadigan) Your artifact
(10:19:47 PM) [The Veil Render Rides Again!!]: (lordgadigan) Isn't it
(10:19:52 PM) driftwood 153: haha, yep
(10:19:57 PM) [The Veil Render Rides Again!!]: (lordgadigan) Yeah, you stand a good chance of getting those then
(10:21:41 PM) [The Veil Render Rides Again!!]: (wriglenigtsparow) "She swings the Goliath Blade and World-Nullifier.

Anathema develops a new technique on the fly: World-Shattering Colossus-Cleaver!

The mech splits in half as a planet-cracking strike hits it and draws a jagged line of black-and-red destruction down its middle. Prektus takes supermassive damage and dies."

and

"Anathema has chosen her attack wisely. She is ludicrously fast and powerful. She is also, at least for the moment, ludicrously lucky.

Anathema draws her sword. The world goes black-and-white. Anathema blurs past Guertas. Anathema sheathes her sword. Red sprays everywhere as Guertas's head falls from his shoulders.

Guertas takes massive damage and is hit with Instant Death.

Anathema has developed a second new technique this day! One Red Instant!"
(10:22:01 PM) [The Veil Render Rides Again!!]: (lordgadigan) Yeah, Darston stands good odds of getting those two
(10:22:06 PM) [The Veil Render Rides Again!!]: (lordgadigan) What with it being his artifact
(10:22:10 PM) [The Veil Render Rides Again!!]: (lordgadigan) And him being a swordmaster too



Kept by Anathema (As reference):
World-Shattering Colossus Cleaver- (Technique Ability, Swordsman) Possessor may use 'World-Shattering Colossus Cleaver' in conjunction with a 'Melee Overdrive' action. Said action gains +2,750,000 Melee Attack, applies a non-stacking debuff that provides -2,500,000 Defense, deals triple Damage to entities with the Constant Effect 'Supermassive' or 'Hypermassive' (as an effect that does not stack with other effects that specifically muliply Damage against such targets), and may destroy any number of Zones, Terrains, and Phantom Terrains created by sources below Level 99.

Lost by Anathema (As reference):
One Red Instant


Final Fight:
Seems somewhere Darston picked up Immortal?
viewtopic.php?f=6&t=8687&hilit=anathema&start=220#p156886

*Darston (Immortal & Elder Geist & Outsider & Angel & Vessel, Level 79 BA Member)




Logs were incomplete to show if this is a permenate copy of a spell or something that's temporary (I'm guessing that it's just temporary):

Darston, suddenly riding atop the One-Strike Killer, utilizing a sword-riding spell granted to him through the Chroniclers' Record of All Magics, dual-strikes four of the Zweirugis with colossal versions of the sword he is riding and the Sword of Darston.




viewtopic.php?f=6&t=8687&p=159216&hilit=darston#p159246
1 | Holy Imperial Seal of Glory
2 | Fame
Basic Illusion Synchronization- (Passive Ability, Other: Unreality Coordinator) Possessor gains +25 to all stats if possessor is Illusion element





Losses:

Made 1:
Secret Formula- Exquisite Veil Blend
Point Value- 5
Requires:
Level 20
Adept Spatial Synchronization
Adept Gate Magic Attunement
Chef
Gatekeeper
Lady of the Exceptional Leaf
1 Mindglass Teapot
Consumes:
2 Unreality Leaves
1 Psychic Crystal

Exquisite Veil Blend- (Consumable, Drink, Psychic & Spatial, 1 Charge, 200,000,000 Gold) Target obtains a non-stacking buff that makes its possessor's stats unscannable, that gives its possessor +100,000 MIN, and that allows its possessor to optionally obtain a buff at the start of each round that stacks 3 times that causes a debuff from a source below Level 90 on its possessor to lose its text, This item's name counts as including 'Tea', This item and its effects may not be replicated by sources below Level 100


Implanting his heart into Anathema's chest:
100 Bonus Weeks


Getting Beak Back:
(Note: Darston does have the ability "Repair" in case the makes any difference for bringing this piece back and if so Darston also has Adept Progress Sync in case he would be able to somehow upgrade it. Though if that might cause something funny/bad to go on he would just stick to trying to repair the item as is):
Glitch-Suppression Irregularity-Negation Mantle- (Accessory, Cloak, Technology & Law & Warding, 40,000,000 Gold) +40,000 Defense, +25,000 to all stats, (Null element sources and Coded Beings) below Level 60 may not inflict debuffs on wearer, 30% Null Resistance, 25% Void Resistance, 25% Technology Resistance, Antimatter: Glitched Out Immunity, Vanished Immunity against sources below Level 60, Wielder must be Level 20 or greater
w/
Unbreakable- This item cannot be Broken or destroyed except by the most exceptional measures, This treatment does not prevent pets or summons it is applied to from being killed, This item cannot be stolen outside of Official Quests and Player Quests, This does not count as a Mystic Treatment for number of Mystic Treatments that can be applied to this item if this item is unique, Affects any type of possession, Mystic Treatment







OBJECTIVE TALLY:
(Copied from Roy)
- [Hi BA Members! The mission goal is simple: I want to use the Mime's forge to build a bunch of alternate realities that have their own fun rules!]
FAILED

- [Since I have foreseen that some people have concerns about it, I'll be clear that I'm not planning on breaking Nexus.]
SUCCESS???

- [People from the go-kill-Lubel-Vyre mission: I'd be hyped if you all joined up! Seriously, you did way better at completing that than the BA people did back during the Princess mess and are what convinced me to open recruitment again for this one.]
SUCCESS


Note on Threads that I checked for information:
This Thread:
Anathema CAIN Thread:
Roy CAIN Thread:
Darston Prep Thread:
Darston CAIN Thread:


Celas wrote: Notes regarding Darston:

Darston gets-
'Key to the Defeat of Forcystus'
2 Fame
600 times the XP of a Level 80 entity
1/12 Holy Imperial Seal
Basic Clipboard Training, Basic Evil Synchronization, Immortal Traits, or Fiend Traits

(1:22:17 AM) [Things, Spaces, and Schemes]: (lordgadigan) Ah, I'll also throw in
(1:22:19 AM) [Things, Spaces, and Schemes]: (lordgadigan) An Elder Undead
(1:22:20 AM) [Things, Spaces, and Schemes]: (lordgadigan) Option
(1:22:21 AM) [Things, Spaces, and Schemes]: (lordgadigan) There



Unless we've all been doing it very wrong, that was a choice of one option, and not all of the above, so Evil and Clipboad shouldn't be in that summary. (Unless it should for everyone! :P )

Darston chose as his reward for the Forcystus fight:

(2:04:51 AM) driftwood 153: I'm gonna officially state it here, given what's about to happen: I've chosen my reward as Elder Undead
(2:05:13 AM) [Things, Spaces, and Schemes]: (wriglenigtsparow) Darston is taking the same



However, during the finale prep phase we later used The Cloak of Master Detective (with possible assist from The Sublime Lie) to retcon that into Immortal Traits, so we'd have another stacking Tier 3 to share. That may or may not have been a permanent retconning.

I'm not totally sure why more of the finale stuff didn't wind up in my logdump, and with that hard drive gone (the parts that aren't on Discord) are unavailable for pasting, but that's why Darston had Immortal.

The award format has been:
'Defeated Strickland in the Crisis Across Infinite Nexii'

I'd thought the Mantle's power had been burned out for the quest only, though the wording could show otherwise. ("Unraveled")

EDITING IN LIKE A WEEK LATER: Also in the interests of having his back, I meant to make a mental note to see if Darston had the opportunity to pick up anything via Blue Mage during the proceedings. Even/particularly when fused with Anathema. [/edit]

(Final note:

Renderizing Forcystus and getting the Nihilarchitects Losh are both large resource victories that hit at side objectives.

Give Darston and Lili each a Seal Piece and 2 Fame. Lili gets Basic Formus Synch if she doesn't have it. Darston is getting Basic Illusion Synch if he doesn't have it. 60 bonus weeks for the class if they do. That's making it out regardless of what happens with the rest of their loot.



I'd missed that post! Anathema and Roy can has? I mean, that's a team goal fulfilled, right?)


Lord Gadigan wrote: The Darston choice was a choice. I'll let either the pre-retcon or post-retcon version of the choice stick, but not both, since Truth would prevent double-paradox-overlap.

I confirmed that Anathema and Roy can get that stuff somewhere. It apparently never made it here, so I'm confirming it again.
Locked